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Licensed ARR
Published last month
Updated 9 hours ago
All versions
2.12.8
Release
Streams Reflowing 2.12.89 hours ago 285
Compatibility
Minecraft: Java Edition
1.20.1–1.20.6
Platform
Forge
Supported environments
Client and server
Changes
Version 2.12.7 skipped public release, and version 2.12.8 includes changes from both versions.
[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
/streamsdiagnostic commands are consolidated from eleven subcommands to five:trace(every column diagnostic at your feet),map(every area map),regen,clientandcensus. /streams regenreplaces/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:riveron 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. rebiomeStreamsandrebiomeLakesnow take three settings instead of on/off:0leaves streams as the biome they run through,1marks them as river but keeps the surrounding water colour (the new default), and2marks them as plainminecraft:river. Choose2if another mod's river fish, mobs or features are not showing up in your streams -- some mods nameminecraft:riverdirectly rather than matching any river, and only2satisfies those. Existing configs keep what they had: an oldfalsebecomes0, an oldtruebecomes2.- 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 tintmapand/streams tintclientcommands 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 wayrebiomeStreamsalready 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
fastChunkLoadingtofalseavoids 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
streamBiomeBlacklistto 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(andallWaterFlora, for other water) to2to bring it back. Affects new chunks only. - The
qualityPresetsetting is now calledterrainAccuracyLevel. 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 thestreamsreflowing:ignores_currententity 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
welcomeMessageconfig 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:
lakeMinAreasets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), andlakeMaxAreacaps 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
itemDriftSpeedoption (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:airshare 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_beachbank 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_floradatapack tag or the newunderwaterFloraBiomeBlacklistconfig (biome ids,#tags, ormodid:*wildcards). New chunks only.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:oLS8HdJ1:sRMAaxZs"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:oLS8HdJ1:sRMAaxZs"
}

