Just to clarify, you *can* use RTG with the new options, without CC. You will get the biome layout you'd have gotten in a vanilla world - same biomes in the same place - but all the terrain will be RTG style! You can take one of your old vanilla worlds, regen it with "Realistic" world type, and see what it would have looked like if you had run it with RTG. You can do it with modded worlds, as long as there weren't any changes to biomes, or that the changes happen anyway under the "Realistic" world type.
I'd love to see some comparisons, actually.
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.
Would be nice if Climate Control have also a minecraftforum thread.. i don't know what climate control exactly does.. even with the discription on curse.
GeographiCraft is the 1.8 version. I renamed it for googling (google "climate control" and you get a blizzard of ads for air conditioning) and because the climate zone resize options are a relatively small part of the mod now.
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.
Zeno can probably explain this one better, but as far as I know, the way RTG used to generate rivers was causing some issues with the new GenLayer system's rivers, so this option was added as a way of quickly removing them during testing. Not sure if that option is just temporary, or if it's a more integral part of the way the new system works. Zeno?
However, am I right in thinking that even with this change, RTG on its own (without CC) would only be able to support one biome-adding mod? If so, what's the technical reason behind it?
RTG has its own way to generate rivers, not using the existence of the "river" biome. GenLayer stacks will sometimes generate river biomes but RTG won't put rivers there so you'll get river biomes where there are no rivers. Fortunately, rivers are placed at the very last part of the GenLayer stack, so RTG can actually change the stack so it won't place river biomes, and the problem goes away. RTG places rivers with its noise functions, and I've written code to at least flip underwater sections to the appropriate biome.
RTG on its own could normally support only one biome-adding mod. The reason is that each has its own GenLayer stack, and There Can Only Be One. Only one can become the "official" stack and the other stacks will never get to do anything, including placing their biomes.
Sometimes, at least in the past, biome mods will support other biome mods and place the "foreign" biomes as well as their own. I don't know any details because as the writer of CC, I don't have to :-P But, whatever is working without RTG should work with RTG so people can at least get what they're used to.
CC does implement the hot-cold prevention - you'll notice there's no snow next to sand in the CC pic. It's not flawless - in the pic WITHOUT CC (vanilla generation), there's a little bit of snow next to sand, and CC has the same problem - but it's pretty rare.
With CC you can adjust the incidences of land masses of various size. Ocean is what's left over. Yes you can also adjust biome frequencies, climate frequencies, climate sizes, and some things like beach and river widths.
HOWEVER, the point of CC with the RTG release is that it was the only easy way to get the modded biomes into the vanilla-layout-style world. I'm all for playing around with CC (is it my mod, after all) but today the point is that it will let you see BoP or Highlands or EBXL biomes RTG-style in an interesting and logical map. If you don't normally use the biome mods, install the new RTG, *don't* use CC, set "RTG Biome Layout"=false, generate a world, and take a look! If you do normally use biome mods, install CC, set "RTG Biome Layout"=false, just use the CC defaults so you'll get the modded biomes, and take a look at *that*.
CC is server or single-player. It only needs to be server-side.
The Witchery crash (and several other bugs involving the same line 50, which is a check line) should be fixed with the next version. We are currently restricting the RTG generation to the Overworld but the RTG generation was being served to other dimensions. It will be restricted to the Overworld with that patch. I probably shouldn't have released that intentional crash but I figured if RTG was tried in another dimension there would be a crash anyway and this would make it clear what was going on (and it did.)
Down the line we hope to make it available in other dimensions, but there's lots of work before that's possible.
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.
This is from a mixed Highlands/BoP setup, pretty much the defaults. The mountain itself is Highlands Alps. The pic is from a Highlands Pinelands. The mountain is so high you can't see it properly from normal ground. Fortunately there was a Highlands Highlands biome (yeah I know) right next to it:
That ain't WorldPainted, folks. That's random procedural generation, every single block.
The Highlands outlook also overlooks a BoP forest - Seasonal, I think. That's a darn good view itself, if not as jawdropping as the mountain. You can see how far up I am.
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.
The stone patches are Beach biomes and are currently the best available option to make them "quiet". Beach above a certain level has a stone surface, which actually works most of the time as usually when it gets that high it's being dragged up a mountain. I guarantee you've seen several cases of that, which you didn't notice because it looks fine. We are trying for a more universal solution.
The rivers (currently) are my river-stripping not working consistently. I'm trying to figure out how.
The Flower Forest business is probably some kind of bug in the new CC biome configs.
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.
Highlands Flying Mountains is indeed not right, and I'm not sure it can ever be with this generator (which doesn't do overhangs). The water will actually flow, but it takes several minutes for the updates to start propagating. Some water blocks won't flow until you place a block next to them. When they do flow they frequently spread too much.
I've also seen the lonely beaches and I don't understand them yet.
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.
CC still has the flag for wider beaches, although the nature of RTG generation tends to reduce flat areas right at the coast and narrow the (effective) beaches. I put in another fix for the second Witchery crash. No idea about the stutter.
