My only problem with RWG is that the tall mountains are always completely barren of grass and trees. Whether it is realistic or not, the mountains just don't look as beautiful without grass or trees.
I'm not sure the cosmos allows you to complain about a mod that is titled "REALISTIC World Gen" is too realistic. You go above 9000 feet there aren't any trees...
I'm having a problem setting my server configs to generate anything from the FWG mod. It seems that the config files do not like the "#" symbol. When I attempt to input "SKYDIM#1" the world generates as vanilla and when I go back to the server.properties after loading a world the string of text has changed itself to "SKYDIM\#1" or simply removes the "#1" portion.
Has anybody encountered this or found a work around?
I'm not sure the cosmos allows you to complain about a mod that is titled "REALISTIC World Gen" is too realistic. You go above 9000 feet there aren't any trees...
You know 9000 feet would be about 2700 blocks, right? These mountains are only about 200 blocks. They're allowed to have trees.
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Timeless Modding is kinda dead but idk what to put here now
Any chance on increasing the temperature in deserts from 1 to 2 like they are in vanilla biomes? I've been playing with mekanism and the evaporation plants only have half the multiplier they normally would. Not sure on other mods that might have issues with differing temps, perhaps bees.
Alright well seems like it's Atomic's Ruins which needs to find another way if it doesn't offer you a way to manually add them. It's true that sub-biomes are needed to fit more biomes in. I remember now.
For what i know subBiomes isn't "standardized" in Minecraft/Forge ecosystem. I believe AtomicStryker wont put non-"canonical" technical bits in ruins just for RWG. Its bad. RWG can use standard/"normal" ruins to do the awesome work (just like 1.3.2 last official build)
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If you speak Portuguese and play Minecraft: Java Edition like me, join my rabbit hole on Discord!
Sub biomes are a vanilla thing like extreme hills edge or jungle edge biomes.
Technically, this isn't true.
Edge, Hills and Mushroom Beach are normal biomes with settings to only spawn "INSIDE" a desired biome (I learned this when i customized TerrainControl). They are listed normally in Ruins and CustomStuff, and in vanilla gamemodes they are shown in the right place (biomes line, not the bottom subBiome line)...
The trouble is this biomes are generated and stored differently... Maybe turning back into normal biomes may increase the compatibility with Ruins, CS2 and even other mods.
But seems like the mod author is dead, so i afraid anyone can hear this complaints.
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If you speak Portuguese and play Minecraft: Java Edition like me, join my rabbit hole on Discord!
Amazing mod! I really like the development that you've done here! I went ahead and made a YouTube video featuring your mod if you don't mind! The viewers seem to really like it too! If you wanna see the video it'll be right here:
I generated a world with RWG and Biomes O' Plenty and there are no strongholds in my world. I went to all 3 locations where they should be based on my seed, as well as used eyes of ender and they don't exist. This is a big problem for survival worlds.
Don't take it as gospel (it's a long time since I looked at it) but subBiomes are a pretty standard solution. Simply, if they have ids they are accessible easily. I'll delve deeper into RWG when i get the chance because I want to know.
I do not know how sub biomes work, and i question their usefullness. Just using a normal biome sounds more compatible. You can worldgen them however you like anyway....
I think its either lazyness or saving biome IDs or just have (for example) a jungle main biome with 4 kinds of biome layouts so it can switch between them intern.
So when it creates a jungle there is more chance on variation within the biome as standard the climate size was 1600 which is really big
I had another quick peruse, I hate looking at code on github, and a little playtesting. It's only the Base biomes which you are getting and appear in the F3 log. I didn't look up where the sub(or realistic as they are called in code) biomes are called internally but they are all given a name and an ID and have got to be passed to a generator which can differentiate between them.
So an API is possible and considering I'm sure BOP biomes can only spawn in specific baselines then half the code must be there.
Interestingly the ids they are registered with are limited to 256 and started at 200 which kind of implies they are registered with forge somewhere. But, like I say I will look at where they are called at something.
EDIT; scratch those numbers, was going by memory, I think that was the the Base biomes. But the realistic biomes were iterated over.
The question is: Another mods arent aware of that.
--
After all, we get a double edged sword here; While AtomicStryker (and i) - read below - believe subbiomes is a waste of code, the RWG folks believe its is "pretty standard solution". So, i see any compatibility improvement will be made. Switching back to RWG 1.3.2, until i upgrade to 1.8 to use Customized worldgen.
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If you speak Portuguese and play Minecraft: Java Edition like me, join my rabbit hole on Discord!
Does OWG generate 1.6 worlds??
Im asking for worlds before 1.7 (The Update That Changed The World)
Pls,add Metallurgy support.
RWG, BOP, and EBXL make beautiful worlds.
I'm not sure the cosmos allows you to complain about a mod that is titled "REALISTIC World Gen" is too realistic. You go above 9000 feet there aren't any trees...
