I think I ended up using WTF Ores as my solution to the mountain gen as it was the laziest. As it was at the time alot of the height get wasn't biome specific which I think was the way to deal with it in the other major ore mods.
I'd be interested to hear what the COG team has to say about it... from what I understand, it should be possible. And if it turns out that RTG needs to do anything to make it easier for COG to do its thing, I'm more than happy to do it.
Not sure whether it would be of use or not, but one potential would be implementing the same API that ATG uses to report on ground level. But, I don't know if you can or not -- if you first generate a biome map, and then generate a stonemap from that (like vanilla does), it probably won't work -- ATG can do what it does because it first generates a heightmap, and then assigns biomes from that. So even for distant chunks, there's height data before actually generating the details of the chunk.
(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?
Would love to try this mod but it needs up to date buildcraft and railcraft? I've tried updating those in my current ftb pack but it breaks every mod dependency. Is there any way around this or will I have to pass?
Thanks for the reply WhichOnesPink, but I just realized my FTB launcher is handing out only release candidates. My pack is TPPI 2 and there has been quite a few updates on curse since then, one of which has updated all the mods to use the new endercore libs so everything should be A OK!
Edit: Just re-downloading a new launcher did the trick.
By the way, if you haven't already then you really should try out this man's work with the maids; really, you should.
I appreciate the support but sadly maids aren't mine
I'm just the mediator between the Japanese forums and here since a lot of people find it hard going to the Japan forums and getting info there.
I have a suggestion. How about a config option to increase or decrease vertical generation? If a player wanted the world to be more or less of a mountainous world,ie higher mountains/lots of them or not. Personally I like amplified worlds, and wonder how RTG would look with a more amplified vision in mind. I think ATG made some really cool high features, but I think that mod has compatibility issues and I personally prefer this mod more.
i have a good computer so i dont need fastcraft. thx
I have an i7-4790k CPU, 32GB of RAM and a GTX980 and seriously, Fastcraft still gives me a boost. It's really not so much about a "good" computer than it is that Java/Minecraft is horribly inefficient in some ways. Fastcraft helps with a lot of stuff, like terrain gen. It's probably most important to use it if your client/server is using a lot of mods that add to world gen or complicated it more than vanilla. When you're loading 150+ mods serverside, yeah you want Fastcraft.
Mine is an i7-4790 as well but only 16GB of RAM and a GTX 960 4Gb
and I STILL use fastcraft
On machines around this spec your biggest bottleneck when it comes to performance is Minecraft/Java itself. And usually it's terrain gen. I run a server on an i5-2500 (quad core, 3.7ghz) with 16gig of RAM and the only server slowdown is when someone is moving at a high speed or going to a new dimension for the first time.
From what I know, this isn't solely due to mods like RTG/etc but simply the terrain gen code in 1.7.10 is not well optimised. I'm told 1.8.X and 1.9 screenshots perform much better than vanilla 1.7.10 in this regard.
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DelirusCrux
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Ah that's good.
I just realized that there are some vanilla biomes that do spawn a bit strange. Like a beach not near an ocean or the same with the mushroom island both in the middle of nowhere. Oh and some BoP biomes too, like the tropics and mangroove that should spawn in the ocean or volcano but I actually like that the volcano isn't an island with your mod.
(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?
Hot-cold isn't *always* a problem for desert, but it is for savannas. The way it works out in vanilla is pretty good IMO; hot-cold does happen but it's extremely rare. There's also the problem with wet-dry transitions. Vanilla partially finesses that by putting its obviously dry zones into the Hot climate and excluding any obviously wet biomes, but if you have modded biomes it can crop up. Vanilla still can have a problem with wet-dry adjacencies at Hot/Warm transitions.
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.
Quote from MohawkyMagoo>>
Also - does the mod have plans to control chasm / ravines? Depth, density etc? Would be a great addition.
Just curious: Have you seen any caves/ravines at all yet? I just flew around for a bit in a couple worlds and have yet to see a single cave or ravine.
EDIT: Nevermind, I just found one. I guess they're a bit harder to find than in vanilla generation. I definitely just found my new terrain generator. RTG seems to be faster than BoP generation too, which is definitely a plus since I can keep those biomes without the ridiculous lag spikes BoP generation likes to cause.
I think I ended up using WTF Ores as my solution to the mountain gen as it was the laziest. As it was at the time alot of the height get wasn't biome specific which I think was the way to deal with it in the other major ore mods.
Not sure whether it would be of use or not, but one potential would be implementing the same API that ATG uses to report on ground level. But, I don't know if you can or not -- if you first generate a biome map, and then generate a stonemap from that (like vanilla does), it probably won't work -- ATG can do what it does because it first generates a heightmap, and then assigns biomes from that. So even for distant chunks, there's height data before actually generating the details of the chunk.
* 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?
Would love to try this mod but it needs up to date buildcraft and railcraft? I've tried updating those in my current ftb pack but it breaks every mod dependency. Is there any way around this or will I have to pass?
