I wanted to know if there is any plan to add a config setting to allow the adjustment of ore spawns, the rate and height of individual ores in RTG for 1.9 in the future??? Same thing you can do if you select Custom in the world type menu.
Personally I always like to tweak the ores in MC, making them all quite a bit harder to find, but when you do find them, there's normally more spawned in that area. So I admit I'm kinda really missing that when using RTG.
What do you think???
Thanks
P.S. Also like you can increase Village spawn rates and size, maybe an entire to increase the spawn rates of Dungeons as well? Just a thought.
One slight problem that came up on the last version which I was about to
report - and this might not be RTG related - but Witchery mod Witch
stone circles were generating fine before, but now are placing
themselves slap centre in villages and on raised earth blocks about six
high over surrounding terrain, plus obliterating any other structures
that were supposed to be there. Doesn't happen, unless RTG is used. Will
let you know if it happens in this version.
I noticed that happening often in default worlds prior to RTG being written so I suspect it's a Witchery issue. Thaumcraft has had the same issue in the past with obelisks and mounds generating in villages, Natura redwoods, etc.
Regarding the Better Foliage invisible blocks thing: that one was totally my fault, I was still using the old deprecated Block.canRenderInLayer() in some (but not all) places in my code. Derp.
The bug has absolutely nothing to do with RTG, and I have absolutely no idea why RTG made it emerge from hiding. Please carry on with the regularly scheduled programming
PS: in any case, I'm glad the bug took me here, because I didn't know about this mod. And it is awesome! I used to use ATG back in the day, but RTG looks way better, and the biome mod integration seems quite seamless. Keep it up!
Rollback Post to RevisionRollBack
BetterFoliage (1.7.10, 1.8, 1.8.8, 1.8.9, 1.9, 1.9.4, 1.10) - Leafier leaves and grassier grass CartLivery (1.6.4, 1.7.x) - Pimp your minecarts
For modders: simpledeobf - get OptiFine in your dev environment
Hello! You told us to comment on biomes, and so I will! Can we make rivers wider? like 20 wide? like all of them that wide? I think we can all agree that wider rivers are never bad?
I'm using the 1.8.9 version and I'm having trouble with tweaking Biometweaker to get BOP to work with RTG. I read the forum description but I'm still having trouble.
Re: Ore configs... as Robijn mentioned, this is a little outside RTG's scope and the functionality is already available in other compatible-with-RTG mods, like CoFHCore and Custom Ore Generation, etc. The enable/disable options that RTG has is probably as far as it's ever going to go in that direction.
Yeah that's fair enough, I understand.
I just tried Simply Ore Gen mod for 1.9 and it seemed to be sort of compatible with RTG, the world generated correctly, and ores spawned perfectly but together they cause Major stuttering, the whole world freezes for a one second, then unfreezes for one second, then freezes again... so on and so on Hopefully that is something that will be worked out in the future
Re: Dungeon sizes/frequencies... I actually looked at this when I did the other size tweaks for villages, caves & ravines, but... I couldn't see any way to modify the size without re-writing the Dungeon generator (which I'd like to avoid if possible). However, I just looked into frequency options, and that's definitely doable, so I'll add that one in the next snapshot.
Completely agree, rewriting the entire Dungeon thing wouldn't be worth it, but adding a frequency option in the config would be fantastic, thank you so much for that.
.... *cough*.... could I possibly push my luck and ask if a frequency option could be implemented for strong holds too Sorry, had to ask.
P.S. - Regarding the screenshot I posted a few days ago of the ocean temple spawning in shallow water and sort of under the ground, you asked for the seed, I'm really sorry, I thought I still had that world but I deleted it by mistake
I've been testing so many different mods that I've been creating 5-10 new worlds almost daily, so I had a clean out and deleted it by accident. If I come across something like that again, I will make sure I post it here.