Is it normal for there to be unusually high amounts of cactus in the Savannah biome?
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2244263-the-sawmill
I'm having a problem setting my server configs to generate anything from the FWG mod. It seems that the config files do not like the "#" symbol. When I attempt to input "SKYDIM#1" the world generates as vanilla and when I go back to the server.properties after loading a world the string of text has changed itself to "SKYDIM\#1" or simply removes the "#1" portion.
Has anybody encountered this or found a work around?
You know 9000 feet would be about 2700 blocks, right? These mountains are only about 200 blocks. They're allowed to have trees.
Timeless Modding is kinda dead but idk what to put here now
I occasionally make textures/models for random people. Contributed to: Tinker's Construct, Growthcraft, and Animals+
PixelQuest 2, my new 1.10 RPG/rougelike-inspired modpack, is coming soon!
Any chance on increasing the temperature in deserts from 1 to 2 like they are in vanilla biomes? I've been playing with mekanism and the evaporation plants only have half the multiplier they normally would. Not sure on other mods that might have issues with differing temps, perhaps bees.
For what i know subBiomes isn't "standardized" in Minecraft/Forge ecosystem. I believe AtomicStryker wont put non-"canonical" technical bits in ruins just for RWG. Its bad. RWG can use standard/"normal" ruins to do the awesome work (just like 1.3.2 last official build)
If you speak Portuguese and play Minecraft: Java Edition like me, join my rabbit hole on Discord!
Technically, this isn't true.
Edge, Hills and Mushroom Beach are normal biomes with settings to only spawn "INSIDE" a desired biome (I learned this when i customized TerrainControl). They are listed normally in Ruins and CustomStuff, and in vanilla gamemodes they are shown in the right place (biomes line, not the bottom subBiome line)...
The trouble is this biomes are generated and stored differently... Maybe turning back into normal biomes may increase the compatibility with Ruins, CS2 and even other mods.
But seems like the mod author is dead, so i afraid anyone can hear this complaints.
If you speak Portuguese and play Minecraft: Java Edition like me, join my rabbit hole on Discord!
Btw what is with your Ocean Version ?
GTNH Modpack is on Technic Launcher Hotlist now and available on FTB and Curse Launcher too!!!
http://www.technicpack.net/scraps/vol1
Minetweaker/Modtweaker Scripts I hosting on Github:
Hardcore well balanced Modpack with GT, Forestry, Railcraft, Thaumcraft and Better Questing Mod:
Amazing mod! I really like the development that you've done here! I went ahead and made a YouTube video featuring your mod if you don't mind! The viewers seem to really like it too! If you wanna see the video it'll be right here:
I generated a world with RWG and Biomes O' Plenty and there are no strongholds in my world. I went to all 3 locations where they should be based on my seed, as well as used eyes of ender and they don't exist. This is a big problem for survival worlds.
Read these quotes from AS Ruins thread:
I believe this answers my "last bit"...
You realized how jerk was what you said? If i have any solid knowledge in java, i've already fixed this ideological annoyance already...
The question is: Another mods arent aware of that.
--
After all, we get a double edged sword here; While AtomicStryker (and i) - read below - believe subbiomes is a waste of code, the RWG folks believe its is "pretty standard solution". So, i see any compatibility improvement will be made. Switching back to RWG 1.3.2, until i upgrade to 1.8 to use Customized worldgen.
If you speak Portuguese and play Minecraft: Java Edition like me, join my rabbit hole on Discord!
has anyone been able to get Mo Creatures to work with RWG. i have searched forum, but every suggestion does not work ?
Why everyone will play Version 1.8. Most mods are for 1.7.10. The mod is in alpha yet so i want a stable beta version for 1.7.10. first.
GTNH Modpack is on Technic Launcher Hotlist now and available on FTB and Curse Launcher too!!!
http://www.technicpack.net/scraps/vol1
Minetweaker/Modtweaker Scripts I hosting on Github:
Hardcore well balanced Modpack with GT, Forestry, Railcraft, Thaumcraft and Better Questing Mod:
OMG BEAUTIFUL! Will you make a Bukkit plugin, or 1.6.4 version of Realistic World Gen? ★★★★★
If I helped, or you just like my post, please press the button.
My mods...
How exactly do you edit the config to make minefactory and mocreatures compatible?
Edit: in Owg
I have been loading RWG on Beyond Reality modpack, and for some reason all of my worlds have these strange stone structures
This is with BoP turned off, and it only happens in RWG worlds.
I'm not really sure what is going on and I can't figure out what the cause is. Any ideas?
I got the 1.3.2.5 unofficial version, how do I edit the files? I'm trying to open various files in eclipse and can't seem to get them to load
Them being boulders makes a lot of sense though, so thanks for that.