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Streams Reflowing

Adds beautiful flowing streams to your world.
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StreamsReflowing-1.21.11-fabric-2.11.0.jar

File nameStreamsReflowing-1.21.11-fabric-2.11.0.jar
Uploader
NiceJohnNiceJohn
Uploaded
Aug 6, 2026
Downloads
67
Size
514.1 KB
Mod Loaders
Fabric
File ID
8586274
Type
R
Release
Supported game versions
  • 1.21.11

Curse Maven Snippet

Fabric

modImplementation "curse.maven:streams-reflowing-1581408:8586274"

Learn more about Curse Maven

What's new

## [2.11.0] - 8/5/2026

### Performance
- Chunk loading around streams is substantially faster: the per-chunk work this mod does during world
  generation now costs roughly a fifth of what it did, with identical results.
- Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left
  waiting behind background work; those chunks are now always served first, and the preparation they
  wait on always gets capacity immediately.
- Entering a newly created world no longer competes with this mod's background preparation during the
  first moments after joining, and speculative preparation now follows a player's recent direction of
  travel more responsively.

### Added
- Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for
  the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river --
  while keeping the water colour of the biome they run through. A stream through a swamp looks like
  swamp water; one through a jungle looks like jungle water. New chunks only.
- What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack:
  the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to
  rivers -- however those mods target the river -- appear in streams identically.
- `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off:
  `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding
  water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another
  mod's river fish, mobs or features are not showing up in your streams -- some mods name
  `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing
  configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`.
- Config files now keep themselves current: when an option changes shape between versions, is renamed,
  or a value falls outside its allowed range, the file is rewritten to show the setting actually in
  effect, and options added since the file was written appear in it automatically.
- New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour.
- Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept
  at and below the waterline with softened edges, the way vanilla rivers carry clay.

### Tweaked
  - Clay spawns in streams in more biomes.

## [2.10.7] - 8/3/2026

### Fixed
- Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide
  river could narrow to a trickle for a stretch, with its water sitting a block higher through the
  pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then
  downhill again. Rivers now keep their width, and their surface only ever falls downstream.
- Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes
  fifteen blocks tall and well back from the water. The bank shaping that produced them now applies
  only near the water, where it belongs, and anything of the sort left over is now taken down.
- Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single
  column, sunk between ground the smoothing had just raised on either side of it.

### Added
- New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way
  `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the
  fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local
  climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only.

## [2.10.6] - 8/3/2026

### Fixed
- Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a
  lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall
  standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now
  runs on under the water, so a stream reads as one continuous course from one shore to the other.
- Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the
  channel's edges, standing up through the water.
- Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying
  grid showing through, streams running past as though the water were not there. Lakes are now
  checked against the real ground before they are placed, and a basin that does not truly hold water
  is not made into a lake at all.
- Towers and uncarved ground standing in open water. Where two streams ran close together, ground
  that belonged in one stream's channel could be left standing because a smaller stream nearby
  claimed it and did nothing with it.
- Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one
  surface instead of one stopping where the other begins.
- Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A
  canopy left with nothing holding it up is now cleared at once, while a canopy still touching a
  neighbouring tree is left alone.

### Changed
- Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the
  lower stream instead of ending in a flat shelf and a sheer drop.
- Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the
  edge of a chunk.

## [2.10.5] - Unreleased

### Fixed
- Sable physics objects were carried far too fast by stream currents -- dropping one into a stream
  sent it flying forward. The current was moving them twice over; it now carries them once, at the
  same pace as floating items, scaling with the item drift speed setting.
- With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same
  vessel, compounding into far too much speed. Stream water now carries vessels at our controlled
  drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched.