Thanks for the reply WhichOnesPink, but I just realized my FTB launcher is handing out only release candidates. My pack is TPPI 2 and there has been quite a few updates on curse since then, one of which has updated all the mods to use the new endercore libs so everything should be A OK!
Edit: Just re-downloading a new launcher did the trick.
Another good thing if you don't use COG is to use the Thermal Foundation oregen system and create special values for the high altitudes for example:
In other news, here's a world in dynmap using RTG, Highlands, and BOP.
http://terrafiedmc.com:8123/?worldname=Apophis&mapname=surface
It does, you just need to change the id of the ore.
Here's an example using metadata (Metallurgy Astral Silver)
an example with no metadata (IC2 Uranium)
for obvious reasons, it doesn't work with Gregtech, but you really don't need this if you use GT
IF you use gregtech, in the GT worldgen config, just change the values for the ores to appear higher and maybe increase the chance of generation.
remember these are just examples, configurations are limitless
COFH/Thermal Foundation got you covered as well when it comes to vanilla. Want iron to be more common on high mountains?
I appreciate the support but sadly maids aren't mine
I'm just the mediator between the Japanese forums and here since a lot of people find it hard going to the Japan forums and getting info there.
Some awesome pics I took while exploring my world
http://imgur.com/a/txDyp
http://imgur.com/a/VeNER
I have a suggestion. How about a config option to increase or decrease vertical generation? If a player wanted the world to be more or less of a mountainous world,ie higher mountains/lots of them or not. Personally I like amplified worlds, and wonder how RTG would look with a more amplified vision in mind. I think ATG made some really cool high features, but I think that mod has compatibility issues and I personally prefer this mod more.
Do the new RTG versions still generate deserts next to snowy biomes?
I have an i7-4790k CPU, 32GB of RAM and a GTX980 and seriously, Fastcraft still gives me a boost. It's really not so much about a "good" computer than it is that Java/Minecraft is horribly inefficient in some ways. Fastcraft helps with a lot of stuff, like terrain gen. It's probably most important to use it if your client/server is using a lot of mods that add to world gen or complicated it more than vanilla. When you're loading 150+ mods serverside, yeah you want Fastcraft.
Nice specs...
Mine is an i7-4790 as well but only 16GB of RAM and a GTX 960 4Gb
and I STILL use fastcraft
Hey,
loving the mod and just wanted to let you know that i will be including it in the next update for my SeriousPack (http://forum.feed-the-beast.com/threads/1-7-10-seriouspack-magic-tech-and-adventure.53572/)!
It's really awesome to have a different type of terrain gen in a modded pack
-SC
Checkout my Let's Plays! https://www.youtube.com/seriouscreeper
On machines around this spec your biggest bottleneck when it comes to performance is Minecraft/Java itself. And usually it's terrain gen. I run a server on an i5-2500 (quad core, 3.7ghz) with 16gig of RAM and the only server slowdown is when someone is moving at a high speed or going to a new dimension for the first time.
From what I know, this isn't solely due to mods like RTG/etc but simply the terrain gen code in 1.7.10 is not well optimised. I'm told 1.8.X and 1.9 screenshots perform much better than vanilla 1.7.10 in this regard.
Is there a way to disable terrain shadowing?
Terrain shadowing looks cool, but it also looks strange in combination with underground biomes constructs.
Oh it would also be totaly cool if the boulders that generate to have ubc stones not the regular minecraft stone.
Ahh I almost forgot to ask if villages could be built with the surrounding wood material of the biome.
Well that would be my suggestions. Cool mod so far, keep up the good work.
PS. I just realized I coul swap the clay with ubc stone, but still it would be great if you could disable them.
Nether Biomes for 1.7.10: Netherlicious
Ah that's good.
I just realized that there are some vanilla biomes that do spawn a bit strange. Like a beach not near an ocean or the same with the mushroom island both in the middle of nowhere. Oh and some BoP biomes too, like the tropics and mangroove that should spawn in the ocean or volcano but I actually like that the volcano isn't an island with your mod.
Nether Biomes for 1.7.10: Netherlicious
Desert and Snow next to each other isn't impossible in real life. Not common, but it does happen.
* 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?
Hot-cold isn't *always* a problem for desert, but it is for savannas. The way it works out in vanilla is pretty good IMO; hot-cold does happen but it's extremely rare. There's also the problem with wet-dry transitions. Vanilla partially finesses that by putting its obviously dry zones into the Hot climate and excluding any obviously wet biomes, but if you have modded biomes it can crop up. Vanilla still can have a problem with wet-dry adjacencies at Hot/Warm transitions.
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 curious: Have you seen any caves/ravines at all yet? I just flew around for a bit in a couple worlds and have yet to see a single cave or ravine.
EDIT: Nevermind, I just found one. I guess they're a bit harder to find than in vanilla generation. I definitely just found my new terrain generator. RTG seems to be faster than BoP generation too, which is definitely a plus since I can keep those biomes without the ridiculous lag spikes BoP generation likes to cause.