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v1.12-0.4.3
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delvr committed Mar 12, 2018
1 parent 6fe205c commit 0f64e92
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Showing 6 changed files with 8 additions and 23 deletions.
9 changes: 2 additions & 7 deletions .idea/.gitignore

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4 changes: 2 additions & 2 deletions build.gradle
Expand Up @@ -7,12 +7,12 @@ buildscript {
dependencies {
classpath "net.minecraftforge.gradle:ForgeGradle:2.3-SNAPSHOT"
classpath "co.riiid:gradle-github-plugin:0.4.2"
classpath "gradle.plugin.com.matthewprenger:CurseGradle:1.0.9"
classpath "gradle.plugin.com.matthewprenger:CurseGradle:1.0.10"
}
}

apply from: zipTree(fileTree("libs"){include "Farseek-*-deobf.jar"}.singleFile).matching{include "common.gradle"}.singleFile

dependencies {
compileOnly "2516/240:BetterWithMods:1.12-2.0.24", "2515/333:ImmersiveEngineering:0.12-76"
compileOnly "2522/32:BetterWithMods:1.12-2.0.25", "2532/895:ImmersiveEngineering:0.12-77"
}
2 changes: 1 addition & 1 deletion changelog.md
@@ -1 +1 @@
- Fixed [a possible crash when river components fail to find a surface or bottom level](https://github.com/delvr/Streams/issues/47).
- River blocks are now [handled by shaders without needing to copy the block.properties file](https://github.com/delvr/Streams/issues/55). (Thanks InsomniaKitten!)
5 changes: 3 additions & 2 deletions gradle.properties
@@ -1,11 +1,12 @@
modVersion=0.4.2
modVersion=0.4.3
modDependencies=farseek@[2,3)
modDescription=This mod introduces real flowing rivers, with a true current, to your Minecraft worlds. Compatible with many terrain generators.
modUrl=http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2346379-streams-real-flowing-rivers
modAuthors=delvr

gradleWrapperVersion=4.4
forgeRevision=2443
mcpMappings=snapshot_20180101
mcpMappings=snapshot_20180201

curseForgeId=229769
curseForgeReleaseType=beta
@@ -1,2 +1 @@
# Put this file in your shaderpack's "shaders" directory to enable rendering of Streams river blocks.
block.8=streams:river/tile.water/-2/-2 streams:river/tile.water/-2/-1 streams:river/tile.water/-2/0 streams:river/tile.water/-2/1 streams:river/tile.water/-2/2 streams:river/tile.water/-1/-2 streams:river/tile.water/-1/2 streams:river/tile.water/0/-2 streams:river/tile.water/0/0 streams:river/tile.water/0/2 streams:river/tile.water/1/-2 streams:river/tile.water/1/2 streams:river/tile.water/2/-2 streams:river/tile.water/2/-1 streams:river/tile.water/2/0 streams:river/tile.water/2/1 streams:river/tile.water/2/2
10 changes: 0 additions & 10 deletions src/main/scala/streams/StreamsMod.scala
Expand Up @@ -6,7 +6,6 @@ import net.minecraft.block.material._
import net.minecraftforge.fml.common.Mod
import net.minecraftforge.fml.common.Mod.EventHandler
import net.minecraftforge.fml.common.event._
import net.minecraftforge.fml.relauncher.Side._
import streams.block._
import streams.world.gen.structure.RiverGenerator

Expand All @@ -22,13 +21,4 @@ object StreamsMod extends FarseekBaseMod {
FixedFlowBlock.getClass // Register river blocks
RiverGenerator.surfaceWaterGenerator = new RiverGenerator(Material.WATER.asInstanceOf[MaterialLiquid], SurfaceDimensionId)
}

@EventHandler override def handle(event: FMLLoadCompleteEvent) {
super.handle(event)
if(event.getSide == CLIENT) {
info("Welcome to Farseek/Streams. Please visit http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2346379-streams-real-flowing-rivers for information and updates.")
info("Shader configuration: if you wish to use shaders with Streams river blocks, put the block.properties file from this mod's jar into your shaderpack's 'shaders' directory.")
info("Note: if shaders stop working for Streams blocks after a restart, disable and re-enable your shaderpack to fix this.")
}
}
}

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