### Added
- New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per
  second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor
  hold back anyone else's water push.
- Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting,
  and the same handling of Sable Beyond's water push.
- Sable physics objects resting on a platform above a stream were dragged along by the water
  beneath them. The current now only carries objects the water actually touches.
- Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a
  lake even though the water came out barely a block deep, so instead of a lake you got a skin of
  water following the shape of the ground, squared off at its edges, sometimes spreading well past
  the hollow and hanging above a stream running below it. A hollow now has to hold real depth across
  its whole area before it becomes a lake. New chunks only.
- Streams running across ground that was never there. Where a hollow was filled in only so the water
  had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it --
  a channel and its banks standing on nothing. New chunks only.
- Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything
  below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta.
  The whole visible face is now finished in the material the surrounding land actually uses.
- Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up
  toward something the land could not follow, it could finish as a one-block tower; it now stops
  short and leaves a slope instead.

### Changed
- Streams leave a lake at the lake's own level for a shorter distance before beginning to descend.
- Banks in biomes without a style of their own are now finished in that biome's own material rather
  than left bare. This covers modded biomes automatically, including ones added after this release.
- Still Life's river biomes are left as they generate, with no bank finishing applied.

## [2.10.4] - 8/2/2026

### Fixed
- Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream
  runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its
  lake through a two or three block step -- a high bowl with the water suddenly below it. The channel
  now starts flush with the lake and deepens over the first few blocks. New chunks only.
- A ragged trench along one side of a stream, and lines of single-block holes dotted along bank
  edges. Both came from the bank being worked out for each column on its own, so neighbouring columns
  could disagree by several blocks. Banks now follow their neighbours. New chunks only.
- Terrain smoothing can no longer place ground higher than the land originally stood in that column,
  and now runs only where there is an actual step to ease. Away from those steps the landscape is
  left exactly as the terrain generated it.

## [2.10.3] - 7/31/2026

### Fixed
- Long freezes while exploring. Moving through new terrain could stop the game for several seconds at
  a time, worst near rivers. The current a river carries was being worked out at the moment a chunk
  reached you, so the game waited on it; it is now prepared in the background and the water simply
  starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones
  are gone.
- Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly,
  including for ground that had already been worked out, which slowed loading everywhere streams run.
- A world-generation crash on packs whose chunks are generated one at a time -- "Accessing
  PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk
  storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you
  are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it.
- Powered vehicles from physics mods could be thrown forward when they touched down on flowing water.
  Craft simply drifting with the current were already correct and are unchanged.

### Added
- New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in
  parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or
  chunks stop loading around you. Default on.

### Changed
- Returning to a world you have already explored is faster. How each chunk's water flows is now
  remembered between sessions rather than being worked out again every time you load in.
- Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by
  default. Both read wrong with a river running through them. New chunks only; add or remove them
  from `streamBiomeBlacklist` to choose for yourself.

## [2.10.2]

### Changed
- Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and
  rocks along the water ("biome-boost") is no longer switched on automatically at any quality level --
  it places another mod's decoration in spots its author did not choose, so it is now something you
  turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other
  water) to `2` to bring it back. Affects new chunks only.
- The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their
  setting -- the old name is still read if the new one has not been set.

### Added
- New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own
  source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot
  a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes
  are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only.

### Fixed
- Faster stream generation is now used only where it is actually faster. On some terrain setups
  the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for
  nothing; they now simply use full accuracy.
- Accelerated stream generation now works on more modded terrain setups, including packs that
  combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own
  terrain exactly -- so a world either generates faster or generates exactly as it always did,
  never something in between.
- Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple
  of blocks lower, so the water dropped over a small step the moment it left. New chunks only.
- Villages, temples and other structures no longer generate in lakes. Lakes were not being
  considered when deciding whether a structure had clear ground, so one could be dropped straight
  into the water. The clear zone around streams is wider too, so a building no longer ends up
  overhanging a channel it barely touches. Structures buried well below the water, such as
  mineshafts, are still left alone. New chunks only.
- Spikes and short pillars no longer appear along the top edge of waterfall drops.
- Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs,
  ravine walls and rock formations near a stream are left exactly as your terrain mods made them,
  and smoothing no longer builds ramps up towards floating structures, boulders or treetops.
  New chunks only.
- Stream currents now appear as chunks generate, instead of arriving once the surrounding area
  has finished loading.
- Fixed streams generating with no current at all in some worlds.
- Create water wheels and similar current-driven machines now work on dedicated servers.
- Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave
  trapped air pockets where the water meets the shore. New chunks only.
- Fixed memory that was not released when leaving a world, which could build up over several
  worlds in a single session.
- The config screen now opens correctly on Minecraft 26.x.
- Removed repeated "unsafe terrain read" warnings from the log.

