Put BiomeTweaker jar file to the mod folder, start and stop game, find RTG.cfg file in \config\BiomeTweaker folder.
RGT.cfg is a "self-generating" file, but you must start game first.
Greetings.
This is incorrect. The RTG config file (config/RTG/rtg.cfg) will be generated during initialisation, if it doesn't already exist, but this config file is NOT the same as the BiomeTweaker script that you are refering to (config/BiomeTweaker/RTG.cfg)
So, what type of action have I to do in order to solve my problem ? I didn't notice any similar option in the config files of RTG
1. Install BiomeTweaker
2. Modify config/BiomeTweaker/BiomeTweaker.cfg so that "include" = ["MyBTScript.cfg"]
3. Create a new text file: config/BiomeTweaker/MyBTScript.cfg that has the single line: Tweaker.setAverageBiomeSize(<biome size>), substituting <biome size> for the size you want.
4. ...
5. Profit.
You can name MyBTScript.cfg whatever you want, so long as you include it in BiomeTweaker.cfg so that it knows to load it.
Hello. First of all I find your mod really awesome. But when I look at the "activity graph" on github I have the feeling that nobody is working on this one. I have been waiting since February (date of the first estimate release) to make my own modded server. Is the project abandoned ? I think a lot of people are in the same situation
RTG is not abandoned. None of us have any free time to work on it lately, but it will be updated eventually. There is no timeframe for when this will happen.
However, I noticed that we could choose the size of the villages, I generated a map, and I appeared near a large village. I deleted it by accident, so I wanted to recreate it using the same seed. And there the village had 3 houses. I tried 4-5 times and always the same concern.
Could you add a mini size for the villages?
Thank you for everything.
A French player, so forgive my somewhat hazardous English
Hello, if any of you have a bit of spare time to answer this question, I would be very grateful.
I am using RTG with BoP, Ebxl, Natura, and Forestry. My current issue is that Biomes I have disabled in the BoP config still generate. I read somewhere that you have to disable them in the RTG's biome config file as well. My issue is, I can't figure out how to disable a specific set of biomes in RTG's config. (I don't see a true/false option like most configs have).
If this question was asked before, I apologize for not being able to find it. I am also using the 1.7.10 version of the Mod(s).
Ohhh, My bad. I should've mentioned that I installed Climate Control as well. I was also under the impression that BoP Biomes spawned in vanilla world types naturally..
Aha! So that's what I was missing. Thank you so much! However, one more question for you. How exactly do I disable them in Climate Control's config then..
For as far as I know, Climate Control tries to add all BoP biomes to the vanilla generator and therefore to RTG by default. BoP configs don't influence this. If you can disable certain BoP biomes, this needs to be done in the CC configs/scripts.
Aha! So that's what I was missing. Thank you so much! However, one more question for you. How exactly do I disable them in Climate Control's config then..
The BoPinCC config file in the ClimateControl directory will have incidences. If you set them to 0 the biomes will not appear as full biomes but they can appear as sub-biomes. You can also shut off BoP sub-biomes with NoBoPSubBiomes=true in the main CC config. You can't do it on a biome by biome basis because the BoP subbiome system is VERY elaborate and I wasn't able to either replicate or modify it. I recommend turning it off, now, because BoP in 1.7 produces these horrific Volcano-Mangrove island complexes in the Deep Ocean and I don't think they ever fixed it.
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.
But if you disable the main biome, why do sub-biomes still generate. A bug?
Also, I did see in Climate Control's config there's an option to disable biomes by their ID's, Will that not work?
EDIT: (I realize this probably isn't the best place to ask this but here goes) How exactly would I change the settings so snow biomes don't generate so closely to regular plains and forest-like biomes?
(I'll ask this on climate control's thread as well, see who has more answers for me)
You can call it a bug or not but the simple fact is that I wasn't able to intervene in BoP's sub-biome assignments. They're simply out of my control. I honestly don't think even *they* understand that system (it has been dropped for the post-1.7.10 version) because they never fixed the South Seas Complex bug after over a year of complaints. I would have to write an entirely new sub-biome system and I'm not even clear what theirs is supposed to be doing.
ID = -1 has the same effect as incidence 0.
Snowy biomes will frequently generate next to any biome in the COOL climate. If you want to keep snow (mostly) away from any biome you have to take it out of COOL. To keep Forest and Plains out, reassign them to the WARM climate. (They are currently assigned to multi-climate groups that include them in COOL). That will leave you with very few vanilla biomes in the COOL climate, only Extreme Hills, (warm) Taiga, and Roofed Forest (which you might want to move too).
