EXACTLY. Minecraft isn't realistic, that's what I was saying. So by that logic, I'm right - removing mushroom biomes would be stupid. What was your point exactly?
This mod is about making the overworld realistic. Mushroom biomes arent important or realistic and the nether is a dimension.
The terrain is far from 'realistic' because of game engine limitations. If it was realistic, the mountains wouldn't be so small; they'd be a few kilometers high at the very least.
So instead I'd argue that this mod is about creating realistic terrain in the definition of realistic being believable versus, as I said in the post that you quoted, an exact replica of the real world, which, to be frank, is not possible without a cubic chunks style mod.
Thus keeping mushroom biomes would still be realistic, given the game world. If you want 'real' go outside; minecraft, due to the graphics and engine is not the game for anything real; you'd have to throw out basically all the feautres, such as mobs and items.
The terrain LOOKS realistic and this mod is about making the world LOOK and feel more realistic. Not making punching trees impossible or removing the monsters. And the mountains look like they are much taller than they actually are. I know this is a game, the graphics and realistic terrain are two completely different things, PLUS mushroom biomes arent realistic or important at all.
And if you want giant mushrooms just plant some mushrooms on some podzol and use bonemeal.
Hey Ted, really like your mod, man. Love your use of the layered snow blocks to make the snow dunes. I actually made an infographic using your mod with a snow re-texture to show my suggestion for Minecraft to add layered sand blocks. I know you're against adding blocks to the mod, and I agree, minimal change to the vanilla game is a good thing. But those layered sand blocks would work great in your mod as sand dunes, considering the current sand dunes that use the full sand blocks are about the size of mountains. Like I said, though, really like your mod so far and I'm excited to see what you do with oceans/other additions!
Hey Ted, really like your mod, man. Love your use of the layered snow blocks to make the snow dunes. I actually made an infographic using your mod with a snow re-texture to show my suggestion for Minecraft to add layered sand blocks. I know you're against adding blocks to the mod, and I agree, minimal change to the vanilla game is a good thing. But those layered sand blocks would work great in your mod as sand dunes, considering the current sand dunes that use the full sand blocks are about the size of mountains. Like I said, though, really like your mod so far and I'm excited to see what you do with oceans/other additions!
Try the bettersand mod by gotolinks looks awesome with this mod also try the no cubes mod
The terrain LOOKS realistic and this mod is about making the world LOOK and feel more realistic. Not making punching trees impossible or removing the monsters. And the mountains look like they are much taller than they actually are. I know this is a game, the graphics and realistic terrain are two completely different things, PLUS mushroom biomes arent realistic or important at all.
And if you want giant mushrooms just plant some mushrooms on some podzol and use bonemeal.
You're obviously either not reading my posts or you don't understand them, so beyond this post I can no longer be bothered to continue to post in reply to you (I suspect you are trolling) - I've already stated one reason, in terms of pratical gameplay, as to why they should be kept beyond the believable/realistic argument (which I do not want to keep repeating as you will not read it) - mods. Some mods may use mushroom biomes to spawn items, ores, mobs or structures - without them, it could break compatibility, thus forcing compatibility patches to be made.
I'm sure ted80 will add configs to the mod when it gets more completed (or so I hope, such a feature would be wonderful), giving you the ability to disable or enable biomes. He may not include mushroom biomes, or may have them disabled by default - I'm just arguing that they should be added for a number of reasons.
Hello, RWG is a wonderful mod, thank you for your work!
But can you add more configurable config file? (biome size option, biomes frequency for every mod supported or can be supported in future (BoP, ExtrabiomesXL, Thaumcraft, Ars Magica and etc.))
Waterfalls generation can be a good feature too.
Hello. This looks like a great mod to make my Minecraft world more interesting. I do have a question, though. I am currently using CoFH Core so I can change my ore generation settings. Will installing this mod overwrite the CoFH edits?
Hello. This looks like a great mod to make my Minecraft world more interesting. I do have a question, though. I am currently using CoFH Core so I can change my ore generation settings. Will installing this mod overwrite the CoFH edits?
Shouldn't do, I've been using CoG for ore generation without issue, along with other mods that edit the ore generation; afaik ted80 hasn't touched anything like that, so most if not all mods modifying ore generation should work.