Edit: I see vanilla villages, so you're probably having a mod interaction. Both RTG and CC have village-placing options - I haven't checked if they interact.
Highlands Flying Mountains is indeed not right, and I'm not sure it can ever be with this generator (which doesn't do overhangs).
Waah! I actually like overhangs.
Heck, I loved the old extreme hills that used to have all sorts of overhangs.
===
Feature request: I know that you are trying to restrict this to overworld only, but what about overworld-like dimensions? I am specifically thinking of both Mystcraft and RfTools that have ways to make "normal landscape" worlds.
Can you either:
1. Provide pages/dimlets for these, or
2. Hook into their overworld-like generation
?
(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?
I just crashed on my first attempt while generating spawn in 0.5.0-snapshot-3. Biome 194 is Thaumcraft's Eerie biome. I posted here instead of creating an issue on github because this is a snapshot.
[13:08:20] [Server thread/INFO]: Starting integrated minecraft server version 1.7.10
[13:08:20] [Server thread/INFO]: Generating keypair
[13:08:22] [Server thread/INFO]: Converting map!
[13:08:22] [Server thread/INFO]: Scanning folders...
[13:08:22] [Server thread/INFO]: Total conversion count is 0
[13:08:23] [Server thread/WARN]: Unable to find spawn biome
[13:08:28] [Server thread/WARN]: Unable to find spawn biome
[13:08:29] [Server thread/INFO]: Preparing start region for level 0
[13:08:30] [Server thread/INFO]: Preparing spawn area: 4%
[13:08:30] [Server thread/ERROR]: Encountered an unexpected exception
java.lang.RuntimeException: problem with biome 194
at rtg.world.biome.WorldChunkManagerRTG.func_76936_a(WorldChunkManagerRTG.java:103) ~[WorldChunkManagerRTG.class:?]
at net.minecraft.world.biome.BiomeCache$Block.<init>(SourceFile:26) ~[ahz.class:?]
at net.minecraft.world.biome.BiomeCache.func_76840_a(SourceFile:52) ~[ahy.class:?]
at net.minecraft.world.biome.BiomeCache.func_76837_b(SourceFile:61) ~[ahy.class:?]
at rtg.world.biome.WorldChunkManagerRTG.func_76935_a(WorldChunkManagerRTG.java:126) ~[WorldChunkManagerRTG.class:?]
at net.minecraft.world.World.getBiomeGenForCoordsBody(World.java:160) ~[ahb.class:?]
*SNIP*
There will probably be a way for an alternate dimension to request a RTG chunk manager eventually, likely through a registry system kind of like how CC does it. Right now I don't think it would work because there are a lot of static vars and implicit references to dimension 0. In principle it wouldn't be difficult, apart from the issue of biomes for which there's no RTG version. But there could be problems with colliding subclasses, since almost nobody uses wrappers for this kind of thing.
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.
Heck, I loved the old extreme hills that used to have all sorts of overhangs.
I love overhangs too, as long as they're not excessive. In principle you can create overhangs by adding 3D noise to RTG's 2D noise and I've advocated that for a while *but* it would be a major research project to figure out how to do it aesthetically and efficiently. I spent weeks playing with CC's genlayer systems and that's a substantially easier job.
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.
I just crashed on my first attempt while generating spawn in 0.5.0-snapshot-3. Biome 194 is Thaumcraft's Eerie biome. I posted here instead of creating an issue on github because this is a snapshot.
Yes, RTG doesn't have an Eerie but CC can place it. Should be fixed in the next snapshot.
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 to clarify, you *can* use RTG with the new options, without CC. You will get the biome layout you'd have gotten in a vanilla world - same biomes in the same place - but all the terrain will be RTG style! You can take one of your old vanilla worlds, regen it with "Realistic" world type, and see what it would have looked like if you had run it with RTG. You can do it with modded worlds, as long as there weren't any changes to biomes, or that the changes happen anyway under the "Realistic" world type.
I'd love to see some comparisons, actually.
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.
Climate Control does have a minecraftforum thread.
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.
GeographiCraft is the 1.8 version. I renamed it for googling (google "climate control" and you get a blizzard of ads for air conditioning) and because the climate zone resize options are a relatively small part of the mod now.
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.
You're running with an older version of BoP. Try it with BoP 1521.
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.
RTG has its own way to generate rivers, not using the existence of the "river" biome. GenLayer stacks will sometimes generate river biomes but RTG won't put rivers there so you'll get river biomes where there are no rivers. Fortunately, rivers are placed at the very last part of the GenLayer stack, so RTG can actually change the stack so it won't place river biomes, and the problem goes away. RTG places rivers with its noise functions, and I've written code to at least flip underwater sections to the appropriate biome.
RTG on its own could normally support only one biome-adding mod. The reason is that each has its own GenLayer stack, and There Can Only Be One. Only one can become the "official" stack and the other stacks will never get to do anything, including placing their biomes.
Sometimes, at least in the past, biome mods will support other biome mods and place the "foreign" biomes as well as their own. I don't know any details because as the writer of CC, I don't have to :-P But, whatever is working without RTG should work with RTG so people can at least get what they're used to.
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.
