But one 'bonus' of the open areas in the Roofed Forest is that mobs tend to spawn more frequently as a result of the increased number of air blocks, making an already dangerous biome even moreso.
Are you saying that hostile mobs cannot spawn in the middle of tall grass and flowers? Sheesh, what was Mojang thinking? :-)
... Hmm, maybe I should plant and bonemeal around the dark trees for increased safety.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Currently RTG only works on its own custom worlds so yes. It would be possible to impose it on default worlds but if you did so you'd get monstrous chunk walls where the generation changes. In principle you could use the CC chunk wall prevention feature, but it would only reduce them in this case, not fix them. The chunk walls would change from totally random shifts to keeping the biome mostly matched but still getting terrain generation changes.
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Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Gravel's not a bad idea actually... it's similar in colour and would also prevent ores from generating on the surface, so I'll try that and see what it looks like. I also like the idea of foliage on top of the gravel, so I'll see what that looks like as well.
Thanks for the suggestions!
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Stone (and gravel) patches do occur in forests but mostly in mountainous areas. I like the stony look, but I don't like having it *everywhere*. With the mixed trees I think RTG is making very attractive closed forest as well and it would be nice to see more of it.
One possibility would be moving the "don't generate" check to decoration so you could have dirt/grass patches rather than patches of stone (or gravel or hardened clay).
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Stone (and gravel) patches do occur in forests but mostly in mountainous areas. I like the stony look, but I don't like having it *everywhere*. With the mixed trees I think RTG is making very attractive closed forest as well and it would be nice to see more of it.
One possibility would be moving the "don't generate" check to decoration so you could have dirt/grass patches rather than patches of stone (or gravel or hardened clay).
I would also vote for Podzol to be included in that "patches of" list :-)
I hacked on the source and took the stone out… and to my eyes the world is much prettier with grass. But I see what you mean about opening up the biomes. Forests are more trees than air without the stone!
I think a better way to open up the biomes would be to make fewer attempts to spawn trees in these biomes. Rather than making unspawnable locations by placing stone.
But I guess there's a good reason for the way it's done and you're the expert so I'll leave it to you
Nothing mysterious about it. 2D noise: put in a 2D coordinate and get out a noise value (random but similar to nearby 2D coordinates). 3D noise: put in a 3D coordinate and get out a noise value (random but similar to nearby 3D coordinates). But since trees only generate on the surface I don't see a reason to use a 3D noise here: you're only getting a 2D slice anyway.
The author of Highlands has a very clever trick in the 1.8 version you might want to use: biota are strongly affected by elevation so some biomes have as many as three climate zones: one IIRC has lightly forested open space at low levels, dense coniferous forest at mid-levels, and bare ground at high elevation. Combined with the mountain code (which produces a similar effect to the RTG mountain code of scattered high mountains) you get open plains interspersed with tall mountains that have conifer forests belts around them and then tall mountain spires at the top. Very nice.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Just a bit of feedback for you...my new pack featuring RTG came out a few days ago. There's been universal praise for RTG -- it's simply beautiful terrain. A few have noticed cutoff and orphaned chunks, but by far, the world is a beautiful, much better looking place. Excellent job!
Can you try creating a new world using the same mod pack - and the same seed - and navigating to the areas where the world is being corrupted to see if it's still corrupted in the new world? I noticed a lot of 'Fixed item id mismatch' errors in your log file, which suggests you might have added RTG and/or a bunch of other mods to an existing world, which might be what's causing the corruption.
If it's still getting corrupted, Dropbox me the fml-client-latest.log of the new world and I'll investigate further.
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You were correct, remaking the same world same seed yielded a completely different spawn location and none of the odd terrain gen at least as far as I can tell. Sorry to bother you!
Biome enabling/disabling is handled exclusively through RTG's biome config files (which can be found in your /config/RTG/biomes/ folder). For example, if you set Bayou=false in BOP's biomegen.cfg file, and you set "Generate BOP Bayou"=true in RTG's biomesoplenty.cfg file, the Bayou biome will still be generated, even though it's disabled in BOP's config files.
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That could create trouble, because sometimes when a biome mod disables a biome it actually does not exist to be placed.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
That could create trouble, because sometimes when a biome mod disables a biome it actually does not exist to be placed.
