And here is the reason why we cant use it yet and useful to have actual java knowledge.
Understanding the generation process is much more important than having java knowledge. We need to get this project started up again, it's too important to ignore.
Ok, so I've been spending a lot of time working with the RWG code, and I finally have all of the vanilla biomes generating, including Ocean and Deep Ocean. There are quite a few aesthetic issues to resolve, but not nearly as many as I thought there were going to be. It's definitely playable, and I haven't had any crashes when testing with other mods installed.
Nice! Can you push your changes on a fork off of Ted's repo? I'm more than happy to test them. Currently, I see MainFlava's work (under Ezoteric?) or is that your work?
You have a good approach to take this out of alpha. On it's own, the realistic world gen of existing biomes is just jaw-dropping and enough to make this mod heavily used. Compatibility with other mods' world gen is also essential, at least for the mainstream ones. Figuring out what works and doesn't in that area and then resolving is probably where most of the efforts will be to push this out of beta.
I've got myself up and running with dev'ing the thing now, but I'd like to know if you have any tricks to speed up biome generation and validation?
Ok, so I've been spending a lot of time working with the RWG code, and I finally have all of the vanilla biomes generating, including Ocean and Deep Ocean. There are quite a few aesthetic issues to resolve, but not nearly as many as I thought there were going to be. It's definitely playable, and I haven't had any crashes when testing with other mods installed.
Anyway, after I got the vanilla biomes working (and confirmed that the butterflies from Butterfly Mania were spawning, which is the whole reason I started working with the code in the first place! ), I was going to stop working on it, but... somewhere along the way I got addicted to all this biome generation stuff and decided to keep going.
In fact, I think I'd actually like to create a re-branded fork of RWG and release it as a new WIP mod. The theme would still be realistic terrain generation, but it wouldn't add any new biomes - it would just generate realistic-looking terrain for any biomes that have already been registered (including those added by other mods). I have a lot of spare time to work on the project, so there would be a lot of activity from me, and contributions from the community would be most welcome.
Only problem is, there's no license information for RWG that I could find, so... I've sent Ted a message to see if he'd be cool with me starting up a new project. Watch this space!
Sounds like it could be called "VRWG" "Vanilla Realistic World Gen"
I also doubt you will hear from ted for a long while. perhaps if you do start the project and rename it, it would probably be hard to use a license, maybe there is one that reserves rights to ted and his code. Which could possibly let him stop you from using his code.. if for some reason that is what he wishes. Perhaps someone else could comment on licensing?
We can find an alternative to libnoise with a more compatible license. Don't let that stop you though, put everything new under an mit license and we can move forward.
Yeah, I'm not a license expert by any means, so if anyone else would like to comment on what my options are, it would be much appreciated.
I did notice a class called 'CellNoise' which is used in virtually every file in the mod. Apparently it's from a GPL-licensed library called 'libnoiseforjava' which (if my understanding of the GPL license is correct) means that the mod is also required to be licensed as GPL?
We can find an alternative to libnoise with a more compatible license. Don't let that stop you though, put everything new under an mit license and we can move forward.
There is no reason to need an alternative to libnoise with a "more compatible license". That's not how it works.
If the released binary contains the GPL libnoise, then yes, it is released to you under terms of the GPL license, and that means that you have full access to the source, including the right to release your version of the code under GPL.
Which means that your fork of VRWG can be released.
===
Now, you said you had to modify the vanilla biomes to make them look better? Can you please make sure that these modified versions of the biomes generate in your world, but regular vanilla biomes generate in other worlds? Imagine a server with one dimension being ATG, another being VRWG, and a third being a climate control with nothing but medium and large islands (no continents) -- the server theme being that no world has everything, and you'll have to travel to worlds that are different to get everything.
(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?
Do any biomes containing lily pads or vines generate in RWG? Reason is i'm having trouble finding a lily pad which I need for a recipe in the modpack i'm using and i'd like to know if I should keep searching for one.
