I very often saw direct transitions between cold and hot biomes - Most notably, a desert and cold forest. For a mod touting realistic world generation, that's pretty jarring. I realize it's WIP, but may I suggest employing climactic banding similar to how ATG does it? So as you travel north to south it'd go hot -> hotter -> hottest -> hotter -> hot -> moderate -> cool -> cooler -> cold -> cooler -> cool -> etc.
Biome specific village structures aren't having their biome restrictions enforced. I'm guessing you're currently just gathering all possible structures and throwing them into a RNG.
Rivers? Are there any? I saw a few 'long skinny lakes' or chains of them more often than not, but even those were few and far between and never seemed to lead anywhere, which brings me to my next question.
Ocean biomes? Are there any? There might be, but after a long time traveling I never saw any.
I also never saw any surface ravines. Any chance we could get some of those tossed in?
Caves - Seems like there are a lot fewer and much smaller cave systems than normal.
Forestry bee hives aren't spawning
Biomes seem to be all the same size or roughly so. I liked how ATG would often throw in mini-biomes. Like, say, a little patch of Sludge Pit in this giant Fen. Or a lake surrounded by a thin ring of deciduous forest in the middle of an otherwise barren plain. It helps keep things interesting.
This mod is almost there... I can almost use it for my server, but it's still just a tiny bit too WIP-y. Good work, though. Keep it up.
fml-client-latest is kinda huge, generated when there were mods present. Too big for pasting apparently. Anything specific you're looking for? My next step was a clean minecraft install in case something vital was altered
fml-client-latest is kinda huge, generated when there were mods present. Too big for pasting apparently. Anything specific you're looking for? My next step was a clean minecraft install in case something vital was altered
I have done a little checking with the 1.2 alpha released earlier and can confirm the following:
Botania flowers do not appear to spawn at all. Not sure if you can support this of if Vaz will need to add it on her side.
Tainted or magical forest biomes do not appear to spawn, even with the weights set absurdly high. Testing these on the default world gen type led to me spawning instantly in one so it is fair to assume that part works fine.
Seems like the thaumcraft 4 structures spawn fine however so that's good!
they are disabled, the log generated when they were installed. I assumed I could delete the log file, and a new one would be generated when minecraft ran again, but nothing. With or without mods, on four different forge versions, same nothing.
they are disabled, the log generated when they were installed. I assumed I could delete the log file, and a new one would be generated when minecraft ran again, but nothing. With or without mods, on four different forge versions, same nothing.
remove them from the mod folder instead of disabling them
lol my way of disabling them was removing the entire mods folder altogether. It's empty save for RWG and biomes oplenty
without changing anything else, switching to RWG 1.2.01 has it showing up now.......idk
I very often saw direct transitions between cold and hot biomes - Most notably, a desert and cold forest. For a mod touting realistic world generation, that's pretty jarring. I realize it's WIP, but may I suggest employing climactic banding similar to how ATG does it? So as you travel north to south it'd go hot -> hotter -> hottest -> hotter -> hot -> moderate -> cool -> cooler -> cold -> cooler -> cool -> etc.
Biome specific village structures aren't having their biome restrictions enforced. I'm guessing you're currently just gathering all possible structures and throwing them into a RNG.
Rivers? Are there any? I saw a few 'long skinny lakes' or chains of them more often than not, but even those were few and far between and never seemed to lead anywhere, which brings me to my next question.
Ocean biomes? Are there any? There might be, but after a long time traveling I never saw any.
I also never saw any surface ravines. Any chance we could get some of those tossed in?
Caves - Seems like there are a lot fewer and much smaller cave systems than normal.
Forestry bee hives aren't spawning
Biomes seem to be all the same size or roughly so. I liked how ATG would often throw in mini-biomes. Like, say, a little patch of Sludge Pit in this giant Fen. Or a lake surrounded by a thin ring of deciduous forest in the middle of an otherwise barren plain. It helps keep things interesting.
This mod is almost there... I can almost use it for my server, but it's still just a tiny bit too WIP-y. Good work, though. Keep it up.
1 & 8. yeah i'm also not happy with the biome spawing right now.
2. biome restrictions? I don't know anything about village generation.
3 & 4. Rivers and Oceans are on my todo list.
5. Ravines are currently disabled. I don't know why.
6. I'm using the same cave generation so it shouldn't be different from vanilla minecraft.
7. Forestry bee hives might be working in the latest rwg update (1.2.01)
the last 300 lines is enough
link?
It's works!
what happens when you disable those other 20 mods?
http://www.mediafire.com/download/rkvxkljvop8n03l/RWG-alpha-1.2.01.jar
remove them from the mod folder instead of disabling them
without changing anything else, switching to RWG 1.2.01 has it showing up now.......idk
1 & 8. yeah i'm also not happy with the biome spawing right now.
2. biome restrictions? I don't know anything about village generation.
3 & 4. Rivers and Oceans are on my todo list.
5. Ravines are currently disabled. I don't know why.
6. I'm using the same cave generation so it shouldn't be different from vanilla minecraft.
7. Forestry bee hives might be working in the latest rwg update (1.2.01)
Question: Will caves under oceans and rivers still break through the ocean floor? (haven't found an ocean yet :|)
Question: How are you so amazing?
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.