Technically,I had a similar problem,because I had in my computer a (old)version of Bop without Dense Forest so i had to install a newer version of Bop (with Dense Forest of course) then it worked perfectly.
If the question is "Will RTG ever generate Tropicraft biomes or Twilight Forest biomes in the Overworld?" then the answer is "no" since RTG only generates Overworld biomes in the Overworld.
Twilight Forest biomes actually *can* be generated in the overworld - I've had them come up due to bug and biome ID problems in CC worlds. However, they don't work properly, because of intentional checks by the author to make them function properly only in the TF dimension.
Tropicraft biomes might be able to be inserted into RTG. Generally non-overworld biomes can be placed in the overworld and unless code specifically checks the dimension they'll usually work fine as well. I'll see if CC can place them, and if so we can talk about making RTG versions of them.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Not sure how the current situation with biome transitions is (just flew through the old pages where I stopped reading), but I think to remember that in one of Teds older versions it was different in that it smoothed out the transitions so it wasn't a solid line but gradually merging with it's neighbors biome block type - as much as possible at least with cubic meters ...
Hope that's halfway understandable ... :/
It still works that way in the RTG biome layouts. That has been disabled for vanilla-style biome layouts. While it's quite nice when Taiga blends into forest, there's a huge mess when ocean and mountain mix through a beach. It might be restored in the future for some biome pairs which mix well.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Damn, I just did a quick run around and its real nice. I'm using the new snapshot of course. Only thing so far would be something that happened in the previous versions aswell.
Is there a way to prevent this from happening: (It is a pool of liquid from ars magica 2, but I have found the odd vanilla puddle with a tree above it like that)
Edit: looking back at my screenshots from previous RTG versions, I so far only have screenshots of ars magica puddles. Maybe I didnt see any vanilla ones. I will do some exploring and if I come across a vanilla one, il post it.
Edit 2: I found a Sludge Puddle from Minefactory Reloaded that have a floating tree and cactus. I also found a Project Red Volcano that cuts off trees the trees aswell. (I dont know if this is fixable by RTG but it definitely isn't realistic lol)
IMPORTANT! If you are using biome-adding mods (e.g. Biomes O’ Plenty, Highlands, etc) and you set '"RTG Biome Layout"' to false, you MUST install Climate Control in order for those mods’ biomes to generate.
This limitation is pretty easy for any of the major biome mods to fix (and also any other mod that does biome layouts, if there are any besides CC) as long as they are using the GenLayer system through Forge events. Currently they have to intercept the OnBiomeGenInit event, and if it's a world type they affect they set their GenLayer stack. All they have to do is *also* use their GenLayers if
It's very simple, which was the point of the shift. With this change, you'll be able to make a "Realistic" version of almost any Minecraft world if whatever mod is managing your biome layouts will add this very minimal RTG compatibility.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Are you saying that hostile mobs cannot spawn in the middle of tall grass and flowers? Sheesh, what was Mojang thinking? :-)
... Hmm, maybe I should plant and bonemeal around the dark trees for increased safety.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
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(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Currently RTG only works on its own custom worlds so yes. It would be possible to impose it on default worlds but if you did so you'd get monstrous chunk walls where the generation changes. In principle you could use the CC chunk wall prevention feature, but it would only reduce them in this case, not fix them. The chunk walls would change from totally random shifts to keeping the biome mostly matched but still getting terrain generation changes.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Stone (and gravel) patches do occur in forests but mostly in mountainous areas. I like the stony look, but I don't like having it *everywhere*. With the mixed trees I think RTG is making very attractive closed forest as well and it would be nice to see more of it.
One possibility would be moving the "don't generate" check to decoration so you could have dirt/grass patches rather than patches of stone (or gravel or hardened clay).
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
I would also vote for Podzol to be included in that "patches of" list :-)
Hi WhichOnesPink,
Thank you for your comprehensive reply.
I hacked on the source and took the stone out… and to my eyes the world is much prettier with grass. But I see what you mean about opening up the biomes. Forests are more trees than air without the stone!
I think a better way to open up the biomes would be to make fewer attempts to spawn trees in these biomes. Rather than making unspawnable locations by placing stone.