## [2.10.1] - 2026-07-28

### Removed
- The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been
  removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same
  as before; if you had the setting enabled, it is simply ignored now and can be deleted from
  your config.

## [2.10.0] - 2026-07-25

### Added
- Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream
  regions can prepare much faster where the setup supports it.

### Fixed
- Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up
  columns now match natural terrain (grass on top, soil below, rock deeper), the same as an
  undisturbed column cut from the surrounding land.
- Terrain smoothing no longer places floating blocks
- Terrain smoothing no loonger places cup shapes around tree trunks in rare casess

## [2.9.2] - 2026-07-22

### Added
- Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing
  mobs that spawn in water such as drowned and guardians) can now hold their position in a stream
  instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by
  default. Modded water creatures (crocodiles and the like) are covered when their mod tags them
  aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a
  datapack.
- The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to
  8192). Larger watersheds produce stream systems that reach much further inland at overall similar
  generation time -- best suited to pre-generated worlds. New chunks only.
- Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now
  adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert,
  savanna, tropical, and the rest) instead of plain vanilla river.
- New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is
  installed, streams are filled with a dedicated stream fluid so they keep their current instead of
  draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids.
- The one-time welcome notice shown in chat when a world is first opened can now be turned off
  with the new `welcomeMessage` config option (on by default).

### Changed
- Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk
  loading is no longer held up by stream-region preparation, the regions nearest you always
  prepare first, the area around a new world's spawn starts preparing during world creation, and
  region preparation itself makes much better use of all cores.
- Exiting a world is fast again even right after exploring far into fresh terrain -- saving no
  longer waits on background stream-region preparation.
- Stream currents now arrive together with their chunks, and are back within moments when
  reopening a world (previously they could lag many seconds behind on slower systems).

### Fixed
- Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could
  generate around headwaters on some setups. New chunks only.
- Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or
  waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face;
  those edges are now graded into natural slopes -- including where the transition falls across a
  chunk boundary. New chunks only.
- Fixed occasional narrow strips of un-carved ground left along a stream where it drops in
  elevation, including the tall walls of original terrain that could be left standing right above
  a waterfall drop. New chunks only.
- Trees are treated properly by stream generation everywhere: trees no longer sprout out of
  stream water, and trees near streams are never left with part of their canopy sheared off --
  a tree either stands whole or, when the stream runs through its trunk, is removed whole.
  New chunks only.
- Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge).

## [2.9.1] - 2026-07-18

### Fixed
- Lakes now fill a touch more conservatively so the water always sits safely inside the basin,
  with a natural beach around the shore. This removes the last cases where a lake could sit
  right up against its rim -- floating a little water past a thin gap, or making a stream appear
  to climb the final step into it. New chunks only.

## [2.9.0] - 2026-07-18

### Fixed
- Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled
  terrain -- were being silently discarded during region preparation, and with them the inland
  streams that needed a lake to flow into. Both now generate again, matching where lakes formed
  in 2.6-era worlds. New chunks only.
- Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill
  over the last stretch into a lake that was filled too high. New chunks only.
- Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing
  rim, floating against the wall's far side. New chunks only.

## [2.8.7] - 2026-07-18

### Added
- Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water
  surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps
  the largest (0 = automatic). New chunks only.

