I'm with you, DeMordrey. Couldn't be happier with the current state of this mod. Really revitalizes Minecraft and invites me back to wondrous exploration that I used to be so amazed by. As long as Ted doesn't burn himself out, everything will get in place eventually.
I don't want to complain when i said that some things are missing in this Mod at the moment. Ted Better world gen is a very nice looking Mod much more realistic Worgen than Bop or Vanilla or any other Mod. Thanks for that. Yes i now it is still in Alpha.
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GTNH Modpack is on Technic Launcher Hotlist now and available on FTB and Curse Launcher too!!!
Hey I was wondering how I can get this to work with BiomesOP on my server. Do i set the level type to RWG or to BIOMESOP or is there something else I'm missing.
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Bug report: Chromaticraft flowers aren't spawing in RWG worlds. And Harvestcraft trees. Also can the actual river be set to river biomes along with the sides being Oasises? Thanks:D
Praise: The BoP support is amazing. And the rivers too. It is awesome that the rivers get narrower as they pass through deserts.
I started out using BWG4 because, generally speaking, I don't put betas into my game let alone alpha. But after staring at the pictures for a couple of days I just HAD to try RWG ... holy cow. Seriously, you have brought MC back to life for me and I've started playing again. Thank you very much for all your work!
Ummm. I have a problem again. RWG seems working, but i have only found few biomes, like cold forest, hot desert, desert and that biome with acacia trees. I have created 10+ maps and still the same biomes... Any ideas ?
BTW, How do i use it with biomes O Plenty ? Which option in generator am i selecting ?
You need the latest version of BoP for 1.7.10 installed and RWG Alpha also installed; you then select the RWG world generation option and play, as RWG automatically includes the BoP biomes, if present, in RWG.
Hi Ted! I have been away from Minecraft for a bit. I see you are busy making new and amazing terrain generation still. I thought I'd bring back an old suggestion of mine, from a previous thread called "Semi-Realistic World Generation". At the time you seemed to like the idea. I think it could possibly benefit your current work. I'm looking forward to trying RWG, when it's more complete.
FROM PREVIOUS THREAD:
Looking at terrain generated in both Vanilla and in BWG, I find that the most natural looking transitions between grass and sand usually occur on beaches, when the transition follows the natural contour of the landscape.
BAD BEACH:
GOOD BEACH:
The transition between biomes doesn't (and probably shouldn't) always follow the contour of the terrain, but I think the key difference between the bad beach and the good beach is that on the good beach, the sand does not meet the grass at the same level of height.
So I tried an experiment....
Here is a typical ugly transition between biomes:
And here is the same transition, with the top layer of sand removed along the border:
That looks much more natural to me.
Here's another example, on more complex terrain...
And with a layer of sand taken off:
The sand could be higher than the grass in some instances, I don't think that's a problem. The important thing would be keeping sand and grass from meeting at the same height.
In any case, keep up the great work!
EDIT: Thinking about this again, I believe what this idea is trying to accomplish is an overly simplified emulation of the way erosion effects different types of terrain differently. To take it one step further, stone and dirt/grass should not meet at the same level either, for example. Stone should jut out above grass in places, etc. I can imagine it in your screenshot of the cliffs overlooking the sea.
Really, to do this idea 'right' would take the implementing of different terrain generation based on the materials it's made out of, rather than generating the terrain and then coloring it with different materials, like we seem to have now. I am no programmer. I have no idea what this would entail, or if it's worth the effort. I'm guessing not.
Back to my oversimplified attempt at emulating it... Stone above dirt&grass above sand&gravel would be a simple rule that might work.
GTNH Modpack is on Technic Launcher Hotlist now and available on FTB and Curse Launcher too!!!
http://www.technicpack.net/scraps/vol1
Minetweaker/Modtweaker Scripts I hosting on Github:
Hardcore well balanced Modpack with GT, Forestry, Railcraft, Thaumcraft and Better Questing Mod:
Edit : Derp found a village after an a couple of hours of searching.
What version server and what version of the mod are you using?
GTNH Modpack is on Technic Launcher Hotlist now and available on FTB and Curse Launcher too!!!
http://www.technicpack.net/scraps/vol1
Minetweaker/Modtweaker Scripts I hosting on Github:
Hardcore well balanced Modpack with GT, Forestry, Railcraft, Thaumcraft and Better Questing Mod:
Praise: The BoP support is amazing. And the rivers too. It is awesome that the rivers get narrower as they pass through deserts.
You need the latest version of BoP for 1.7.10 installed and RWG Alpha also installed; you then select the RWG world generation option and play, as RWG automatically includes the BoP biomes, if present, in RWG.
I'm testing thaumcraft support right now!
GTNH Modpack is on Technic Launcher Hotlist now and available on FTB and Curse Launcher too!!!
http://www.technicpack.net/scraps/vol1
Minetweaker/Modtweaker Scripts I hosting on Github:
Hardcore well balanced Modpack with GT, Forestry, Railcraft, Thaumcraft and Better Questing Mod:
Will you add some saplings for the RWG mod eventually? I love the realistic trees ;). I know this mod is still in alpha.
The mushroom biome isnt realistic
Awesome! did it work without editing config files?
cryogenic(20-15 frost layer)|ocean
snow(60-55 frost layer)|swamp
cold(100-95 frost layer)|wet
normal(140-135 frost layer)|normal
warm(180-175 frost layer)|not moistened
hot(220-215 frost layer)|desert
Inferno(no frost)|arid
The mushroom biome is a fantasy biome, and the Realistic World Gen Mod is about realism(As the name implies)
FROM PREVIOUS THREAD:
Looking at terrain generated in both Vanilla and in BWG, I find that the most natural looking transitions between grass and sand usually occur on beaches, when the transition follows the natural contour of the landscape.
BAD BEACH:
GOOD BEACH:
The transition between biomes doesn't (and probably shouldn't) always follow the contour of the terrain, but I think the key difference between the bad beach and the good beach is that on the good beach, the sand does not meet the grass at the same level of height.
So I tried an experiment....
Here is a typical ugly transition between biomes:
And here is the same transition, with the top layer of sand removed along the border:
That looks much more natural to me.
Here's another example, on more complex terrain...
And with a layer of sand taken off:
The sand could be higher than the grass in some instances, I don't think that's a problem. The important thing would be keeping sand and grass from meeting at the same height.
In any case, keep up the great work!
EDIT: Thinking about this again, I believe what this idea is trying to accomplish is an overly simplified emulation of the way erosion effects different types of terrain differently. To take it one step further, stone and dirt/grass should not meet at the same level either, for example. Stone should jut out above grass in places, etc. I can imagine it in your screenshot of the cliffs overlooking the sea.
Really, to do this idea 'right' would take the implementing of different terrain generation based on the materials it's made out of, rather than generating the terrain and then coloring it with different materials, like we seem to have now. I am no programmer. I have no idea what this would entail, or if it's worth the effort. I'm guessing not.
Back to my oversimplified attempt at emulating it... Stone above dirt&grass above sand&gravel would be a simple rule that might work.
Or, you know... just ignore me. =)