But I guess there's a good reason for the way it's done and you're the expert so I'll leave it to you
KeepOnDigging!
Hello WhichOnesPink
I tried to add your mod into my future modpack though i am getting some issues
http://pastebin.com/CptA2rhu
i will be very grateful if you show me some way to fix it :), seems like the problem is caused by a biome called "dense forest"
i downloaded The most recent version of Bop (as you had recommended) Now everything is working fine. Thank you
Nothing mysterious about it. 2D noise: put in a 2D coordinate and get out a noise value (random but similar to nearby 2D coordinates). 3D noise: put in a 3D coordinate and get out a noise value (random but similar to nearby 3D coordinates). But since trees only generate on the surface I don't see a reason to use a 3D noise here: you're only getting a 2D slice anyway.
The author of Highlands has a very clever trick in the 1.8 version you might want to use: biota are strongly affected by elevation so some biomes have as many as three climate zones: one IIRC has lightly forested open space at low levels, dense coniferous forest at mid-levels, and bare ground at high elevation. Combined with the mountain code (which produces a similar effect to the RTG mountain code of scattered high mountains) you get open plains interspersed with tall mountains that have conifer forests belts around them and then tall mountain spires at the top. Very nice.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Just a bit of feedback for you...my new pack featuring RTG came out a few days ago. There's been universal praise for RTG -- it's simply beautiful terrain. A few have noticed cutoff and orphaned chunks, but by far, the world is a beautiful, much better looking place. Excellent job!
You were correct, remaking the same world same seed yielded a completely different spawn location and none of the odd terrain gen at least as far as I can tell. Sorry to bother you!
Do you like gems? Well I do, if you like gems and wish they had more uses aside from aesthetics check out my mod:GTFO or Gems are Truly Fabulous and Outrageous.
Feel Free to check out my github as well!
could you support later mods like tropicraft and twilight forest?, maybe aether2 later...
That could create trouble, because sometimes when a biome mod disables a biome it actually does not exist to be placed.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Technically,I had a similar problem,because I had in my computer a (old)version of Bop without Dense Forest so i had to install a newer version of Bop (with Dense Forest of course) then it worked perfectly.
Those mountains look spectacular
What happened with the 0.5.0 snapshot? I thought that was going to be released yesterday.
Do you ever plan on returning to TFC compatibility?
Twilight Forest biomes actually *can* be generated in the overworld - I've had them come up due to bug and biome ID problems in CC worlds. However, they don't work properly, because of intentional checks by the author to make them function properly only in the TF dimension.
Tropicraft biomes might be able to be inserted into RTG. Generally non-overworld biomes can be placed in the overworld and unless code specifically checks the dimension they'll usually work fine as well. I'll see if CC can place them, and if so we can talk about making RTG versions of them.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
It still works that way in the RTG biome layouts. That has been disabled for vanilla-style biome layouts. While it's quite nice when Taiga blends into forest, there's a huge mess when ocean and mountain mix through a beach. It might be restored in the future for some biome pairs which mix well.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Damn, I just did a quick run around and its real nice. I'm using the new snapshot of course. Only thing so far would be something that happened in the previous versions aswell.
Is there a way to prevent this from happening: (It is a pool of liquid from ars magica 2, but I have found the odd vanilla puddle with a tree above it like that)
Edit: looking back at my screenshots from previous RTG versions, I so far only have screenshots of ars magica puddles. Maybe I didnt see any vanilla ones. I will do some exploring and if I come across a vanilla one, il post it.
Edit 2: I found a Sludge Puddle from Minefactory Reloaded that have a floating tree and cactus. I also found a Project Red Volcano that cuts off trees the trees aswell. (I dont know if this is fixable by RTG but it definitely isn't realistic lol)
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This limitation is pretty easy for any of the major biome mods to fix (and also any other mod that does biome layouts, if there are any besides CC) as long as they are using the GenLayer system through Forge events. Currently they have to intercept the OnBiomeGenInit event, and if it's a world type they affect they set their GenLayer stack. All they have to do is *also* use their GenLayers if
It's very simple, which was the point of the shift. With this change, you'll be able to make a "Realistic" version of almost any Minecraft world if whatever mod is managing your biome layouts will add this very minimal RTG compatibility.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.