Ever thought to yourself "why has nobody ever added beach waves to Minecraft? What does it take?" Well, here it finally is! Transform your world with the new waves, which brings atmospheric and serene sounds of breaking waves to the beaches with the all new scenic waves. These waves aren't just for show — they have a chance to deposit useful materials on the beach and can interact with entities in their path, adding exciting new elements to your gameplay and a reason to visit them again. Whether you're exploring, building, or just enjoying the view, this enhances your game experience with the beauty and bounty of the ocean. Jump into the waves and discover what treasures they might bring!
The mod adds and uses the following tags, which can all be edited to your liking;
- for blocks:
waves:wave_blocks, list of blocks waves can deposit on the shore at random - for fluids:
waves:has_waves, list of fluids on which waves can spawn - for biomes:
waves:has_waves, list of biomes in which waves can spawn - for entities:
waves:wave_interaction_blacklist, list of entities blacklisted from wave interaction - for entities:
waves:wave_interaction_whitelist, list of entities whitelisted for wave interaction
The y-level at which waves spawn at, can be configured through json. Said json is found at ./config/waves/waves.json, and contains a default config for the vanilla dimensions.
For those that use minimap mods with entity radars and would like to hide the wave entities; the id of the wave entity is waves:waves.
All Versions
+ Add Version- Finally works 100% clientside when playing on a server without the mod.
- Added toggleable parallelization to caching and other logic parts.
- Biome, coast line and coast line distance caches are updated and reset periodically. This can be configured.
- Added a nifty utility for the client to export cache maps to the screenshots folder by pressing a key. The default key is unbound and has to be manually set.
- Lots of internal refactoring.
- Solved whatever was causing issues with Supplementaries.
- Finally works 100% clientside when playing on a server without the mod.
- Added toggleable parallelization to caching and other logic parts.
- Biome, coast line and coast line distance caches are updated and reset periodically. This can be configured.
- Added a nifty utility for the client to export cache maps to the screenshots folder by pressing a key. The default key is unbound and has to be manually set.
- Lots of internal refactoring.
- Added configs to toggle the usage of the various caches.
- Moved the wiping of caches to server tick bus, with a configurable time interval. Default interval is 10 minutes.
- Other minor improvements to efficiency.
- Added configs to toggle the usage of the various caches.
- Moved the wiping of caches to server tick bus, with a configurable time interval. Default interval is 10 minutes.
- Other minor improvements to efficiency.
- Added configs to toggle the usage of the various caches.
- Moved the wiping of caches to server tick bus, with a configurable time interval. Default interval is 10 minutes.
- Other minor improvements to efficiency.
- Big optimizations to the whole locating shore chain
- Added new block tags for white-/blacklisting of potential shore blocks.
#minecraft:iceis blacklisted by default - Small changes to how cache updates are handled
- Big optimizations to the whole locating shore chain
- Added new block tags for white-/blacklisting of potential shore blocks.
#minecraft:iceis blacklisted by default - Small changes to how cache updates are handled
- Big optimizations to the whole locating shore chain
- Added new block tags for white-/blacklisting of potential shore blocks.
#minecraft:iceis blacklisted by default - Small changes to how cache updates are handled
- Spawning of wave entities now also take the simulation distance into consideration, whilst the wave particles only rely on the render distance
- Spawning of wave entities now also take the simulation distance into consideration, whilst the wave particles only rely on the render distance
- Fixed incompatibility with Radium
- Spawning of wave entities now also take the simulation distance into consideration, whilst the wave particles only rely on the render distance
- Waves can now interact **(push)** entities in their paths **(configurable, and uses a blacklist/whitelist entity tag system)**
- Fixed servers not being able to modify the wave data on their end
- Moved the wave data configuration over to the configs folder rather than the internal assets folder of the mod by implementing a whole new system
- Added block/data caching for many of the necessary logic steps for the spawning of waves, which should improve performance
- Did a ton of internal refactoring*
- Known issue: Rendering of waves stops when looking up too steeply irt. the location of the wave. No idea why.*
- Waves can now interact **(push)** entities in their paths **(configurable, and uses a blacklist/whitelist entity tag system)**
- Fixed servers not being able to modify the wave data on their end
- Moved the wave data configuration over to the configs folder rather than the internal assets folder of the mod by implementing a whole new system
- Added block/data caching for many of the necessary logic steps for the spawning of waves, which should improve performance
- Did a ton of internal refactoring*
- Waves can now interact **(push)** entities in their paths **(configurable, and uses a blacklist/whitelist entity tag system)**
- Fixed servers not being able to modify the wave data on their end
- Moved the wave data configuration over to the configs folder rather than the internal assets folder of the mod by implementing a whole new system
- Added block/data caching for many of the necessary logic steps for the spawning of waves, which should improve performance
- Did a ton of internal refactoring*
- Patched and fixed the crash that would happen during game initialization
- Patched and fixed the crash that would happen during game initialization
- Add compatibility with Weather2, so the waves don't fly off into the distance anymore
- Added a volume config to further adjust the volume levels of the breaking waves
- Tweaked how spawning of waves work
- Tweaked how some of the configs work (so a config reset is recommended)
- Added the ability to customize sea level for each dimension (via json). Otherwise defaults to the sea level defined in the dimension type, or just y63 if that fails
- (Maybe) fix an issue where the mod attempted to spawn wave entities on the server, if said server didn't have the mod installed, which would cause the client to hang
- Huge performance improvements! Up to a baffling
99.9993%improvement in frame times! - New immensely better textures, made by [BruhBrother](<https://legacy.curseforge.com/members/bruhbrother/projects>)!
- Huge performance improvements! Up to a baffling
99.9993%improvement in frame times! - New immensely better textures, made by [BruhBrother](<https://legacy.curseforge.com/members/bruhbrother/projects>)!
- Added sticks, driftwood and seaweed to the default wave deposit tag (TFC blocks)
- Added sticks, driftwood and seaweed to the default wave deposit tag (TFC blocks)
- Added bioluminescent waves, that can occur any night, however some nights have greater chances!
- Bioluminescent waves are shader compatible
- Made waves fade in and out depending on their phase
- Optimizations!
- Fixed server related issues
- Fixed waves being fully lit during the night
- If updating from an older version, **delete** your old configs for the mod!
- Added bioluminescent waves, that can occur any night, however some nights have greater chances!
- Bioluminescent waves are shader compatible
- Made waves fade in and out depending on their phase
- Optimizations!
- Fixed server related issues
- Fixed waves being fully lit during the night
- If updating from an older version, **delete** your old configs for the mod!
- Small code clean-up and optimizations
- Small code clean-up and optimizations
- First release
- First release