I have a question. I see this is compatible with Biomes O' Plenty. How do I create a world combining these two mods. I mean, I see in the generation map options RWG and Biomes O' Plenty. To create a world using both mods, which would be the steps to follow? Thanks in advance to anyone that can help me with this!
Hi there. I recently used this combo. Just make sure you have the appropriate version of BoP and set the generation to RWG. You can get some awesome stuff like mountainous lavender fields.
Is there a link to the RWG and Mo Creatures compatibility config?
Can the Fun World Mod be used in Multiplayer?
Life is a Learning Curve....
Unfortunately, you're stuck on the bottom...amongst the bones of the stupid.
Dont know about diversity, but yes it is comp w streams.
Understanding the generation process is much more important than having java knowledge. We need to get this project started up again, it's too important to ignore.
I see that Jimmy has forked already and has done some development, that's great! (https://github.com/jimmyh77/Realistic-World-Gen/commit/932051c4cb250299ed0a4520335990e92fa87c4e)
Is there a list of issue/feature requests that is maintained somewhere?
Nice! Can you push your changes on a fork off of Ted's repo? I'm more than happy to test them. Currently, I see MainFlava's work (under Ezoteric?) or is that your work?
You have a good approach to take this out of alpha. On it's own, the realistic world gen of existing biomes is just jaw-dropping and enough to make this mod heavily used. Compatibility with other mods' world gen is also essential, at least for the mainstream ones. Figuring out what works and doesn't in that area and then resolving is probably where most of the efforts will be to push this out of beta.
I've got myself up and running with dev'ing the thing now, but I'd like to know if you have any tricks to speed up biome generation and validation?
Looking for WhichOnesPink on git and you will find the Project.
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:
could someone revive the fun world gen mod? i mean, that mod is awesome..
keep up the work guys these world gen mods are some of the best.
Sounds like it could be called "VRWG" "Vanilla Realistic World Gen"
I also doubt you will hear from ted for a long while. perhaps if you do start the project and rename it, it would probably be hard to use a license, maybe there is one that reserves rights to ted and his code. Which could possibly let him stop you from using his code.. if for some reason that is what he wishes. Perhaps someone else could comment on licensing?
Join us at our website: AIM Gaming
We can find an alternative to libnoise with a more compatible license. Don't let that stop you though, put everything new under an mit license and we can move forward.
Does this work with 1.8.x?
NO
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:
This mod works with Extended Villages mod ?
_________________________________________________________________________________________________
Mods that I support
There is no reason to need an alternative to libnoise with a "more compatible license". That's not how it works.
If the released binary contains the GPL libnoise, then yes, it is released to you under terms of the GPL license, and that means that you have full access to the source, including the right to release your version of the code under GPL.
Which means that your fork of VRWG can be released.
===
Now, you said you had to modify the vanilla biomes to make them look better? Can you please make sure that these modified versions of the biomes generate in your world, but regular vanilla biomes generate in other worlds? Imagine a server with one dimension being ATG, another being VRWG, and a third being a climate control with nothing but medium and large islands (no continents) -- the server theme being that no world has everything, and you'll have to travel to worlds that are different to get everything.
* 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?
Do any biomes containing lily pads or vines generate in RWG? Reason is i'm having trouble finding a lily pad which I need for a recipe in the modpack i'm using and i'd like to know if I should keep searching for one.
Just wondering if we could use this in a modpack?
What about donations? Are we allowed to get donations?
Is there any way to increase the spawn frequency of villages? I'm getting tired of searching for them for hours...
I have a question. I see this is compatible with Biomes O' Plenty. How do I create a world combining these two mods. I mean, I see in the generation map options RWG and Biomes O' Plenty. To create a world using both mods, which would be the steps to follow? Thanks in advance to anyone that can help me with this!
Minecraft Fan! And modder wanna be!
Hi there. I recently used this combo. Just make sure you have the appropriate version of BoP and set the generation to RWG. You can get some awesome stuff like mountainous lavender fields.
~Hobbit