The Meaning of Life, the Universe, and Everything.
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Darkmega18
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Hey WhichOnesPink, just wanted to ask, would the compatibility for Afraid of the Dark mod still be there in the current 1.8.9 version? Since David_M1A2 literally just updated an untested beta version and I was attempting to see if I could find his stuff in RTG but my ram keeps filling up super quick, so figured I'd save myself some trouble and ask, since i remember seeing that mod in a list of mods you guys were doing compatibility for probably several pages back by now (and thats how I found afraid of the dark in the first place actually).
I like to build Thaumcraft themed bases and structures from time to time. Templates can be found here:
AlphaeusXVIII's creations - the templates require the Ruins Mod to work (the screenshots obviously don't) and the README!.txt file is there for a reason. Enjoy now with templates for 1.8.8!
WOW! This mod makes the terrain absolutely gorgeous! Just too bad that the streams mod isn't available for 1.8.9 yet.
Oh, we're not done! We're kind of moving into the "production" phase where we're going through all the biomes and applying our full toolset. There are some stunning improvements to a bunch of biomes coming out over the next few releases. A few things in the test versions but not yet released:
A new lake system that creates scenic lakes with interesting shore shapes, logically integrated into the surrounding scenery. Just wait til you boat down a river into one of these. Rivers have been improved to almost always be navigable except when frozen or in a swamp biome with lily pads.
New takes on some mountain biomes with several distinct personalities and some great views.
New terrain effects like these cliffs in BoP Outback. We figured out how to do the xxx Hills sub-biomes in vanilla, too.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
This sounds like its going to be incredible! The rivers part is particularly interesting, and I'm glad to see you appreciate them as much as i do!
So, just for us Server operators, how many new versions are coming?? And more importantly, will they be backwards compatiable?
My people are pushing for a world with RTG in it, but I don't want to take the time to set up a whole world if the newer versions are going to be better and not backwards compatible
We are still a ways off on backwards compatibility. Once the terrain for a given biome is set, that biome will be "semi-backwards-compatable" in the sense that even if we change the surfacing routines or the decoration routines, they generally won't produce intolerable chunk walls (some weird lines in the sand, but not chunk boundaries). Right now the terrain in the development version is mostly done for vanilla, Thaumcraft, and Highlands biomes. So, with the next release, you could probably use it for a world if you only had vanilla, Thaumcraft, and Highlands, although there's a risk for fixes or change requests, so you might want to wait until the release after that. BoP is in process and will probably be a release behind that. After that will be EB, EBXL, and then the blizzard of other mods that have a biome or three associated with them. It's a lot of biomes, so it's probably a few weeks yet, although, as I said, you might be able to use a subset earlier.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
We are still a ways off on backwards compatibility. Once the terrain for a given biome is set, that biome will be "semi-backwards-compatable" in the sense that even if we change the surfacing routines or the decoration routines, they generally won't produce intolerable chunk walls (some weird lines in the sand, but not chunk boundaries). Right now the terrain in the development version is mostly done for vanilla, Thaumcraft, and Highlands biomes. So, with the next release, you could probably use it for a world if you only had vanilla, Thaumcraft, and Highlands, although there's a risk for fixes or change requests, so you might want to wait until the release after that. BoP is in process and will probably be a release behind that. After that will be EB, EBXL, and then the blizzard of other mods that have a biome or three associated with them. It's a lot of biomes, so it's probably a few weeks yet, although, as I said, you might be able to use a subset earlier.
Will all this awesomeness be for the 1.7.10 version still ? BTW what version do i need to compile to see what you guys are working on on Github ?
Will all this awesomeness be for the 1.7.10 version still ? BTW what version do i need to compile to see what you guys are working on on Github ?
Everything is supposed to be for both 1.7.10 and 1.8.9, insofar as the biomes exist in each version. I'm working on the 1.7.10 version, actually, and Topi and Pink are handling coordination (I'd think it'd be a monstrous job but they seem to be doing well enough so...)
The lakes, the xxx Hills, a number of river fixes, and that mountain are in the 1.7.10 dev version. The Outback cliffs and a bunch of other BoP biome changes are only on my personal computer, because I'm not done with the current batch of biomes yet.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
ok, so i did set it up right, if i start a completely new world everything works great, but RTG wont work with an already existing world. it jujst keeps going iwth whatever generator was already in place despite what i put in the level-type.
That's because the generator type is fixed in level.dat post-server startup. Once the server has generated that file, the only way to change the generator is to get something like NBTEdit and change it yourself (not recommended for everyone).
First Rule of asking for ETA:
You don't ask for ETA.
It will be done when it is done, and people generally don like being asked when they publish the next release.
How about an ETA on an ETA? ...sorry couldn't resist...
On topic, the 1.8.9 version seems to be producing very little biome diversity...maybe I don't have something right in the configs, but I'm just using the defaults. the beaches on the other hand are frigging gorgeous! I love that palm trees from BoP spawn on them in logical places.
The Meaning of Life, the Universe, and Everything.
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Lover
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Ah, that screen is fairly ambiguous. As Maloonkey said, I found the indentation where a monument should be, without the monument. Here's a better picture.
Ah, that screen is fairly ambiguous. As Maloonkey said, I found the indentation where a monument should be, without the monument. Here's a better picture.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/22/2011
Posts:
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Lover
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That's a good catch, you may be right. Still, I wonder if there is anyone who can confirm ocean monuments do spawn. I boated around for quite a while and didn't find one.
i've mostly been testing some individual mods lately, but i completely removed the camping mod and that seemed to help A LOT with world generation... i can't recall getting that particular crash after removing it, probably gonna do some more pack testing later this evening and if so, i will report back...
First, I'm posting this in both forum threads in case the answer is only in one.
