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Sablewaves

Minecraft’s oceans were never meant to stay flat. With Sablewaves you can experience Minecraft the way it was meant to be.
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sablewaves-2.22.0.jar

File namesablewaves-2.22.0.jar
Uploader
Arapatoc288Arapatoc288
Uploaded
Sep 5, 2026
Downloads
649
Size
151.2 KB
Mod Loaders
NeoForge
File ID
8815765
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:sablewaves-1634962:8815765"

Learn more about Curse Maven

What's new

2.22.0 — the fps one

ok so LuminaKraftStudios said "with the mod 150 fps, without the mod 700 fps" and i kind of assumed that was just a beefy pc being weird. it wasn't. they were right and i can show you exactly how right.

the wave renderer had a budget of 5 milliseconds per frame, and the quality thing would keep cranking itself up until it used all 5. every frame. forever. it wasn't a limit, it was a target.

that's fine if your frame is 16ms. if your frame is 1.4ms because your pc is a monster, then me taking 5ms means i'm costing you more than the entire rest of the game put together.

1.4 + 5 = 6.4ms per frame = 156 fps. they measured 150.

it was doing exactly what i told it to. i just told it the wrong thing.

so now it takes a share of your frame instead of a flat number:

your fps without the mod before now
700 156 ~519
240 109 ~178
120 75 ~89
60 46 46

slow pcs are exactly the same as they were. they were never the problem — 5ms out of a 16ms frame was always fine. it's fast pcs that were getting robbed, and they're the ones who post fps numbers in the comments, so.

there's a new setting waveOverlayFrameShare in sablewaves.json if you want to mess with it. higher = more waves and fewer frames, 1.0 is greedy, set it to 0 to go back to the old flat-5ms behaviour exactly.

thanks LuminaKraftStudios, that comment was worth more than a bug report.


2.21.0 — terrafirmacraft

TFC works now.

the problem was two things at once. TFC's ocean isn't vanilla water — it's tfc:salt_water. and TFC's ocean biomes aren't vanilla ocean biomes either. i was checking for both of those, which meant i was ignoring the entire ocean. not some of it. all of it.

gundami0096 had already worked out half of this and added the water tag by hand, which is why their current HUD read correctly but nothing ever drew — the biome check was throwing the column out one line later. good debugging, sorry it took me a bit.

the fix reads the c: convention tags instead of only the vanilla ones. TFC fills those in properly, so i didn't have to hardcode a single thing about TFC — which also means any other mod that adds oceans the proper way should just work now without me touching anything. and if your pack needs something unusual you can override sablewaves:is_sea and sablewaves:sea_water yourself instead of waiting for me.

if you were using the manual water tag workaround, you don't need it anymore.

also: the Current Locator's recipe was sitting in a folder that Minecraft stopped reading in 1.21. so it's been uncraftable this entire time and nobody mentioned it. its drop and its pickaxe tag were broken the same way. all three work now. genuinely sorry about that one, that's a whole block nobody could use.

thanks theguyfromthemetro and gundami0096 for the TFC reports.

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