I searched the thread for the word "slab" and didn't find anything except a few posts related to villages. Do you have plans to add slabs and maybe stairs to the terrain generation? We already have cobblestone blocks in there, so cobblestone slabs should not be too much of a stretch. The only tricky aspect I can see is in tree/shrub generation but it the code is already checking the base block to prevent trees on stone...
It would also be nice to see sandstone slabs in desert biomes, but stone slabs in mountains is what I really would like to see.
You know that stone slabs don't look like half stone blocks, right?
It all depends on your resource pack. Slabs and stairs are used in the Bukkit/Spigot plugin Epic World Generator and they look pretty sweet. If it's an option in the RTG config, then everyone wins.
I updated my java to the latest (8-91), and I got a slight bump in TPS speed. FPS still fluctuates, but world gen is smoother and I'm not getting as bad of lag spikes. If you guys haven't done so yet, I recommend doing that!
And as far as the slabs suggestion goes, it would be neat if UBC stones could be implemented as an option. Gentler slopes in hilly biomes would be great.
Also, I just recently found out about the "harminous strata" config option in UBC, vastly improved the quality and look of some of the more mountainous biomes (looking at you, highlands' flying mountains)
I'm still confused on what folder to put these configs in the BiomeTweaker config folder. And is there a certain folder I should put those files in. Sorry i am more familiar with climate control. But I've moved my mods to 1.8.9.
How do I change the size of the biomes of ExtrabiomesXL and Highlands?
The Highlands Biomes look so small...
The easiest choice is to use ClimateControl, and in the climatecontrol.cfg set I:"Biome Size" to 6, which is the equivelant of Large Biomes in vanilla Minecraft. While you're there you might want to also tweak: I:"Incidence of Continents,Large", I:"Incidence of Continents,Medium", I:"Incidence of Continents,Small", if you find there's too much ocean.
I'm still confused on what folder to put these configs in the BiomeTweaker config folder. And is there a certain folder I should put those files in. Sorry i am more familiar with climate control. But I've moved my mods to 1.8.9.
Those two configs that Pink linked to have to go in .minecraft/config/BiomeTweaker/
Hmm the bop Volcano biome could use a few more lava lakes instead of lhe water lakes that generate.
Nether Biomes for 1.7.10: Netherlicious
I have a question for the RTG devs if I may.
I wanted to know if there is any plan to add a config setting to allow the adjustment of ore spawns, the rate and height of individual ores in RTG for 1.9 in the future??? Same thing you can do if you select Custom in the world type menu.
Personally I always like to tweak the ores in MC, making them all quite a bit harder to find, but when you do find them, there's normally more spawned in that area. So I admit I'm kinda really missing that when using RTG.
What do you think???
Thanks
P.S. Also like you can increase Village spawn rates and size, maybe an entire to increase the spawn rates of Dungeons as well? Just a thought.
Oh thank you, I hadn't come across that mod before. It seems like it may be a way off from 1.9 though, as there has yet to be a 1.8 update.
I noticed that happening often in default worlds prior to RTG being written so I suspect it's a Witchery issue. Thaumcraft has had the same issue in the past with obelisks and mounds generating in villages, Natura redwoods, etc.
I LOVE this mod and really want to thank you guys for maintaining it! I always end up exploring my worlds more ever since I installed it, great work!
*thoughtfully drinks a cup of Coffee*
Regarding the Better Foliage invisible blocks thing: that one was totally my fault, I was still using the old deprecated Block.canRenderInLayer() in some (but not all) places in my code. Derp.
The bug has absolutely nothing to do with RTG, and I have absolutely no idea why RTG made it emerge from hiding. Please carry on with the regularly scheduled programming
PS: in any case, I'm glad the bug took me here, because I didn't know about this mod. And it is awesome! I used to use ATG back in the day, but RTG looks way better, and the biome mod integration seems quite seamless. Keep it up!
