Streams Reflowing

Adds beautiful flowing streams to your world.

File Details

StreamsReflowing-1.20.1-forge-2.6.1.jar

  • R
  • Jul 6, 2026
  • 287.39 KB
  • 162
  • 1.20.1
  • Forge + 1

File Name

StreamsReflowing-1.20.1-forge-2.6.1.jar

Supported Versions

  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:streams-reflowing-1581408:8378747")

NeoForge

implementation fg.deobf("curse.maven:streams-reflowing-1581408:8378747")
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## [2.6.1] - 2026-07-05

### Fixed
- Surface stream particles now appear on the new vanilla-water streams. The floating bubble
  clumps, drifting leaves and sticks, the whitewater that flecks up where a current meets a
  wall / a drop / still water / an opposing current, and the spray where a stream is about to
  spill over an edge -- all of these previously only rendered on the old custom fluid and were
  missing once streams moved to plain water. They're now driven off the synced flow grid, so
  they ride the real current again.
- Waterfall "poof" clouds are back at the foot of real drops -- the soft billowing puffs the
  old water block produced, which the vanilla-water waterfalls had lost.
- Leaves lie FLAT on the water again instead of standing upright. The flat orientation is now
  forced in the particle's render step, which Sodium honours (Sodium's particle renderer
  ignores the custom camera-facing hook the leaf used before). On 1.20.1 leaves still
  billboard -- that version has no equivalent render hook.

### Changed
- Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept
  rarer than leaves.

## [2.6.0] - 2026-07-05

### Added
- Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge,
  and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water`
  -- no custom fluid. The direction is computed server-side per chunk and imposed at render
  time, so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds,
  freezing/seasons, and gameplay mods that look for real water all just work. The flow itself
  got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along
  the banks through curves, width flare (fanning out where a river widens, pinching where it
  narrows), soft wavy edges where a current meets still water, and flow that reaches the still
  bank water at biome edges.
  The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no
  longer a config option (hardcoded off). Its registration is kept only so a block already
  placed in an older save keeps resolving -- nothing can place a new one.
- Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely:
  list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config,
  or add biomes to the `#streamsreflowing:no_streams` datapack tag. Carve-time, new chunks only.
- Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare
  `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost -- e.g. keep a
  waypoint mod's structures from scattering along every bank.
- Clay on hilly stream beds. Streams and lakes running through hilly country (the
  `minecraft:is_hill` / `c:is_hill` biome tags, plus the vanilla windswept biomes) now lay
  CLAY along their beds -- a natural, renewable-feeling place to dig clay for building.
- Minimum coastal stream length. Tiny straight stream stubs that formed right at the
  water's edge are no longer generated (real streams, lake outlets, and arid-biome
  washes are unaffected). New chunks only.
- Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams /
  3 ALL water, default 2; `underwaterFloraPercent`, default 35%). Grows seagrass and tall
  seagrass on submerged floors. At 1-2 it dresses our own lakes and stream channels; at 3
  it covers EVERY body of water, vanilla rivers, lakes, ponds and oceans included. Entirely
  separate from the biome-boost/bank-flora knobs. Only plants on a natural, water-plantable
  floor (the `#streamsreflowing:underwater_vegetation_floor` tag: dirt, sand, gravel, clay,
  mud and similar), so water over stone or ore never sprouts seagrass from bare rock.
  New chunks only.

### Changed
- Simplified the config file.
- Major performance pass. Chunk generation near streams and caves does a fraction of its
  former engine work (cheaper and far fewer nearest-river queries, per-chunk plan reuse
  across all worldgen passes); the water-flow hot path on the client is near-free (lookup
  tables, cached config flags); the ambient waterfall scanner idles at ~1/8 cost away from
  water; many per-chunk allocations removed.
- Adaptive background throttle. The mod's background terrain sampling now runs at a TRICKLE
  whenever nobody is approaching unbuilt terrain, giving the CPU back to chunk generation
  and rendering -- and spins up to full capacity only when a player nears (or travels
  toward) a new watershed. Urgent work always runs at full speed.
- Coastal stream mouths land in deep water. A mouth now enters at the water's edge, carries
  on to the deepest nearby seafloor, and overshoots a few blocks in -- so mouths connect
  reliably on very flat shelves and the end of the carve no longer shows as a shallow lip
  just under the surface. (New chunks only.)