Did the COG/RTG thing ever get resolved? I've been digging through posts and can't seem to find a definitive solution to scaling ore spawn heights in RTG worlds. I want to use RTG with Galacticraft and just want to make sure all Vanilla and mod ores are scaled appropriately.
Again, sorry if this is an option somewhere that I've overlooked.
Thanks for all your hard work on this project! It's fun to explore and appreciate the terrain.
I'm running the latest version for 1.7.10.
I appologize if this has been covered already but came across an unnatural looking beach formation, and a dungeon in a strange spot.
Hey WhichOnesPink, just wanted to ask, would the compatibility for Afraid of the Dark mod still be there in the current 1.8.9 version? Since David_M1A2 literally just updated an untested beta version and I was attempting to see if I could find his stuff in RTG but my ram keeps filling up super quick, so figured I'd save myself some trouble and ask, since i remember seeing that mod in a list of mods you guys were doing compatibility for probably several pages back by now (and thats how I found afraid of the dark in the first place actually).
http://www.youtube.com/user/DarkmegaGaming
Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.
WOW! This mod makes the terrain absolutely gorgeous! Just too bad that the streams mod isn't available for 1.8.9 yet.
Environmentalist Thaumaturge & Crimson Cultist Wannabe
I like to build Thaumcraft themed bases and structures from time to time. Templates can be found here:
Oh, we're not done! We're kind of moving into the "production" phase where we're going through all the biomes and applying our full toolset. There are some stunning improvements to a bunch of biomes coming out over the next few releases. A few things in the test versions but not yet released:
A new lake system that creates scenic lakes with interesting shore shapes, logically integrated into the surrounding scenery. Just wait til you boat down a river into one of these. Rivers have been improved to almost always be navigable except when frozen or in a swamp biome with lily pads.
New takes on some mountain biomes with several distinct personalities and some great views.
New terrain effects like these cliffs in BoP Outback. We figured out how to do the xxx Hills sub-biomes in vanilla, too.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
This sounds like its going to be incredible! The rivers part is particularly interesting, and I'm glad to see you appreciate them as much as i do!
So, just for us Server operators, how many new versions are coming?? And more importantly, will they be backwards compatiable?
My people are pushing for a world with RTG in it, but I don't want to take the time to set up a whole world if the newer versions are going to be better and not backwards compatible
We are still a ways off on backwards compatibility. Once the terrain for a given biome is set, that biome will be "semi-backwards-compatable" in the sense that even if we change the surfacing routines or the decoration routines, they generally won't produce intolerable chunk walls (some weird lines in the sand, but not chunk boundaries). Right now the terrain in the development version is mostly done for vanilla, Thaumcraft, and Highlands biomes. So, with the next release, you could probably use it for a world if you only had vanilla, Thaumcraft, and Highlands, although there's a risk for fixes or change requests, so you might want to wait until the release after that. BoP is in process and will probably be a release behind that. After that will be EB, EBXL, and then the blizzard of other mods that have a biome or three associated with them. It's a lot of biomes, so it's probably a few weeks yet, although, as I said, you might be able to use a subset earlier.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Will all this awesomeness be for the 1.7.10 version still ? BTW what version do i need to compile to see what you guys are working on on Github ?
Everything is supposed to be for both 1.7.10 and 1.8.9, insofar as the biomes exist in each version. I'm working on the 1.7.10 version, actually, and Topi and Pink are handling coordination (I'd think it'd be a monstrous job but they seem to be doing well enough so...)
The lakes, the xxx Hills, a number of river fixes, and that mountain are in the 1.7.10 dev version. The Outback cliffs and a bunch of other BoP biome changes are only on my personal computer, because I'm not done with the current batch of biomes yet.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
That's because the generator type is fixed in level.dat post-server startup. Once the server has generated that file, the only way to change the generator is to get something like NBTEdit and change it yourself (not recommended for everyone).
How about an ETA on an ETA? ...sorry couldn't resist...
On topic, the 1.8.9 version seems to be producing very little biome diversity...maybe I don't have something right in the configs, but I'm just using the defaults. the beaches on the other hand are frigging gorgeous! I love that palm trees from BoP spawn on them in logical places.
How did you get that image of your world in a 3D map
hellow how can i add GrimoireOfGaia mobs using CustomSpawner mod? im confuse where to find it.. please help me
I think there's an issue with ocean monument spawning in 1.8.9-0.0.5
I found this in deep ocean while searching for one.
I can give more information and create an issue on the github if needed.
Hello.
I can see some dark dots, indicating a structure, but that's about it. Seriously not sure what that is he's talking about though...
Ah, that screen is fairly ambiguous. As Maloonkey said, I found the indentation where a monument should be, without the monument. Here's a better picture.
Hello.
This (probably) isn't an ocean monument; See: https://github.com/Team-RTG/Realistic-Terrain-Generation/issues/394
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
That's a good catch, you may be right. Still, I wonder if there is anyone who can confirm ocean monuments do spawn. I boated around for quite a while and didn't find one.
Hello.
i've mostly been testing some individual mods lately, but i completely removed the camping mod and that seemed to help A LOT with world generation... i can't recall getting that particular crash after removing it, probably gonna do some more pack testing later this evening and if so, i will report back...
First, I'm posting this in both forum threads in case the answer is only in one.
Did the COG/RTG thing ever get resolved? I've been digging through posts and can't seem to find a definitive solution to scaling ore spawn heights in RTG worlds. I want to use RTG with Galacticraft and just want to make sure all Vanilla and mod ores are scaled appropriately.
Again, sorry if this is an option somewhere that I've overlooked.
At present, you have to use biometweaker or CC to place BoP biomes. BoP won't do it by itself.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.