Thaumcraft has a "Magical Forest" biome that spawns naturally, as well as some that spawn based on other things that you shouldn't really have to worry about (Eerie and Tainted Land, as the poster above mentioned.) It spawns fairly commonly, though by no means excessively, in my worlds. I'm no expert on Thaumcraft, but I think having a magical forest around is very helpful, if not required, for progression. (Someone please correct me if I'm wrong.) I can get a few screens if you need, as well as more info.
The Thaumcraft biomes are Eerie and Tainted, and, so far as I know, are always created by Thaumcraft nodes (Sinister and Tainted, respectively), rather than the biome occurring "naturally".
The tainted ones do spawn naturally in world gen. The eerie one however is created solely by the nodes as you say.
There is also the magical forest biome. Both the taint biome and the magical forest spawn with roughly the same frequency and should be rare but not extremely rare. You don't want either too common or you'll end up with a world covered in taint!
IIRC Thaumcraft's biomes are added during the decoration phase. Any biome designated as a forest biome has the potential to become enchanted forest. Same with any biome and tainted land. So your mod should just automatically be compatible with Thaumcraft. Test it and see.
If that's true it should be pretty simple. Just run it along with Thaumcraft and bump up the values for the probability of them spawning. Set them high enough and you should see one right away.
Would make things much simpler if this were the case too!
Could support for this possibly be next? Seeing as BWG4 added support for BoP and highlands, the biomes in the link above would mingle well with the realistic gen. Hope im not asking too much out of this mod, but this would be fantastic.
Their mod is amazing, I was just wondering if you could make it compatible with terrafirmacraft and add some warm biomes to the terrafirmacraft version because right not the terrain gen is kinda dull in terrafirmacraft. All your mods are amazing btw.:)
Freaking awesome work as always! I'm very excited to see this in action with BoP. Thaumcraft has Magical Forest Biomes that come from other forest biomes and Tainted Land that I believe happens from any biome as a % chance. Biomes the TC get transformed from regular biomes. The chances of this happening is controlled in the TC configs.
Would ore generation mods like Custom Ore Generation work with this? I'm not sure when in the process ore gen happens.
Actually, I would also love to see support for Terrafirmacraft one day, probably one of the most complete overhauls for minecraft around. Understandably you've already got enough on your plate, though if you ever pop it on your to-do list, I could die happy; 'realistic' gameplay and realistc terrain? Oh my...
Anyway, love the progress on the BoP compatibility, is all looking very sweet, waiting eagerly for the release.
Freaking awesome work as always! I'm very excited to see this in action with BoP. Thaumcraft has Magical Forest Biomes that come from other forest biomes and Tainted Land that I believe happens from any biome as a % chance. Biomes the TC get transformed from regular biomes. The chances of this happening is controlled in the TC configs.
Would ore generation mods like Custom Ore Generation work with this? I'm not sure when in the process ore gen happens.
As for ore generation, it should work with most mods; Metallurgy works fine with the alpha version/s of RWG, so I expect other mods will also work without issue.
Try bumping up the rate of spawn for tainted biomes in the config. The config lines are below:
# higher values increases number of magical forest biomes. If you are using biome addon mods you probably want to increase this weight quite a bit
I:magical_forest_biome_weight=15
I:magical_forest_spawn_mod=70
I:outer_lands_dim=-42
# higher values increases number of taint biomes. If you are using biome addon mods you probably want to increase this weight quite a bit
I:taint_biome_weight=15
I:taint_spawn_mod=80
That should make then pretty evident when flying around
Oh my. I am positively excited for this! I'm pretty sure a terrain mod of this caliber will take care of a my (and a friend of mine's) exploratory needs for a very long time. It looks absolutely fantastic, and I'm looking forward to it very much!
Incredible! This is easily the best terrain generator that's ever been coded for Minecraft: you've got serious talent. I've been following the RWG development ever since you released the Gold generator back in an earlier version of BWG4, and it's only gotten more impressive as time has gone on.
Can't wait for the BoP update! Keep up the great work.
The tainted ones do spawn naturally in world gen. The eerie one however is created solely by the nodes as you say.
There is also the magical forest biome. Both the taint biome and the magical forest spawn with roughly the same frequency and should be rare but not extremely rare. You don't want either too common or you'll end up with a world covered in taint!
Would make things much simpler if this were the case too!
Could support for this possibly be next? Seeing as BWG4 added support for BoP and highlands, the biomes in the link above would mingle well with the realistic gen. Hope im not asking too much out of this mod, but this would be fantastic.
Their mod is amazing, I was just wondering if you could make it compatible with terrafirmacraft and add some warm biomes to the terrafirmacraft version because right not the terrain gen is kinda dull in terrafirmacraft. All your mods are amazing btw.:)
Freaking awesome work as always! I'm very excited to see this in action with BoP. Thaumcraft has Magical Forest Biomes that come from other forest biomes and Tainted Land that I believe happens from any biome as a % chance. Biomes the TC get transformed from regular biomes. The chances of this happening is controlled in the TC configs.
Would ore generation mods like Custom Ore Generation work with this? I'm not sure when in the process ore gen happens.
Anyway, love the progress on the BoP compatibility, is all looking very sweet, waiting eagerly for the release.
As for ore generation, it should work with most mods; Metallurgy works fine with the alpha version/s of RWG, so I expect other mods will also work without issue.
That should make then pretty evident when flying around
Awesome! Can't wait for the Release!
http://www.mediafire.com/download/w27vf7mjxt65wab/RWG-alpha-1.2.jarthis will spawn only spawn warm biomes!
edit: there are still some issues with canyon biome transitions
edit2: new link: http://www.mediafire.com/download/w27vf7mjxt65wab/RWG-alpha-1.2.jar
Can't wait for the BoP update! Keep up the great work.
whoops!
new download link: http://www.mediafire.com/download/w27vf7mjxt65wab/RWG-alpha-1.2.jaredit: new link below