The ones you see in the recent pics all work fine, and if hostile are good challenges for appropriate rewards. But they have pre-spawned NPCs that were scanned with the structure. Which means they appear, fully active when the structure spawns. This has huge problems as a method. Often, by the time the players find a structure, the NPCs have wandered off or died in monster conflicts. Plus, the more NPCs spawned, the more AI driven game lag. Which is why they need to be spawner block generated on player contact. Its actually impossible to stock a large structure with NPCs this way prior to scanning, as there is no working mechanism to keep them in position before scanning.
Yeah, its depressing to think of the huge number of hours I put in on that and the 50 - 60 builders who donated and gave permissions for their great builds to be used also. Plus people donated skins for the NPC's etc. Still, none of it belongs to the mod, I retain it all still, and the original source is open on Github. I should really try and find a modder to resurrect just the structure world gen and NPC portion of AW - it would make a beautiful add on for RTG+CC the way this mod is going. Im not a coder, or I would do it myself, but I suppose I could create a full spec of what would need doing.
Crazypants (creator of EnderIO) is currently working on new mods, Structures (CurseForge link) / StructuresCreator (CurseForge link), that will do custom structure generation, but it's currently in the alpha stages. You might want to look into it though, because I can see him adding a custom spawner that would probably do what you want, and adapting your structures to his mod should be easy in the future.
The only other instance I've seen of such a spawner is in Chocolatin's Better Dungeons mod. It has a spawner in it that can spawn custom mobs (or groups of them, afaik). As blocks they look just like vanilla spawners, and as you get close they spawn mobs and then disappear (one-time spawns). I'm pretty certain the mechanics of that was to get around the problems that you stated, about lag from mob entities, or mobs wandering off/despawning.
Better Dungeons also allows for a considerable amount of custom structure generation, but I'm not sure if you'd be able to easily adapt your structures to it, or if the spawner can be manipulated the way you'd want it to. The mod isn't open-source either, and Chocolatin hasn't been around in a while.
There's a "Windy Islands" biome, it looks like a snowy desert but it's actually raining there.
The Highlands biomes were set up with existing code from other biomes just to have something working (stubs, essentially). I'm reworking them, usually trying to capture the flavor of the original biome, sometimes doing something different because of the different possibilities with RTG terrain. Windy Island is supposed to more of a flat Extreme Hills (rocky with scattered trees) and I will change it to be like that soon.
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 was testing the ChocolateQuest version which places some of those large structures and they really do look awesome just popping up from time to time. I want to see that vampire castle! If I ever have time, I want to stew on fitting them into the terrain.
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.
BoP does not know how to talk to RTG (it's not hard, but they have to do it). You have to use CC at present to use BoP biomes in an RTG world with the "vanilla-style" layouts.
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.
Changelog: beta35: Support added for Enhanced Biomes
For those of you that like Enhanced Biomes and haven't noticed, Adaptivity has released an unofficial update to fix several outstanding issues. You can find the release on his github fork. It should work without issue.
Seems that Adaptivity's version crashes, unfortunately. Better stick with the official 2.5 version for now.
Doesn't that mean that i don't get RTG generated terrain now?
Haha, Pink you were right about this confusing people!
No. The flag doesn't control RTG *terrain* (hills, slopes,mountains, rivers, etc.), it controls RTG *biome layout* - where it's "swampland", where it "ocean", where it's x-hills, etc. The RTG biome layout is the polygonalish system it had prior to 0.5 With it off, you get the layout of whatever mod you have that does that, or if you don't have any mod, you get the vanilla layout. At present only CC can provide biome layouts to RTG, but we expect that to change soon (nag your favorite biome mod!)
RTG terrain is determined by whether you choose the "Realistic" world type.
As of the next version, we will take the layout option out. At that point, the basic idea is that if you pick a "Realistic" world you'll get almost the same biomes* you'd get in "Default", but with realistic terrain instead. It may take a little while for biome mods that influence "Default" worlds to work out right but we'll get there.
*"Almost" the same because RTG does rivers as features, not biomes, so they move, and we will have to adjust the locations of some biomes to match what comes out of the terrain generator (for example "beach" can end up away from the coast and that needs to be fixed). We also may end up handling some sub-biomes differently. But still, it will be pretty close.
As excited as I am, personally, that Enhanced Biomes may get updated for the first time in what feels like ages, we can't be recommending or providing support for an unofficial version of a mod. Please folks, stick with EB version 2.5 when running with RTG, but if you absolutely have to play with the unofficial version, just be aware that we won't be providing support for it.
