

Description
<p>Adds rivers, which are flowing bodies of water, and lakes at the ends of them.</p> <p> </p> <p>Rivergen uses 1-100 for config values and this one uses 0-1, if you have lakes everywhere reset your config.</p> <p> </p> <p><strong>Required Worldgen Settings</strong></p> <p>Oceans are required to generate rivers. 300-500% landcover scale and 50% landcover works good.</p> <p> </p> <p><strong>Where Does The River Go?</strong></p> <p>The river may come from in-land and flow out to an ocean.</p> <p> </p> <p><strong>Why are there lakes everywhere?</strong></p> <p>At some point this config setting was changed from an integer to a 0-1 percentage. Delete your config or fix it.</p> <p> </p> <p><strong>API</strong></p> <p>Once the first part of a chunk is generated (NewGenTerra) some data will be stored inside chunks IF a river is within range of them.</p> <p><br />float[] flowVectors:</p> <p> Stored inside the chunk at y0, or the bottom chunk of the column. Retrieved with GetModdata("flowVectors"), or ModDataCache.Get() which will not de-serialize it every time it's fetched.</p> <p> Index is retrieved by localZ * 32 + localX coordinates for the X vector, multiply the index by 2 for the Z vector.</p> <p> Available on both the client and the server, used for rendering flowing water and physics.</p> <p><br />ushort[] riverDistance:</p> <p> Stored inside the column map chunk. Retrieved with GetModdata("riverDistance").</p> <p> Index is retrieved by localZ * 32 + localX.</p> <p> Available on the server, has the distance in blocks from the edge of a river, or 0 if it's inside the river bank.</p> <p> There is no caching for this, do not GetModdata in hot paths or cache it yourself.</p> <p><br />Config, explanation of settings: <a href="https://github.com/glutzer/Rivers-Mod/blob/master/Rivers/src/RiverConfig.cs">https://github.com/glutzer/Rivers-Mod/blob/master/Rivers/src/RiverConfig.cs</a><br /><br />Does not work with terra prety unless you also use watersheds which implements this in it's own way and is compatible.</p>
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