Roofed Forest, incidentally, is in there because I wanted to balance the biome assignments a bit. Vanilla puts it in WARM. I put it in there because I thought COOL climate was boring with only X-hill, Forest, Plains, and Taiga. If you're using BoP this won't be a problem.
WARM biomes will still occasionally generate next to snow in short stretches but it's fairly uncommon. This is due to a corner effect - the biomes are laid out in a grid and you can have "illegitimate" contacts at corners, which can expand to a short stretch of contact due to border adjustments.
I'll reply to CC questions either here, there, or on the GC thread. I prefer a CC-specific question be asked on the CC thread, though, to increase the archive value.
I have a question about this that I didn't see covered on the curse site or here, if you have a few minutes.
Does this change the ore distribution? Will ore be found above block levels it normally isn't found above, and does it exist in the same percentages per chunk as vanilla?
I ask these questions because I recently played on a modded server with dramatic mountains I just loved, but the ore placement was a disaster. Mining was pointless since less than half the ore was underground, none of it was where it is supposed to be and youcould just find diamond blocks sitting on the surface.
I have a question about this that I didn't see covered on the curse site or here, if you have a few minutes.
Does this change the ore distribution? Will ore be found above block levels it normally isn't found above, and does it exist in the same percentages per chunk as vanilla?
I ask these questions because I recently played on a modded server with dramatic mountains I just loved, but the ore placement was a disaster. Mining was pointless since less than half the ore was underground, none of it was where it is supposed to be and youcould just find diamond blocks sitting on the surface.
Thank you!
The ore generation closely matches vanilla. However, due to the way that decorations are carried out in some biomes that have custom decorations, there are multiple calls to the ore gen methods that were leading to extra ore being generated in some chunks. This has been mitigate in 1.10.2 for now, though the amount of ore generated might be slightly different that what vanilla would have, but this will be properly fixed in the future.
As for the height of specific ores being generated (diamond on the surface, as you mentioned), this is caused by another mod.
If you want to have more control over ore generation, you should use a mod that can do specifically that, as this is kind of outside the scope of RTG. COFHCore and MMD OreSpawn can do this.
Currently looking for any additional info on the development status of this mod. I am very keen on adding it to my (1.12.2) server. Thanks!
The porting process to 1.12 should start in the next couple of weeks, but don't expect a useable release anytime soon. There is a lot that needs to be done than just getting the mod to work in 1.12, and it will take some testing before it can be considered stable.
This is incorrect. The RTG config file (config/RTG/rtg.cfg) will be generated during initialisation, if it doesn't already exist, but this config file is NOT the same as the BiomeTweaker script that you are refering to (config/BiomeTweaker/RTG.cfg)
The BiomeTweaker script is only named RTG.cfg in our examples, and it is not generated automatically (It can have whatever filename you want to give it, so long as BiomeTweaker.cfg loads it). You can see our example scripts here: https://github.com/Team-RTG/Realistic-Terrain-Generation/tree/1.10.2-master/etc/biometweaker
For this use case, the BiomeTweaker script should only contain one line: Tweaker.setAverageBiomeSize(<biome size>)
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
Sorry, my mistake.
I have downloaded your example scripts long time ago, forgot this and thought that it was created automatically
Regards.
1. Install BiomeTweaker
2. Modify config/BiomeTweaker/BiomeTweaker.cfg so that "include" = ["MyBTScript.cfg"]
3. Create a new text file: config/BiomeTweaker/MyBTScript.cfg that has the single line: Tweaker.setAverageBiomeSize(<biome size>), substituting <biome size> for the size you want.
4. ...
5. Profit.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
RTG is not abandoned. None of us have any free time to work on it lately, but it will be updated eventually. There is no timeframe for when this will happen.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
Hi,
Thanks for mod, it is extraordinary.
However, I noticed that we could choose the size of the villages, I generated a map, and I appeared near a large village. I deleted it by accident, so I wanted to recreate it using the same seed. And there the village had 3 houses. I tried 4-5 times and always the same concern.
Could you add a mini size for the villages?
Thank you for everything.
A French player, so forgive my somewhat hazardous English
Great work, i'm excited for the future updates! This is such a useful mod.
very awesome mod cant wait for new updates
Almost a year without updates, RIP.
What do you mean 'a year'? It's only been a few months since the last release.
RTG is not dead, it's just on hiatus. It will be worked on when we have free time.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
Hello, if any of you have a bit of spare time to answer this question, I would be very grateful.