Yeah, I wasn't expecting any kind of support for an unofficial update, but I was excited that someone had actually fixed some of the outstanding bugs in the last version that SMEZ1234 released, like properly registering the volcano biomes to be Overworld and not Nether so they won't spawn Nether mobs, and adding the missing localisation entries.
I was hoping that Adaptivity's fork would just work out of the box, but when I initially posted I hadn't realised the extent of the other changes he made, one of which was completly changing the structure of the source tree.. this is probably a bad idea unless you were planning on making a completely different branch with no intention of maintaining any kind of backward compatibility.
If I have the time I might just fork EB from SMEZ1234's last commit and apply the fixes above. I'm not big into Java, but this is simple stuff.. changing/adding a few strings, but it will atleast fix these minor irritations and shouldn't have a problem working with RTG/CC.
Anyways, enough of that.. onto some screens from a quick test I did last night with 0.5.0 Snapshot 5 + CC b35 + EB 2.5(official):
- I:PercentRiverReduction=100
- B:VanillaBiomesOn=false
- I:"Cool Zone Incidence"=2
- I:"Hot Zone Incidence"=3
- I:"Snowy Zone Incidence"=1
- I:"Warm Zone Incidence"=5
- I:"Large Island Frequency"=50
- I:"Medium Continent Frequency"=10
- I:"Medium Island Frequency"=25
- I:"Small Continent Frequency"=15
config/ClimateControl/EnhancedBiomesInCC.cfg:
- B:EBBiomesOn=true (Default is FALSE.. not sure if this needs to be set to TRUE. I didn't set this to true in ThaumcraftInCC.cfg but I did see a Magical Forest spawn anyways. Zeno410 can tell us what this does.
- in the ebbiomesincidences{} section, all biomes set to 0 by default were set to 10. Again, I don't know the efficacy of these settings, I just wanted to be sure they all had a chance to spawn.(But maybe there was a good reason they were 0)
Pay close attention to the center of the map, which is around where I spawned.. you can see this:
And here's a Fir Forest that I found which includes a lake that went down to bedrock (not sure if this is intentional):
Some nice mountains made out of UBC stone. A few peaks got close to y=256, but I didn't see anything in this world getting chopped off. (I did in the test world previous to this one though, but no screens, sorry.):
And last, a properly formed Thaumcraft Magical Forest (no surprise here) and damn imps in a volcano biome:
Other anomolies that I noticed in this world:
I didn't see a single village, but I also didn't travel around beyond what I pregen'd, and I didn't change any of the village spawn settings in EnhancedBiomesInCC.cfg either, which were all defaulted to FALSE.
There was still vanilla ore gen, all of which I believe was in UBC stone, but I thought UBCOres only retextured the existing ore to UBC stone, but didn't actually generate the ore veins? Can anyone clarify what's happening here?
There were some cliffs that were generated under water where the landmass looked like it should have been raised up about 30 or 40 blocks. (sorry, no screens, but you can see it in the map above.)
I'll probably do some more testing tonight, and post more if I find anything else of significance.
Do the chunk walls completely encircle an area (including underwater sections) or is it just one line?
If this is the current CC, then *that* line
B:EBBiomesOn=true
does not need to be on to create EB biomes in *new* worlds. There's another line for that (just below it). That line, in the general config, will add EB to existing worlds created with CC when EB was not in your mods folder (essentially existing worlds where CC doesn't know whether EB should be on). The default is "BiomeOn=false" and "BiomesInNewWorlds=false" so biome mods you add to your mod folder will be added to new worlds, but not to existing ones.
Ditto for Thaumcraft. Since you had the default and it was a new world, you got the TC biomes.
Underwater stuff going down to bedrock is not intentional, but it is a fairly low priority to fix.
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.
Do the chunk walls completely encircle an area (including underwater sections) or is it just one line?
The east and south sides only, including underwater, then in blends into the existing world. You can see it if you zoom in on the map, but to make it easier here's a cropped section that highlights it (You can also see a small chunk that looks like it was place on top of the snowy section):
If this is the current CC, then *that* line
B:EBBiomesOn=true
does not need to be on to create EB biomes in *new* worlds. There's another line for that (just below it). That line, in the general config, will add EB to existing worlds created with CC when EB was not in your mods folder (essentially existing worlds where CC doesn't know whether EB should be on). The default is "BiomeOn=false" and "BiomesInNewWorlds=false" so biome mods you add to your mod folder will be added to new worlds, but not to existing ones.