BetterFoliage (1.7.10, 1.8, 1.8.8, 1.8.9, 1.9, 1.9.4, 1.10) - Leafier leaves and grassier grass
CartLivery (1.6.4, 1.7.x) - Pimp your minecarts
For modders: simpledeobf - get OptiFine in your dev environment
Hello! You told us to comment on biomes, and so I will! Can we make rivers wider? like 20 wide? like all of them that wide? I think we can all agree that wider rivers are never bad?
I'm using the 1.8.9 version and I'm having trouble with tweaking Biometweaker to get BOP to work with RTG. I read the forum description but I'm still having trouble.
Yeah that's fair enough, I understand.
I just tried Simply Ore Gen mod for 1.9 and it seemed to be sort of compatible with RTG, the world generated correctly, and ores spawned perfectly but together they cause Major stuttering, the whole world freezes for a one second, then unfreezes for one second, then freezes again... so on and so on Hopefully that is something that will be worked out in the future
Completely agree, rewriting the entire Dungeon thing wouldn't be worth it, but adding a frequency option in the config would be fantastic, thank you so much for that.
.... *cough*.... could I possibly push my luck and ask if a frequency option could be implemented for strong holds too Sorry, had to ask.
P.S. - Regarding the screenshot I posted a few days ago of the ocean temple spawning in shallow water and sort of under the ground, you asked for the seed, I'm really sorry, I thought I still had that world but I deleted it by mistake
I've been testing so many different mods that I've been creating 5-10 new worlds almost daily, so I had a clean out and deleted it by accident. If I come across something like that again, I will make sure I post it here.
Sends a screnshot of biome mesa in the 1.7.10 0.8.0 version.
what were the changes that this biome suffered ?[/pre]as were the banks of the rivers in the desert/mesa biome? sends a screnshot.
[/pre]
Haha oh wow! Errr yeah kinda like that Awesome
I searched the thread for the word "slab" and didn't find anything except a few posts related to villages. Do you have plans to add slabs and maybe stairs to the terrain generation? We already have cobblestone blocks in there, so cobblestone slabs should not be too much of a stretch. The only tricky aspect I can see is in tree/shrub generation but it the code is already checking the base block to prevent trees on stone...
It would also be nice to see sandstone slabs in desert biomes, but stone slabs in mountains is what I really would like to see.
It all depends on your resource pack. Slabs and stairs are used in the Bukkit/Spigot plugin Epic World Generator and they look pretty sweet. If it's an option in the RTG config, then everyone wins.
I stumbled upon one of these for the first time recently, and was extremely impressed.
Some good news:
I updated my java to the latest (8-91), and I got a slight bump in TPS speed. FPS still fluctuates, but world gen is smoother and I'm not getting as bad of lag spikes. If you guys haven't done so yet, I recommend doing that!
And as far as the slabs suggestion goes, it would be neat if UBC stones could be implemented as an option. Gentler slopes in hilly biomes would be great.
Also, I just recently found out about the "harminous strata" config option in UBC, vastly improved the quality and look of some of the more mountainous biomes (looking at you, highlands' flying mountains)
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/1441135-wip-reboot-dimension-the-betweenlands-a-dark
I'm still confused on what folder to put these configs in the BiomeTweaker config folder. And is there a certain folder I should put those files in. Sorry i am more familiar with climate control. But I've moved my mods to 1.8.9.
How do I change the size of the biomes of ExtrabiomesXL and Highlands?
The Highlands Biomes look so small...
The easiest choice is to use ClimateControl, and in the climatecontrol.cfg set I:"Biome Size" to 6, which is the equivelant of Large Biomes in vanilla Minecraft. While you're there you might want to also tweak: I:"Incidence of Continents,Large", I:"Incidence of Continents,Medium", I:"Incidence of Continents,Small", if you find there's too much ocean.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
Those two configs that Pink linked to have to go in .minecraft/config/BiomeTweaker/
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
I particularly liked the results of the Highlands+RTG, they are two mods that work well with "realism".
However, the "Flying Mountains", which is one of my favorite biomes, looked like this: