If CC has the SeparateLandmasses = true, yes, all landmasses are separated by water. If it's false, everything can merge into a universal continent if the land incidences are high enough, which they are in the defaults. You still have "oceans" but they're like "oceans" in current vanilla - large lakes, although generally larger and wider than in vanilla. If those are too big, then up the incidence of small continents or large islands. The lakes will tend to be very, very roughly the size of the dominant landmass size you're using. If you're using a mix of sizes they tend to be the size of the largest common landmass size, but with very complicated shapes.
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.
Better Forests Varied and beautiful trees and forests, in modern Minecraft.
Wet-to-dry transitions aren't controlled with the current iteration of CC/GC. Climates are basically about temperature. I've considered writing a wet/medium/dry overlay using the mechanism for mountain chains (I wrote that engine to handle other overlays) but I haven't wanted to deal with assigning rainfall climates for several hundred biomes and balancing the results. There's also the problem that smoothing will make medium zones very dominant (like 2/3 of the land) which has some drastic changes from vanilla, with deserts becoming uncommon and most vanilla Hot being savanna.
You might want to move Jungle to the warm climate zone and Mountain Peaks to cool. In that case the transitions you're bothered by would be possible only at a climate junction.
Edit: although if the wet/dry zones are larger the medium zone would not necessarily be as dominant. Still, there's no way to slice it that won't drastically reduce the amount of desert barring *maybe* some special-case code for Hot zones.
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.
Better Forests Varied and beautiful trees and forests, in modern Minecraft.
I got a question! I was going to ask you if this mod vvvvv is compatible with yours, when I saw that is a bukkit? Does this mod get along with bukkits?[/p]
The maker of biome bundle doesn't have any interests in making his mod compatible with terrain changing/biome adding mods like RTG, ATG, BOP and many more.
Biome Bundle isn't even a mod, it's just a set of scripts for TerrainControl. It's TerrainControl that isn't compatible with other world gen mods, because it works so much differently (to accomplish similar goals).
Can somebody help me? I'm trying to install this mod alongside biomes o plenty but this message keeps appearing. I have of course the latest version of both mods, the recommended version of forge, biome tweaker, and optifine. Am I doing something wrong?
If you mean the logs that generate at the base of some RTG trees, the only way to 'disable' those would be to create a resource pack that overrides the '{xxx}_bark.json' models for each of the log block variants (oak, birch, spruce, etc).
As someone who doesn't do much more than tweak some textures that bug me, I have no idea what you mean by that. I tried adding a dummy 'oak_bark.json' to my resource pack and it unsurprisingly did nothing
The problem with those custom models is they aren't being picked up as normal logs elsewhere (either that, or RTG is taking priority).
Improved surfacing efficiency, especially in biomes with shadow blocks.
Various tweaks and enhancements.
This version fixes a few bugs that were reported since we released 4.1.1.5 and adds some configs options for river banks (demonstrated in the image above).
Also managed to improve performance slightly, with more improvements in the works.
Enjoy!
.
Also removed the edge of the grass Rivers deserts 1.7.10? They do not agree much with this change, because I think it left the more artificial and less realistic generation.
I'm not an expert with regards to resource packs, so someone else might be able to correct me if I'm wrong, but... RTG doesn't add any custom models - it just uses the 'bark' model that comes with vanilla MC - so it *should* just be a case of replacing that model (or disabling it somehow).
I'm going to assume that by 'bark model' you mean a square block model with the bark textures mapped to NSEW and the 'tree core' textures mapped to the top&bottom. The problem is that RTG's trees generate the logs with not the usual 'bark' block setup, but instead the block setup used for blocks like stone and sand where all 6 faces are a single texture. This change confuses other mods and whatnot that operate on the various logs by searching for 'bark' setups.
No, didn't work. That made the RTG tree trunks look like a vanilla log, but they still aren't being registered as actual logs. A facade, if you will.
For me they're a bark-colored ore that drop a piece of wood when mined.
That doesn't sound like it's anything related to RTG.
RTG doesn't add any new blocks - it only uses vanilla blocks, even for the trunk logs. If you're experiencing that kind of behaviour with a vanilla log block, then it's either a problem with your resource pack, or another mod is interfering with the way those block states are handled.
.
Everyone is always so quick to blame RTG for everything that goes wrong in the world. Thanks, Obama!
No, didn't work. That made the RTG tree trunks look like a vanilla log, but they still aren't being registered as actual logs. A facade, if you will.
For me they're a bark-colored ore that drop a piece of wood when mined.
That doesn't sound like it's anything related to RTG.
RTG doesn't add any new blocks - it only uses vanilla blocks, even for the trunk logs. If you're experiencing that kind of behaviour with a vanilla log block, then it's either a problem with your resource pack, or another mod is interfering with the way those block states are handled.
So why would it only happen on the trees generated by RTG, but not normal trees elsewhere? Everything from a common birch tree to a towering Biomes O Plenty pine tree is picked up correctly. Heck, if I were to chop down an RTG tree and re-build it by hand it would function normally.
The only instance in my game where logs aren't correctly picked up is with the tree trunks made up of vanilla logs that are somehow modified to have bark on all 6 faces, which I'm certain isn't from BiomesOP. I have no other mods that add trees/biomes to the worldgen.
I know for sure it's not the resource pack because I made it myself. It only touches a very small amount of things I find undesirable like rain sounds and water as to keep consistency with any possible mod combination.
Tomorrow I can create a test environment profile with nothing but Forge and RTG installed to clarify that, without a shadow of a doubt, it's not related to any of my other mods.
