
River Flow Control
Settle Rivers' water current server-wide instead of asking every player to edit their config.
Description
<p>A companion mod for Rivers. Requires Rivers to be installed.</p> <p> </p> <p>The problem: Rivers reads disableFlow from each player's own ModConfig/rivers.json. The server broadcasts its own flowDisabled value, but in practice the client's local file wins. So on a server that turned the current off, every player who has never edited that file still gets pushed downstream, and boats will not stay put. There is no server-side setting that fixes this, which leaves an operator telling every new player to go and edit a JSON file by hand.</p> <p> </p> <p>This mod settles it. Install it on the server alongside Rivers and joining players receive it automatically like any other required mod. On each client it forces the flow state to whatever the config says, re-applying on a timer because Rivers recomputes flow from its own config on several code paths, so setting it once at startup does not stick.</p> <p> </p> <p>Config, written to ModConfig/riverflow.json on first run:</p> <p>ForceFlowDisabled - true for no current, false to leave Rivers alone. Default true.</p> <p>EnforceIntervalMs - how often to re-apply. Default 2000.</p> <p>VerboseLogging - log every time it re-applies rather than only the first.</p> <p> </p> <p>Note on how it works: Rivers holds this state in a static field behind a property with a non-public setter, so this mod sets it by reflection and then calls Rivers' own public RePatchFlow to apply it. Nothing is referenced at compile time, so if a future Rivers version renames that field this mod still loads and simply logs that it could not take effect, rather than breaking anything. If that happens, the fallback is the manual edit it was written to avoid.</p> <p> </p> <p>Not affiliated with the Rivers author. If the underlying sync gets fixed upstream, this mod stops being necessary and can be removed.</p>
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