I posted this suggestion over in the Underground Biomes Constructs topic:
span>Hey! Really enjoy this mod, it works GREAT in combination with Ted80's Realistic World Generation mod. May I suggest some special support for that mod? Currently, it uses cobblestone and cyan stained clay to give mountains and cliffs some proper shading. I think it'd be great if, if this mod were installed, the cobblestones would be changed to their respective biome's (much like the boulders in Highland special support), and the cyan stained clay would be changed to one of the darker shaded blocks in this mod.
To which I got Zeno's response:
span>I have an API for other mods to find the stone that belongs in a particular area. I'd prefer Ted80 used that, as it's far less work than me hacking into his code to alter stone placement. That's actually pretty hard, and doing it for Highlands was a big reason I wrote an API ;-) Can you ask him first? I'm happy to assist, provide a framework, etc.
So yeah, just an idea/request for compatibility between these mods. They already work pretty flawlessly together, I just would like to see some special support between them. Would add to the "realistic" factor of RWG, and you wouldn't even have to add custom blocks for the mountain sides, as I believe I saw you said previously you wanted to avoid custom blocks in place of the Cyan Stained Clay. Thanks again
Love the concept, can't wait to use the realistic worldgen.
The issue is using it though, due to some memory leaks. All that loads is a 3x3(ish) chunk area, before the used memory for java steadily climbs up and the game bogs down.
Is this a known issue, or do I need to post some logs?
I know this is alpha, and I hope the issue can be located before beta, and ultimately release
I see Bee Houses from Forestry, Extra Bees and Magic Bees.
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:
The plants are a part of the terrain. dont you think that bunch of jungle trees or giant mushrooms on the top of a huge snowy mountain would be weird?
This mod is about making the overworld realistic. Mushroom biomes arent important or realistic and the nether is a dimension.
The terrain LOOKS realistic and this mod is about making the world LOOK and feel more realistic. Not making punching trees impossible or removing the monsters. And the mountains look like they are much taller than they actually are. I know this is a game, the graphics and realistic terrain are two completely different things, PLUS mushroom biomes arent realistic or important at all.
And if you want giant mushrooms just plant some mushrooms on some podzol and use bonemeal.
You need to fix that. Im sure you can do it
Try the bettersand mod by gotolinks looks awesome with this mod also try the no cubes mod
You're obviously either not reading my posts or you don't understand them, so beyond this post I can no longer be bothered to continue to post in reply to you (I suspect you are trolling) - I've already stated one reason, in terms of pratical gameplay, as to why they should be kept beyond the believable/realistic argument (which I do not want to keep repeating as you will not read it) - mods. Some mods may use mushroom biomes to spawn items, ores, mobs or structures - without them, it could break compatibility, thus forcing compatibility patches to be made.
I'm sure ted80 will add configs to the mod when it gets more completed (or so I hope, such a feature would be wonderful), giving you the ability to disable or enable biomes. He may not include mushroom biomes, or may have them disabled by default - I'm just arguing that they should be added for a number of reasons.
But the streams better.
Hello, RWG is a wonderful mod, thank you for your work!
But can you add more configurable config file? (biome size option, biomes frequency for every mod supported or can be supported in future (BoP, ExtrabiomesXL, Thaumcraft, Ars Magica and etc.))
Waterfalls generation can be a good feature too.
Is there Buildcraft Oil or Galacticraft Oil supported in RWG?Buildcraft Oil id didn't see Galacticraft Oil spawns.
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:
EMBRACE the mods.
I SUPPORT THE ZETHER MOD
Shouldn't do, I've been using CoG for ore generation without issue, along with other mods that edit the ore generation; afaik ted80 hasn't touched anything like that, so most if not all mods modifying ore generation should work.
I posted this suggestion over in the Underground Biomes Constructs topic:
To which I got Zeno's response:
So yeah, just an idea/request for compatibility between these mods. They already work pretty flawlessly together, I just would like to see some special support between them. Would add to the "realistic" factor of RWG, and you wouldn't even have to add custom blocks for the mountain sides, as I believe I saw you said previously you wanted to avoid custom blocks in place of the Cyan Stained Clay. Thanks again
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:
Nope.
The issue is using it though, due to some memory leaks. All that loads is a 3x3(ish) chunk area, before the used memory for java steadily climbs up and the game bogs down.
Is this a known issue, or do I need to post some logs?
I know this is alpha, and I hope the issue can be located before beta, and ultimately release
Mods:
https://github.com/Carbon-Quadoxide-Initiative/Cat/tree/master/mods