Ditto for Thaumcraft. Since you had the default and it was a new world, you got the TC biomes.
Ok, Thanks for the clarification.
Underwater stuff going down to bedrock is not intentional, but it is a fairly low priority to fix.
Yes, this is just aesthetic and can wait, but I just thought I'd mention it since I saw it. Deep lakes could actually be cool, but it would probably good to have atleast a layer or two of some other blocks on top of the bedrock.
On a guess, the chunk walls are from not matching the pre-gen genlayer guess to the actual result. The chunk wall prevention system is trying to fix the mismatch and partially failing. I hate these startup bugs; they're such a pain to fix.
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 bug is, I think, some kind of mod interaction. It's not happening to any of the development team. Somehow something is calling an overridden method from WorldChunkManager. Could be a Forge bug too, but my guess is it's some mod that's reflecting into the chunk manager and is going to the WorldChunkManager class rather than to the class of the actual chunk manager.
The beaches are not riding up more - they're riding up less. Regenerate the same seed with the previous snapshot and you'll see. You'll get that same behavior there and also in a LOT more places. You're noticing it because now the vast majority of beaches are where they are supposed to be, as opposed to wandering all over the place in the general vicinity of the coast in the previous snapshot.
Some of the other artifacts are difficult to fix. The "biome repair" process looks for "out of place" biomes - non-beach biomes right at the waterline, and beach/ocean above "beach level" on land - and then does a proximity search to find a biome to replace it. But there would be a big performance penalty for running the biomegens for large areas, so it taps into a table of nearby biomes the smoothing algorithm already had to create. If the "fix" biome is out of the range, it can't fix, which is why you still have beaches at elevation at the tips of those peninsulas - there's actually no land near enough.
Beaches on rivers near oceans is even harder to fix because determining whether a given river connects to the ocean is a tough problem. Actually, I didn't consider that an issue because rivers often *do* have beaches. I am more concerned with patches of beach sitting next to no water at all, which we currently have plans to reduce, although completely fixing it is another of those computationally difficult problems.
Some of the artifacts I have plans to fix. The odd mixing of cold and warm beaches in places can be improved (although not completely fixed) by switching to a round spiral search from the current square spiral search. I can convert the sawtooths to diagonal lines. I could reduce the long straight lines by "sanding off the corners" of the search area, although that would increase the frequency of the failed conversions where it can't find anything. I could also try doing bigger searches after failures because it might be rare enough that the performance hit is acceptable.
The repair is also done on a chunk basis (again, for performance issues) and so the chunk-size lines are hard to fix. Unlike the failed conversion problem, I can't blow this off as a rare issue players just have to live with because that would come up almost anytime there's repairs going on.
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 love RTG feels your in the game. Ted80's OldWorldGen cant do that terrain. i wish this has 1.6.4
Crazypants (creator of EnderIO) is currently working on new mods, Structures (CurseForge link) / StructuresCreator (CurseForge link), that will do custom structure generation, but it's currently in the alpha stages. You might want to look into it though, because I can see him adding a custom spawner that would probably do what you want, and adapting your structures to his mod should be easy in the future.
The only other instance I've seen of such a spawner is in Chocolatin's Better Dungeons mod. It has a spawner in it that can spawn custom mobs (or groups of them, afaik). As blocks they look just like vanilla spawners, and as you get close they spawn mobs and then disappear (one-time spawns). I'm pretty certain the mechanics of that was to get around the problems that you stated, about lag from mob entities, or mobs wandering off/despawning.
Better Dungeons also allows for a considerable amount of custom structure generation, but I'm not sure if you'd be able to easily adapt your structures to it, or if the spawner can be manipulated the way you'd want it to. The mod isn't open-source either, and Chocolatin hasn't been around in a while.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
The Highlands biomes were set up with existing code from other biomes just to have something working (stubs, essentially). I'm reworking them, usually trying to capture the flavor of the original biome, sometimes doing something different because of the different possibilities with RTG terrain. Windy Island is supposed to more of a flat Extreme Hills (rocky with scattered trees) and I will change it to be like that soon.
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 was testing the ChocolateQuest version which places some of those large structures and they really do look awesome just popping up from time to time. I want to see that vampire castle! If I ever have time, I want to stew on fitting them into the terrain.
