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

