streamsreflowing-fabric-1.21.1-2.0.0.jar
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What's new
# Streams Reflowing 2.0.0
A major update. 2.0 rebuilds stream generation to guarantee outflows to large bodies of water, reworks lakes and ponds, adds intelligent berming to avoid spilloffs down side slopes, and makes headwaters and river mouths look far more natural.
## New
- Lakes & ponds. Streams now fill enclosed basins into terrain-shaped lakes, and broad, high-flow valley floors form wide convergence ponds. Streams pour into clean pools instead of smearing into a blob.
- Every stream reaches real water. No more rivers dead-ending halfway down a hillside — each one now flows all the way to the sea, a lake, or a pond.
- Intelligent containment berms (on by default). Where a stream crosses a hillside and would otherwise spill off down the slope, it raises a low bank on the downhill side to keep the water in its channel. The berms follow the contour of the surrounding ground so they read as natural banks rather than walls, build a little extra height on steep, fast cascades so the water can't overtop them, and step aside at sources and river mouths so those stay open and free-flowing. On by default; set containmentBerm=false in the config if you'd rather leave streams without any terrain build up, and save a small amount of performance.
- Config overhaul. Config has been redesigned for better readability and more controls over the mod's behavior.
- New appearance controls. Tune your rivers: stream frequency, headwater width, max river width, meander strength, stream depth, and density. Fabric now exposes the same full set of options as NeoForge/Forge.
## Changed
- Natural headwaters. A stream's source now starts right on the ground as a fine trickle and deepens into a proper channel as it gathers water — no more deep, thin trenches.
- Free-flowing sources & mouths. The first and last stretch of every stream is left open, so headwaters emerge cleanly and rivers cascade freely into the sea or a lake.
- Less streams. Overall stream density dropped by exactly 33%.
- Overworld vanilla springs removed. The random vanilla water/lava springs that trickle out of cliffs and cave walls are disabled in the Overworld so they no longer compete with the mod's streams. (The Nether is untouched.)
- Reorganized config. Settings are grouped and labeled for readability.
## Fixed
- Fixed streams that ran or stepped uphill at confluences — water now stays strictly downhill from source to sea.
- Fixed floating / perched headwaters that sat on tall pillars or chutes.
- Fixed pools beside a carved channel that stayed frozen instead of flowing.
- Fixed a world-generation freeze that could hang world creation on some setups.
- Fixed streams generating with no proper outlet to body of water.
## Known issue
- Rarely, two lakes that form right next to each other separated by a thin wall can share the higher water level along the dividing edge. It's uncommon and queued for a future fix.
## Updating notes
- These changes affect newly generated terrain only — already-explored chunks keep their old rivers. Because 2.0 generates differently from earlier versions, continuing an existing world will leave a visible seam where new chunks meet the terrain you've already loaded.
- To avoid those seams, either keep existing worlds on the version they were created with, or start a fresh world for 2.0.
- Your config may reset to defaults on first launch after updating, due to the reorganized settings — double-check your options.
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