I am using RTG with BoP, Ebxl, Natura, and Forestry. My current issue is that Biomes I have disabled in the BoP config still generate. I read somewhere that you have to disable them in the RTG's biome config file as well. My issue is, I can't figure out how to disable a specific set of biomes in RTG's config. (I don't see a true/false option like most configs have).
If this question was asked before, I apologize for not being able to find it. I am also using the 1.7.10 version of the Mod(s).
Ohhh, My bad. I should've mentioned that I installed Climate Control as well. I was also under the impression that BoP Biomes spawned in vanilla world types naturally..
Aha! So that's what I was missing. Thank you so much! However, one more question for you. How exactly do I disable them in Climate Control's config then..
The BoPinCC config file in the ClimateControl directory will have incidences. If you set them to 0 the biomes will not appear as full biomes but they can appear as sub-biomes. You can also shut off BoP sub-biomes with NoBoPSubBiomes=true in the main CC config. You can't do it on a biome by biome basis because the BoP subbiome system is VERY elaborate and I wasn't able to either replicate or modify it. I recommend turning it off, now, because BoP in 1.7 produces these horrific Volcano-Mangrove island complexes in the Deep Ocean and I don't think they ever fixed it.
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.
But if you disable the main biome, why do sub-biomes still generate. A bug?
Also, I did see in Climate Control's config there's an option to disable biomes by their ID's, Will that not work?
EDIT: (I realize this probably isn't the best place to ask this but here goes) How exactly would I change the settings so snow biomes don't generate so closely to regular plains and forest-like biomes?
(I'll ask this on climate control's thread as well, see who has more answers for me)
You can call it a bug or not but the simple fact is that I wasn't able to intervene in BoP's sub-biome assignments. They're simply out of my control. I honestly don't think even *they* understand that system (it has been dropped for the post-1.7.10 version) because they never fixed the South Seas Complex bug after over a year of complaints. I would have to write an entirely new sub-biome system and I'm not even clear what theirs is supposed to be doing.
ID = -1 has the same effect as incidence 0.
Snowy biomes will frequently generate next to any biome in the COOL climate. If you want to keep snow (mostly) away from any biome you have to take it out of COOL. To keep Forest and Plains out, reassign them to the WARM climate. (They are currently assigned to multi-climate groups that include them in COOL). That will leave you with very few vanilla biomes in the COOL climate, only Extreme Hills, (warm) Taiga, and Roofed Forest (which you might want to move too).
Roofed Forest, incidentally, is in there because I wanted to balance the biome assignments a bit. Vanilla puts it in WARM. I put it in there because I thought COOL climate was boring with only X-hill, Forest, Plains, and Taiga. If you're using BoP this won't be a problem.
WARM biomes will still occasionally generate next to snow in short stretches but it's fairly uncommon. This is due to a corner effect - the biomes are laid out in a grid and you can have "illegitimate" contacts at corners, which can expand to a short stretch of contact due to border adjustments.
I'll reply to CC questions either here, there, or on the GC thread. I prefer a CC-specific question be asked on the CC thread, though, to increase the archive value.
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 there any web sites or anybody know good seeds to use with RTG 1.7.10
TIA
Well that doesn't help me. I was hoping to spawn by a village.
I have a question about this that I didn't see covered on the curse site or here, if you have a few minutes.
Does this change the ore distribution? Will ore be found above block levels it normally isn't found above, and does it exist in the same percentages per chunk as vanilla?
I ask these questions because I recently played on a modded server with dramatic mountains I just loved, but the ore placement was a disaster. Mining was pointless since less than half the ore was underground, none of it was where it is supposed to be and youcould just find diamond blocks sitting on the surface.
Thank you!
Currently looking for any additional info on the development status of this mod. I am very keen on adding it to my (1.12.2) server. Thanks!
The ore generation closely matches vanilla. However, due to the way that decorations are carried out in some biomes that have custom decorations, there are multiple calls to the ore gen methods that were leading to extra ore being generated in some chunks. This has been mitigate in 1.10.2 for now, though the amount of ore generated might be slightly different that what vanilla would have, but this will be properly fixed in the future.
As for the height of specific ores being generated (diamond on the surface, as you mentioned), this is caused by another mod.
If you want to have more control over ore generation, you should use a mod that can do specifically that, as this is kind of outside the scope of RTG. COFHCore and MMD OreSpawn can do this.
The porting process to 1.12 should start in the next couple of weeks, but don't expect a useable release anytime soon. There is a lot that needs to be done than just getting the mod to work in 1.12, and it will take some testing before it can be considered stable.
. .
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