### Fixed
- Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these
  versions -- every world quietly generated streams the slow way. It now works as designed,
  and stream regions prepare dramatically faster there. (Where a particular setup still
  measures faster with direct generation, that choice is still made automatically, per world.)
- Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now
  follows the shore down to the genuine deepest nearby water instead of stopping at the first
  wet-looking spot -- and every stream's endpoint is now verified against the real terrain as
  a final step. A stream that cannot genuinely reach standing water is removed entirely
  rather than left ending on damp sand. New chunks only.
- Very short coastal stubs are culled a little more aggressively (streams must now run at
  least three grid nodes above sea level; desert washes are still exempt). New chunks only.
- Stream and lake bank materials now run three blocks deep instead of one, so digging into a
  bed or bank face reveals the same material rather than bare stone. New chunks only.
- Worlds using supported terrain mods generate stream regions up to several times faster on
  Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts
  stay within a hair of full-accuracy generation, and no lakes are lost.

### Changed
- Background stream preparation now leaves more of the CPU to chunk loading while exploring;
  work a player is actually waiting on still runs at full speed.

## [2.8.6] - 2026-07-18

### Fixed
- The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier
  releases had to fall back to plain (slower) generation: creating a world and exploring new
  terrain on such packs is now faster than any previous release -- including the pre-2.8
  versions. Worlds that had switched themselves to plain generation pick the fast path back
  up automatically. New chunks only.
- Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat
  coastal dishes that could never hold a real lake are now dismissed instantly instead of
  being expensively double-checked one by one. Real lakes are detected exactly as before.
  New chunks only.

## [2.8.5] - 2026-07-17

### Fixed
- No more giant rectangular columns of lake water standing from the ground into the sky: a
  small pond could occasionally fill its entire chunk column. New chunks only (a column
  already generated in explored terrain stays; regenerating the area clears it).
- On setups where the accelerated terrain preparation measures slower than plain generation
  (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices
  within moments, switches that world to plain generation, and remembers the choice -- so those
  worlds load and explore at full speed from the next launch on.

## [2.8.4] - 2026-07-17

### Fixed
- Terrain generation with streams is much faster, most noticeably on large terrain packs and
  newer Minecraft versions: preparing a new stream region takes roughly a third of the time it
  did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step
  at a time. Stream layouts are unchanged.
- Boats and floating items are now carried by stream currents on DEDICATED servers. They
  previously only drifted in single-player. (Flow visuals were always fine -- only the physics
  push was missing.)
- Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now
  fade in once and keep spraying steadily until the water is actually gone.
- The speed-up in this release also reaches worlds first created on an earlier 2.8 version:
  some of those worlds kept generating new terrain the old, slower way (with overgrown stream
  networks) even after updating. Existing terrain is unaffected.
- Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod
  no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that
  silently never finish when those mods race chunk work. (One known issue remains in the
  brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the
  player. If you see missing chunks with that specific mod, remove it until it matures.)

### Added
- How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per
  second, default 3 -- the vanilla spilled-water pace).

## [2.8.3] - 2026-07-16

### Fixed
- Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that
  Forge does not provide, so it only ran in packs where some other mod happened to include
  one -- installed on its own, or in a small pack, it died before reaching the menu. It now
  ships everything it needs and runs standalone. Packs that already include that library are
  unaffected (the newest copy is used, as before).
- Worlds no longer freeze near the end of the loading screen while streams are being placed.
  On packs using parallel world generation the two could stall each other, leaving generation
  stuck with no error -- most visible on huge packs and at world creation.
- World creation and first entry into new areas got slower in recent releases; that time is
  back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and
  the preparation work now also has a fixed ceiling per world, so no pack can push it back up.
- Dropped items no longer rocket downstream: they now drift with the current at the same
  natural pace as items in vanilla flowing water. Applies live.
- Vanilla rivers now flow along their entire length: long inland stretches far from the
  ocean previously sat still in sections, and thin still bands could appear at regular
  intervals along a flowing river. Both are gone; the current runs consistently seaward
  end to end. Applies as chunks load.

## [2.8.2] - 2026-07-15

### Added
- While a new world is created, the loading screen shows Streams Reflowing weaving your
  waterways with its own progress counter, then hands over to normal world generation --
  long spawn preparation no longer looks frozen.

### Fixed
- Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still
  floats the boat up and over, but at the base of a taller fall the boat now just bobs in
  the pool like it should. Applies live, no new chunks needed.
- Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is
  cleared away (the water closes over it), and leftover leaf canopies stranded over the
  water tidy themselves up -- leaves still attached to a real tree are never touched.
  Trees on the banks are unaffected. New chunks only.
- Restored over-pruned streams: some river systems near coastlines were being removed
  entirely on the faster presets even though they genuinely reached the ocean. They
  generate again, properly connected. New chunks only.
- Stream mouths no longer double back and blast a channel through a coastal cliff or headland
  on their way to deeper water: where high ground stands in the way, the mouth now simply ends
  in the shallow water it reached. New chunks only.
- No more long, dead-flat channels winding deep inland at water level in low-lying terrain
  (swampy jungles and the like): a stream now connects to water close to where it naturally
  ends or it doesn't generate, and headwater springs always emerge clearly above sea level
  instead of right at the waterline. New chunks only.

## [2.8.0] - 2026-07-14

### Added
- World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation.
- Structures now keep their whole footprint clear of streams and stream banks: villages,
  temples and other structures no longer generate half-carved by a stream running through
  them, while still spawning right beside the water. Buried structures (mineshafts,
  strongholds) passing under a stream are unaffected and no longer skipped needlessly.
  Applies to newly generated chunks, including in existing worlds.
- Big rivers got bigger: the main stem near the sea can now reach twice its previous width,
  with matching depth. New chunks only.

### Changed
- Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only.
- Smoother chunk loading while exploring.
- The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL
  bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced
  density; bank grass density halved for a more natural, less overgrown look.
- Bank styles set to skin all water no longer touch water placed by structures (wells,
  villages, ruined portals); only terrain and stream water is skinned.
- The config file has been simplified: clearer descriptions throughout, and several
  options that never needed changing have been removed.

### Fixed
- Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth
  winds naturally down the flat and always reaches genuinely deep water, with the streambed
  melting smoothly into the sea floor instead of stopping short on the sand or ending in an
  underwater wall at the beach line. New chunks only.
- Lakes no longer occasionally place a floating rectangular block of water just outside their
  basin. New chunks only.
- Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the
  overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge.
  New chunks only.
- Streams that pass over caves and hollows no longer drain out of the bottom of their bed
  the bed now seals itself over any hidden void, and the underside blends into the ground as
  a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in
  solid ground still fill as pools. New chunks only.
- On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the
  sand; containment there now sits flush with the beach. New chunks only.
- Fixed a small number of terrain reads being repeated needlessly near oceans during
  generation.

## [2.7.1] - 2026-07-10

### Fixed
- No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls
  could ring the top of the fall -- towers of uncarved terrain right at the water's edge and
  built-up bank panels between them, with the falling water as the only opening. Steep reaches
  still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the
  built-up banks below a lip stay at their own stream's height. New chunks only.

### Added
- `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full
  report to the log. Useful for including in bug reports about a specific formation.

## [2.7.0] - 2026-07-10

### Added
- `/streams super` -- a one-command stream report for the exact stream you are standing on:
  its water levels along the whole course, every junction, and where it ends. Made for
  including in bug reports.
- `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot
  you're standing on.
- Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they
  drift and steer with the stream the same way boats and items do, limited to a boat-like
  speed. NeoForge 1.21.1; no effect if those mods are absent.
- Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as
  extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g.
  `["mud","air","air"]` skins a third to mud and leaves two thirds natural.

### Changed
- Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold
  or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush
  and frozen or arid ones stay bare. Default density lowered from 35 to 20.
- Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed
  features are excluded from the boost by default.
- Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper
  bank, and a bed of mostly sand with a third mud.

### Fixed
- A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer
  run flat across a body of water (or a low dry basin) and climb out the far side, and coastal
  mouths no longer carve long channels toward water that isn't really there. New chunks only.
- Streams leave their lake AT the lake's surface and then descend naturally with the terrain.
  The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake,
  streams meeting inside a lake sit level with it, and the outlet stays level for a short
  stretch past the rim before following the ground down. Water in and around a lake can no
  longer end up below the lake itself, and a lake's own overflow leaves at its surface too.
  New chunks only.
- The flowing current no longer arrives minutes late -- or never -- on some chunks
  (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player.
- When a stream is removed during generation, every tributary that fed it is removed too --
  no more small streams flowing into a dead end. New chunks only.
- No more stub streams that start and immediately end in a pool on a ridge. New chunks only.
- No more raised block of bed and water in the middle of a merge pool -- a junction is one
  pool at one level. New chunks only.
- Water never rises just past a merge point anymore, anywhere in a stream network -- every
  course now runs downhill or level from source to outlet. New chunks only.
- Lake-bound streams arrive at their lake exactly at its water level and meet it flush --
  no more arriving a few blocks under the surface with the lake pouring into the channel.
  New chunks only.
- No more streams looping out of a lake and back into it -- a lake is never its own outlet.
  New chunks only.
- Water is always matched by its banks: no more stretches of raised water standing above
  bank walls built too low (and sheeting over them) near lakes. New chunks only.
- Where streams converge from different heights they now reconcile cleanly -- no more "walls
  of water" standing over a neighbouring lower channel in convergence zones.
- Lakes no longer pour out through stream cuts along their shores: a stream passing a lake
  leaves the lake's natural rim intact, while a stream that ends in the lake still cuts
  through to pour in. New chunks only.
- Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet
  the seabed instead of ending in an underwater wall or step. New chunks only.

### Added
- Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by
  default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new
  `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards).
  New chunks only.

## [2.6.1] - 2026-07-05

### Fixed
- Streams no longer step UPHILL where independent streams cross or overlap near a shared
  outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a
  waterfall step instead of one channel riding raised above the other.
- Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end
  now only occurs where there is real receiving water (the sea, open water below, or a lake),
  and the contained stretch of every stream now reaches closer to both ends -- only the very
  tips (about the first and last 6 blocks) are left open.
- Surface stream particles are back on the water: floating bubble clumps, drifting leaves and
  sticks, whitewater where a current meets a wall, a drop, still water or an opposing current,
  and spray at the lip of every spill. All of it rides the real current again.
- Waterfall "poof" clouds are back at the foot of real drops.
- Leaves lie FLAT on the water again instead of standing upright, including with Sodium
  installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat
  orientation.)

### 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 -- 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. 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. 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.
- Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their
  beds -- a natural, renewable-feeling place to dig clay.
- Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer
  generated (real streams, lake outlets, and arid washes are unaffected). New chunks only.
- Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams /
  3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors --
  at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on
  natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via
  the `#streamsreflowing:underwater_vegetation_floor` tag), 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 is much lighter, the
  water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply
  away from water.
- Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward
  new terrain, giving the CPU back to chunk generation and rendering, and spins up to full
  speed only when a player approaches unexplored country. Urgent work always runs at full
  speed.
- Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on
  into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat
  shelves with no shallow lip at the end. New chunks only.

### Fixed
- Flow no longer appears seconds after a chunk renders (also fixes slow world loads on
  re-entry).
- Occasional single-block-wide seams of divergent current in river flows.
- Streams no longer drain into caves they cross: channel beds over cave voids stay sealed,
  and a cave passing through a stream's bank at water level no longer lets the water out.
  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, and large
  rivers keep a consistent direction end to end. (`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 adopts No Man's Land's own
  river biome for its region -- blackwater river in swampy country, lush river in
  jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls
  back to `minecraft:river` where 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 well below its rim -- so arid areas scatter full, part-full, and empty
  lakes instead of lowering every one the same amount. Shallow dry basins empty out on their
  own while deep ones keep a lowered pool (a desert can still hold a deep oasis).

### Fixed
- Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over
  too (and melt back 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. Headwaters also start at or above sea level, so short
  coastal streams no longer spawn sunk into flat ground. New chunks only.
- Xaero's Minimap now shows stream water as water (blue), not grey.
- `flowVanillaRivers`: the animated current on very large rivers no longer stops along an
  obvious dead-straight line partway across; that edge now weaves naturally.

## [2.5.0] - 2026-07-02

### Added
- Custom bank features. A new always-on pass plants features YOU choose along the banks. It
  ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a
  `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome
  filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large
  features included.
- Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids
  in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded`
  datapack tag. Vanilla pumpkin patches are excluded by default.
- Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a
  broad style like "all overworld but not frozen" works and the next-best style fills the gap.
- Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling
  with the height of the fall. Spilling water also flecks whitewater wherever it steps down,
  and at the lip of every drop.
- Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a
  current runs up against terrain or still water.
- Distant waterfalls froth too, out to a configurable range with built-in LODs
  (`streamParticleScanRadius`, default 256; 0 turns the distant pass off).
- Floating debris on the stream surface: small leaves (tinted to the local foliage) and the
  occasional branch drift downstream with the current, lying flat on the water. Toggle with
  `streamDebris`.
- Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray
  and foam (`particlesOnVanillaWater`, default on).
- Distant Horizons support: streams now appear in DH's far terrain.
- Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as
  `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the
  surrounding biome. New chunks only.
- Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet
  biomes keep full lakes. Uses the same dials that gate stream density.
- `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very
  driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the
  old fully-dry behaviour.
- Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1.

### Changed
- The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only
  particle and rendering settings in a new client file. Existing settings carry over.
- The default per-tick stream-particle cap is now 3000 (was 4000).
- Surface bubbles are slightly sparser and a little more see-through.
- The near-water biome-boost density default is now 7% (was 10%).
- Smoother default bank styles: waterline noise roughly halved across every shipped style.
- Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's
  cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural
  stone with only a thin gravel waterline, instead of mud.
- The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and
  shows exactly once per world.
- Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer).
- Much lighter background pre-generation out of the box; exploration stays smooth while idle
  server load drops sharply.
- Perched-stream support reshaped: where a stream runs high above the ground, the support
  beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead
  of a sheer wall or a flat shelf.
- Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there.
- Quieter logs: routine per-region messages moved to debug level.

### Fixed
- Ores, geodes, and other underground features generate under lakes again.
- Perched streams no longer leak through their floor.
- Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water
  and full width instead of thinning to a trickle.
- Improved Distant Horizons compatibility.
- The stream current calms at the shoreline with a natural wavering edge, instead of an
  animated seam running parallel to the shore.
- Bank grass is grass and ferns only now -- no more stray flowers.
- Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the
  snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are
  covered too.
- `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the
  banks and curves through bends toward the sea, rather than cutting across them.
- Better mod interop: stream water is recognized as water by other mods (farmland hydration,
  fishing, aquatic spawns, fluid machines), on every version.
- Scooped stream water refills flowing the right way instead of defaulting to one direction.
- Biome-boost leaf clusters no longer decay after generation.
- Floating sticks lie flat on 1.21.1+ and spawn about half as often.
- Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets).
- Grass buried under a stream's containment bank turns to dirt, so built-up banks read as
  natural ground.
- River branches that share a source now join into one channel instead of running side by
  side as a doubled, ladder-like channel.
- Streams no longer ride elevated across one another where they cross -- a higher stream
  meeting a lower one either keeps apart or drops onto it as a small step. Also clears the
  single-block water "spouts" that could appear at a crossing.
- Streams follow the ground downhill far more faithfully: no more long raised ramps or deep
  straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea
  level.
- Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench.
- A basin below sea level now fills as a proper contained lake instead of leaving a raised
  patch of water sitting in a pit.

