Ohhhhhhhhh!!!!!!...... This mod is fantastic!!! Can't wait for ExtraBiomesXL and Highlands support! (Anyone up for adventure? ))Plus, with this mod installed, Minecraft looks like it's an actual survival land. Want that Mountain retreat I've longed for soo long! God Bless you!!!
Does RWG support @reika's mods ? like ChromatiCraft = Rainbow Forest & Ender Forest ?
and if want to use BOP do i select it in the new world page like normal and your RWG will just work?
I'm using both together and It won't crash or anything, but i don't know if there are other possible issues because i haven't found Rainbow Forests or Ender Forests yet. I'm avoiding exploring too much until the next update comes.
I originally generated an SMP world using the 1.6.7 version of BWG4. I upgraded to the 1.7.10 version of BWG4, but now it seems like the world generator is no longer working. New chunks are just flat ocean.
The generator setting is set to 'SKYLANDS' and the level type is BWG4. Anything else I should be checking?
EDIT: To add, the mod is loading and working correctly. I can create new maps using BWG settings without issue.
Sorry, bumping this to see if anyone has any thoughts.
Glad to hear more biomes are planned. Looking forward to the next big update in that case!
Underground rivers were mentioned earlier. Could that be combined with realistic cave generation, or would that require a separate mod? I've been wanting to see realistic cave gen about as much as overworld gen, but I'm not sure if there are any mods yet that do things for caves quite like what RWG does for the overworld.
Ted, have you gotten a chance to review the idea/code for replacing Perlin noise with OpenSimplex noise yet? I think the use of a more isotropic (directional-artifact-free) noise such as OpenSimplex instead of Perlin is important for something like this. The reduced directional tendency of terrain features provided by OpenSimplex noise does a lot for the "realism" aspect. I would say that there is little reason to use Perlin noise in most projects nowadays, given that numerous alternatives that exist that produce better results. The only thing Perlin noise has going for it is its iconic name, but that iconic name doesn't inherently make Perlin noise a relevant choice for its purposes. To make it clear, I really like the mod, but it feels like it's missing something due to its use of a highly artifact-prone noise function as the basis for almost all of its content.
For the time being, here's a copy of the RWG with the change incorporated:
Ted, If you would rather I not host/distribute this, just let me know and I'll go ahead and take the link down, but I would really appreciate at least some sort of comment on this proposed change, as I've been trying to discuss it with you for a while now.
To the community: if some of you guys could test this to see how well you like it versus the unmodified version, that would be awesome.
Google Maps viewer:
Unmodified version: link
OpenSimplex noise version: link
These map visualizations are actually very helpful!
Also to be honest I hadn't made a point to try out both versions using the same seed. It's interesting to find out that both the rivers and the biome placement are determined using the cellular noise rather than the Perlin/OpenSimplex (which would be why they look like they're in approximately the same place in both versions, and why the rivers intersect the way they do, and why some of the biome transitions are the way they are).