Can I ask how you made those images?
CC does implement the hot-cold prevention - you'll notice there's no snow next to sand in the CC pic. It's not flawless - in the pic WITHOUT CC (vanilla generation), there's a little bit of snow next to sand, and CC has the same problem - but it's pretty rare.
With CC you can adjust the incidences of land masses of various size. Ocean is what's left over. Yes you can also adjust biome frequencies, climate frequencies, climate sizes, and some things like beach and river widths.
HOWEVER, the point of CC with the RTG release is that it was the only easy way to get the modded biomes into the vanilla-layout-style world. I'm all for playing around with CC (is it my mod, after all) but today the point is that it will let you see BoP or Highlands or EBXL biomes RTG-style in an interesting and logical map. If you don't normally use the biome mods, install the new RTG, *don't* use CC, set "RTG Biome Layout"=false, generate a world, and take a look! If you do normally use biome mods, install CC, set "RTG Biome Layout"=false, just use the CC defaults so you'll get the modded biomes, and take a look at *that*.
CC is server or single-player. It only needs to be server-side.
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.
For example, here's a shot from the seed RTG in a default world, at -310, 85 looking NE:
Here's the same location, same seed, in a Realistic world:
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.
Got this crash when loading up a world in Infinity 2.3.3.
http://pastebin.com/p6AjFZEz
I'm using RTG snapshot 0.5 and climate control beta 4.33
I think that is the same bug that will be fixed when Zeno's PR gets pulled: https://github.com/Team-RTG/Realistic-Terrain-Generation/pull/385
Join us at our website: AIM Gaming
The Witchery crash (and several other bugs involving the same line 50, which is a check line) should be fixed with the next version. We are currently restricting the RTG generation to the Overworld but the RTG generation was being served to other dimensions. It will be restricted to the Overworld with that patch. I probably shouldn't have released that intentional crash but I figured if RTG was tried in another dimension there would be a crash anyway and this would make it clear what was going on (and it did.)
Down the line we hope to make it available in other dimensions, but there's lots of work before that's possible.
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.
Oh these mountains:
This is from a mixed Highlands/BoP setup, pretty much the defaults. The mountain itself is Highlands Alps. The pic is from a Highlands Pinelands. The mountain is so high you can't see it properly from normal ground. Fortunately there was a Highlands Highlands biome (yeah I know) right next to it:
That ain't WorldPainted, folks. That's random procedural generation, every single block.
The Highlands outlook also overlooks a BoP forest - Seasonal, I think. That's a darn good view itself, if not as jawdropping as the mountain. You can see how far up I am.
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.
The stone patches are Beach biomes and are currently the best available option to make them "quiet". Beach above a certain level has a stone surface, which actually works most of the time as usually when it gets that high it's being dragged up a mountain. I guarantee you've seen several cases of that, which you didn't notice because it looks fine. We are trying for a more universal solution.
The rivers (currently) are my river-stripping not working consistently. I'm trying to figure out how.
The Flower Forest business is probably some kind of bug in the new CC biome configs.
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.
Highlands Flying Mountains is indeed not right, and I'm not sure it can ever be with this generator (which doesn't do overhangs). The water will actually flow, but it takes several minutes for the updates to start propagating. Some water blocks won't flow until you place a block next to them. When they do flow they frequently spread too much.
I've also seen the lonely beaches and I don't understand them yet.
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.
CC still has the flag for wider beaches, although the nature of RTG generation tends to reduce flat areas right at the coast and narrow the (effective) beaches. I put in another fix for the second Witchery crash. No idea about the stutter.
Edit: I see vanilla villages, so you're probably having a mod interaction. Both RTG and CC have village-placing options - I haven't checked if they interact.
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.
Waah! I actually like overhangs.
Heck, I loved the old extreme hills that used to have all sorts of overhangs.
===
Feature request: I know that you are trying to restrict this to overworld only, but what about overworld-like dimensions? I am specifically thinking of both Mystcraft and RfTools that have ways to make "normal landscape" worlds.
Can you either:
1. Provide pages/dimlets for these, or
2. Hook into their overworld-like generation
?
* 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.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(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?
I just crashed on my first attempt while generating spawn in 0.5.0-snapshot-3. Biome 194 is Thaumcraft's Eerie biome. I posted here instead of creating an issue on github because this is a snapshot.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
There will probably be a way for an alternate dimension to request a RTG chunk manager eventually, likely through a registry system kind of like how CC does it. Right now I don't think it would work because there are a lot of static vars and implicit references to dimension 0. In principle it wouldn't be difficult, apart from the issue of biomes for which there's no RTG version. But there could be problems with colliding subclasses, since almost nobody uses wrappers for this kind of thing.
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 love overhangs too, as long as they're not excessive. In principle you can create overhangs by adding 3D noise to RTG's 2D noise and I've advocated that for a while *but* it would be a major research project to figure out how to do it aesthetically and efficiently. I spent weeks playing with CC's genlayer systems and that's a substantially easier job.
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.
Yes, RTG doesn't have an Eerie but CC can place it. Should be fixed in the next snapshot.
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.