## [2.3.2] - 2026-06-26

### Fixed
- Memory leak / progressively worsening stutter over long sessions -- worst with large render
  distances or Distant Horizons. Memory now stays flat while exploring.
- Further memory cleanup: a dimension's stream data is released when that dimension unloads
  during play (relevant to modpacks with temporary dimensions), and stale per-player data is
  pruned when players log off.

## [2.3.1] - 2026-06-26

### Fixed
- Stream water no longer clips below the surface of adjacent vanilla water at river mouths
  and lake/ocean edges -- the boundary renders as one continuous surface in every renderer,
  including Sodium/Embeddium under shaders.

### Added
- TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds.

## [2.3.0] - 2026-06-26

### Added
- Directional stream fluid (on by default): streams and rivers are filled with a flowing
  fluid that animates in their true downstream direction, including diagonals. It is tinted
  per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and
  bucket it like vanilla water, and shader packs give it the full water treatment. Toggle
  with `bakedStreamFluid`.
- Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a
  single coherent current toward the sea, so a whole river flows one way instead of a
  patchwork of conflicting currents. Rivers with no ocean connection in range are left
  still. Toggle with `flowVanillaRivers`.

### Changed
- Faster generation across the board, and the EXTREME preset now builds each region in
  roughly a quarter of the time with no change to stream quality. Refreshed the per-preset
  build-time estimates in the config.

## [2.2.1] - 2026-06-25

### Fixed
- Amethyst geodes and other underground features no longer pop out on the surface near
  water. Most visible in water-dense biomes such as swamps.

## [2.2.0] - 2026-06-25

### Added
- Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and
  ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a
  terrain mod raises land inside ocean biomes.
- Priority generation: when you outrun the background pre-generator, the work the game is
  actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach
  them" stalls.
- `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count,
  width, and depth together.
- `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much
  bank grass and how many biome plants/rocks appear near water.
- Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at
  level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf,
  with distinct warm, cold, frozen, and deep variants.
- This mod's own lakes and ponds now receive per-biome banks.
- Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles;
  shallow same-level basins thin to a natural scatter, while deep or well-fed basins always
  fill.
- Tall containment banks now step up from the water instead of jutting straight up as a
  two-block wall.

### Changed
- `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks
  bank-to-bank).
- Taiga banks reworked to grass with a noisy podzol strip at the waterline.
- Faster generation on multi-core machines.

### Removed
- `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency`
  config entry is ignored.

### Fixed
- Bank grass no longer crowds out the biome's own plants and rocks near water.

## [2.1.1]

### Fixed
- Memory leak: heap usage no longer grows across worlds in one session.
- Ravine crossings stay continuous.

## [2.1.0]

### Added
- Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a
  built-in datapack that other mods and datapacks can extend or override, plus a
  config-folder override layer and climate-tag fallbacks so modded biomes look right out of
  the box.
- Streams Reflowing x Terralith starter add-on, an optional example datapack.
- Lake tap: a headwater can connect into a nearby lake at the lake's surface level.
- Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle.

### Fixed
- Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating
  snow stranded over carved channels are now cleaned up.
- A worldgen deadlock during region builds.

### Changed
- Updated to NeoForge 21.1.173.

## [2.0.0]

Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for
this version predate this changelog; see the git history.

## [1.0.0]

Initial release. Fabric brought to full feature parity with NeoForge.

This mod has no additional files