### Fixed
- Flow no longer appears seconds after a chunk renders: flow data is pre-built ahead of the
  player and heavy work is kept off the fast lane (also fixes slow world loads on re-entry).
- Occasional single-block-wide seams of divergent current in river flows (direction
  aliasing in the bank-follow/flare math; smoothed out seam-consistently across chunks).
- Streams no longer drain into caves. Two leaks fixed where a stream crossed a cave: a
  sand/gravel bed plug (or gravel bank-style bed) laid over a cave void collapsed into the
  cave on its first block update, opening a hole in the channel centre -- gravity blocks
  placed over voids are now rooted with a stone block (hidden inside the cave roof); and a
  cave passing through the stream's BANK at water level was never sealed (the berm only
  watches the terrain surface) -- the first bank ring is now plugged with matching terrain
  where a cave breaches it. (New chunks only.)

## [2.5.2] - 2026-07-04

### Changed
- River currents now hold one consistent direction. A river that runs along a coastline
  and meets the sea in several places used to split down the middle, its current fanning
  out toward each connection point; it now flows one clear way past every contact, reading
  as one continuous body. On large rivers the direction is also kept consistent from one
  internal flow region to the next -- oriented seaward by the terrain's broad land-to-sea
  trend -- instead of occasionally reversing across a seam. (`flowVanillaRivers`; new chunks only.)
- Stream currents now bend along the banks through curves and meanders, so the flow angles
  with the shape of the channel rather than pointing straight down the valley. (New chunks only.)

## [2.5.1] - 2026-07-03

### Added
- No Man's Land compatibility. With `rebiomeStreams` on, a stream running through a
  region now adopts No Man's Land's own river biome -- blackwater river in swampy
  country, lush river in jungle/lush, desert river in the desert -- matching how NML
  itself places rivers by the surrounding biome's climate. Falls back to
  `minecraft:river` in vanilla or wherever no such biome exists.
- Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones.

### Changed
- Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere
  from full down to as much as 8 blocks below its rim (it was a fixed drop) -- so arid areas
  scatter full, part-full, and empty lakes instead of lowering every one the same amount. The
  separate "leave the basin dry" dice roll is gone: a basin simply holds no water when its
  lowered level falls below its floor, so shallow dry basins empty out on their own while deep
  ones keep a lowered pool (a desert can still hold a deep oasis).

### Fixed
- The directional stream fluid now freezes in cold biomes. Where vanilla water would
  ice over -- snowy and frozen biomes -- streams now freeze too (and the ice melts
  back to water when it warms), instead of staying open in the cold.
- Coastal stream mouths now reach the sea on flat shores. A stream running out across
  a dead-flat beach used to stop a few blocks short of the ocean; it now carries the
  channel the rest of the way into the water so the mouth meets the sea. Headwaters
  also start at or above sea level now, so short coastal streams no longer spawn sunk
  into flat ground. (New chunks only; this changed how stream mouths route to an outlet.)
- Xaero's Minimap now shows stream water as water, not grey. The stream fluid's block
  carries water's map colour, so it reads blue on the minimap (and anything else that
  colours by map colour) instead of a stone-grey patch.
- `flowVanillaRivers`: the current painted onto vanilla rivers no longer stops in a
  hard straight line at the internal flow-field region boundaries. That edge is softened
  with a subtle wave, so a large river's animated current doesn't show an obvious
  straight seam where one region reached the sea and the next did not.