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.
BoP does not know how to talk to RTG (it's not hard, but they have to do it). You have to use CC at present to use BoP biomes in an RTG world with the "vanilla-style" layouts.
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.
ClimateControl-0.4.beta35.jar
Changelog: beta35: Support added for Enhanced Biomes
For those of you that like Enhanced Biomes and haven't noticed, Adaptivity has released an unofficial update to fix several outstanding issues. You can find the release on his github fork. It should work without issue.Seems that Adaptivity's version crashes, unfortunately. Better stick with the official 2.5 version for now.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
Where?
Where to version 1.8.9?
Where am I asking you?
Why is it still there? =)
Hey,
Does anyone know if this Mod is compatible with Unique Artifacts?
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1291999-unique-artifacts-powerful-randomly-generated-items
Haha, Pink you were right about this confusing people!
No. The flag doesn't control RTG *terrain* (hills, slopes,mountains, rivers, etc.), it controls RTG *biome layout* - where it's "swampland", where it "ocean", where it's x-hills, etc. The RTG biome layout is the polygonalish system it had prior to 0.5 With it off, you get the layout of whatever mod you have that does that, or if you don't have any mod, you get the vanilla layout. At present only CC can provide biome layouts to RTG, but we expect that to change soon (nag your favorite biome mod!)
RTG terrain is determined by whether you choose the "Realistic" world type.
As of the next version, we will take the layout option out. At that point, the basic idea is that if you pick a "Realistic" world you'll get almost the same biomes* you'd get in "Default", but with realistic terrain instead. It may take a little while for biome mods that influence "Default" worlds to work out right but we'll get there.
*"Almost" the same because RTG does rivers as features, not biomes, so they move, and we will have to adjust the locations of some biomes to match what comes out of the terrain generator (for example "beach" can end up away from the coast and that needs to be fixed). We also may end up handling some sub-biomes differently. But still, it will be pretty close.
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.
Double post
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'm curious, has anyone made a server with RTG and Climate Control? I really want to play this mod but I don't want to do it alone.
Began playing during Alpha 1.2.6.
Yeah, I wasn't expecting any kind of support for an unofficial update, but I was excited that someone had actually fixed some of the outstanding bugs in the last version that SMEZ1234 released, like properly registering the volcano biomes to be Overworld and not Nether so they won't spawn Nether mobs, and adding the missing localisation entries.
I was hoping that Adaptivity's fork would just work out of the box, but when I initially posted I hadn't realised the extent of the other changes he made, one of which was completly changing the structure of the source tree.. this is probably a bad idea unless you were planning on making a completely different branch with no intention of maintaining any kind of backward compatibility.
If I have the time I might just fork EB from SMEZ1234's last commit and apply the fixes above. I'm not big into Java, but this is simple stuff.. changing/adding a few strings, but it will atleast fix these minor irritations and shouldn't have a problem working with RTG/CC.
Anyways, enough of that.. onto some screens from a quick test I did last night with 0.5.0 Snapshot 5 + CC b35 + EB 2.5(official):
Config settings that I used:
config/RTG/RTG.cfg: Default, except..
- B:"RTG Biome Layout"=false- entire "ore gen"{} section is disabled
config/climatecontrol.cfg:
- I:PercentRiverReduction=100- B:VanillaBiomesOn=false
- I:"Cool Zone Incidence"=2
- I:"Hot Zone Incidence"=3
- I:"Snowy Zone Incidence"=1
- I:"Warm Zone Incidence"=5
- I:"Large Island Frequency"=50
- I:"Medium Continent Frequency"=10
- I:"Medium Island Frequency"=25
- I:"Small Continent Frequency"=15
config/ClimateControl/EnhancedBiomesInCC.cfg:
- B:EBBiomesOn=true (Default is FALSE.. not sure if this needs to be set to TRUE. I didn't set this to true in ThaumcraftInCC.cfg but I did see a Magical Forest spawn anyways. Zeno410 can tell us what this does.- in the ebbiomesincidences{} section, all biomes set to 0 by default were set to 10. Again, I don't know the efficacy of these settings, I just wanted to be sure they all had a chance to spawn.(But maybe there was a good reason they were 0)
Map generated with /pregenradius 0 0 0 64 (129x129 chunks, 16,641 chunks total):
Pay close attention to the center of the map, which is around where I spawned.. you can see this:
And here's a Fir Forest that I found which includes a lake that went down to bedrock (not sure if this is intentional):
Some nice mountains made out of UBC stone. A few peaks got close to y=256, but I didn't see anything in this world getting chopped off. (I did in the test world previous to this one though, but no screens, sorry.):
And last, a properly formed Thaumcraft Magical Forest (no surprise here) and damn imps in a volcano biome:
Other anomolies that I noticed in this world:
I'll probably do some more testing tonight, and post more if I find anything else of significance.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
Do the chunk walls completely encircle an area (including underwater sections) or is it just one line?
If this is the current CC, then *that* line
B:EBBiomesOn=true
does not need to be on to create EB biomes in *new* worlds. There's another line for that (just below it). That line, in the general config, will add EB to existing worlds created with CC when EB was not in your mods folder (essentially existing worlds where CC doesn't know whether EB should be on). The default is "BiomeOn=false" and "BiomesInNewWorlds=false" so biome mods you add to your mod folder will be added to new worlds, but not to existing ones.
Ditto for Thaumcraft. Since you had the default and it was a new world, you got the TC biomes.
Underwater stuff going down to bedrock is not intentional, but it is a fairly low priority to fix.
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 east and south sides only, including underwater, then in blends into the existing world. You can see it if you zoom in on the map, but to make it easier here's a cropped section that highlights it (You can also see a small chunk that looks like it was place on top of the snowy section):
Ok, Thanks for the clarification.
Yes, this is just aesthetic and can wait, but I just thought I'd mention it since I saw it. Deep lakes could actually be cool, but it would probably good to have atleast a layer or two of some other blocks on top of the bedrock.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
All the oceans I've seen so far have been large lakes, are there oceans that are as big as a vanilla ocean?
Rails of War
also
ROWAM
Minecraft Model Railroad
MC Flight Simulator
Is that the beta version or the current release?
Rails of War
also
ROWAM
Minecraft Model Railroad
MC Flight Simulator
ok
Rails of War
also
ROWAM
Minecraft Model Railroad
MC Flight Simulator
On a guess, the chunk walls are from not matching the pre-gen genlayer guess to the actual result. The chunk wall prevention system is trying to fix the mismatch and partially failing. I hate these startup bugs; they're such a pain to fix.
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 bug is, I think, some kind of mod interaction. It's not happening to any of the development team. Somehow something is calling an overridden method from WorldChunkManager. Could be a Forge bug too, but my guess is it's some mod that's reflecting into the chunk manager and is going to the WorldChunkManager class rather than to the class of the actual chunk manager.
The beaches are not riding up more - they're riding up less. Regenerate the same seed with the previous snapshot and you'll see. You'll get that same behavior there and also in a LOT more places. You're noticing it because now the vast majority of beaches are where they are supposed to be, as opposed to wandering all over the place in the general vicinity of the coast in the previous snapshot.
Some of the other artifacts are difficult to fix. The "biome repair" process looks for "out of place" biomes - non-beach biomes right at the waterline, and beach/ocean above "beach level" on land - and then does a proximity search to find a biome to replace it. But there would be a big performance penalty for running the biomegens for large areas, so it taps into a table of nearby biomes the smoothing algorithm already had to create. If the "fix" biome is out of the range, it can't fix, which is why you still have beaches at elevation at the tips of those peninsulas - there's actually no land near enough.
Beaches on rivers near oceans is even harder to fix because determining whether a given river connects to the ocean is a tough problem. Actually, I didn't consider that an issue because rivers often *do* have beaches. I am more concerned with patches of beach sitting next to no water at all, which we currently have plans to reduce, although completely fixing it is another of those computationally difficult problems.
Some of the artifacts I have plans to fix. The odd mixing of cold and warm beaches in places can be improved (although not completely fixed) by switching to a round spiral search from the current square spiral search. I can convert the sawtooths to diagonal lines. I could reduce the long straight lines by "sanding off the corners" of the search area, although that would increase the frequency of the failed conversions where it can't find anything. I could also try doing bigger searches after failures because it might be rare enough that the performance hit is acceptable.
The repair is also done on a chunk basis (again, for performance issues) and so the chunk-size lines are hard to fix. Unlike the failed conversion problem, I can't blow this off as a rare issue players just have to live with because that would come up almost anytime there's repairs going on.
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.
So, uhhhh, is this normal? Is it a bug or part of another mod? This isn't the snapshot btw.
http://imgur.com/a/VLshD