I'm not bashing the mod. It's probably the best worldgen mod I've ever used. I'm just looking for a way to have it generate with 'normal' trees as to keep everything compatible and consistent.
So why would it only happen on the trees generated by RTG, but not normal trees elsewhere? Everything from a common birch tree to a towering Biomes O Plenty pine tree is picked up correctly. Heck, if I were to chop down an RTG tree and re-build it by hand it would function normally.
The only instance in my game where logs aren't correctly picked up is with the tree trunks made up of vanilla logs that are somehow modified to have bark on all 6 faces, which I'm certain isn't from BiomesOP. I have no other mods that add trees/biomes to the worldgen.
I know for sure it's not the resource pack because I made it myself. It only touches a very small amount of things I find undesirable like rain sounds and water as to keep consistency with any possible mod combination.
Tomorrow I can create a test environment profile with nothing but Forge and RTG installed to clarify that, without a shadow of a doubt, it's not related to any of my other mods.
I'm not bashing the mod. It's probably the best worldgen mod I've ever used. I'm just looking for a way to have it generate with 'normal' trees as to keep everything compatible and consistent.
Can we get a list of the mods that you are using?
Are you absolutely sure that the trees are RTG's trees?
I'm playing around with the 1.10 version along with CC. I've been trying to get very large continents, but also keep large oceans in between.
Switching "SeperateLandMasses" to "False" gives me the look I want, but takes away the separate continents I'm after.
Anyone played around with the settings enough to know what I should try?
I've had some pretty good results using:
I:"Incidence of Continents,Large"=250
I:"Incidence of Continents,Medium"=500
I:"Incidence of Continents,Small"=250
I:"Incidence of Islands,Large"=0
I:"Incidence of Islands,Medium"=0
B:SeparateLandmasses=true
Just tweak the continents until you get what you want.
I:"Incidence of Continents,Large"=250
I:"Incidence of Continents,Medium"=500
I:"Incidence of Continents,Small"=250
I:"Incidence of Islands,Large"=0
I:"Incidence of Islands,Medium"=0
B:SeparateLandmasses=true
Just tweak the continents until you get what you want.
If CC has the SeparateLandmasses = true, yes, all landmasses are separated by water. If it's false, everything can merge into a universal continent if the land incidences are high enough, which they are in the defaults. You still have "oceans" but they're like "oceans" in current vanilla - large lakes, although generally larger and wider than in vanilla. If those are too big, then up the incidence of small continents or large islands. The lakes will tend to be very, very roughly the size of the dominant landmass size you're using. If you're using a mix of sizes they tend to be the size of the largest common landmass size, but with very complicated shapes.
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.
Better Forests Varied and beautiful trees and forests, in modern Minecraft.
Wet-to-dry transitions aren't controlled with the current iteration of CC/GC. Climates are basically about temperature. I've considered writing a wet/medium/dry overlay using the mechanism for mountain chains (I wrote that engine to handle other overlays) but I haven't wanted to deal with assigning rainfall climates for several hundred biomes and balancing the results. There's also the problem that smoothing will make medium zones very dominant (like 2/3 of the land) which has some drastic changes from vanilla, with deserts becoming uncommon and most vanilla Hot being savanna.
You might want to move Jungle to the warm climate zone and Mountain Peaks to cool. In that case the transitions you're bothered by would be possible only at a climate junction.
Edit: although if the wet/dry zones are larger the medium zone would not necessarily be as dominant. Still, there's no way to slice it that won't drastically reduce the amount of desert barring *maybe* some special-case code for Hot zones.
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.
Better Forests Varied and beautiful trees and forests, in modern Minecraft.
Thanks Zeno for the help anyway even if at the moment it isn't possible, I'll be fine
I got a question! I was going to ask you if this mod vvvvv is compatible with yours, when I saw that is a bukkit? Does this mod get along with bukkits?[/p]
The "mod" > https://minecraft.curseforge.com/projects/biome-bundle[/p]
Minecraft Fan! And modder wanna be!
Biome Bundle isn't even a mod, it's just a set of scripts for TerrainControl. It's TerrainControl that isn't compatible with other world gen mods, because it works so much differently (to accomplish similar goals).
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RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
Found some buried treasure while doing OreGen testing:
Is there a way to disable the weird logs that have bark on all 6 faces?
Can somebody help me? I'm trying to install this mod alongside biomes o plenty but this message keeps appearing. I have of course the latest version of both mods, the recommended version of forge, biome tweaker, and optifine. Am I doing something wrong?
As someone who doesn't do much more than tweak some textures that bug me, I have no idea what you mean by that. I tried adding a dummy 'oak_bark.json' to my resource pack and it unsurprisingly did nothing
The problem with those custom models is they aren't being picked up as normal logs elsewhere (either that, or RTG is taking priority).
Also removed the edge of the grass Rivers deserts 1.7.10? They do not agree much with this change, because I think it left the more artificial and less realistic generation.
I'm going to assume that by 'bark model' you mean a square block model with the bark textures mapped to NSEW and the 'tree core' textures mapped to the top&bottom. The problem is that RTG's trees generate the logs with not the usual 'bark' block setup, but instead the block setup used for blocks like stone and sand where all 6 faces are a single texture. This change confuses other mods and whatnot that operate on the various logs by searching for 'bark' setups.
Note I am, by no means, an expert in this.
No, didn't work. That made the RTG tree trunks look like a vanilla log, but they still aren't being registered as actual logs. A facade, if you will.
For me they're a bark-colored ore that drop a piece of wood when mined.
Everyone is always so quick to blame RTG for everything that goes wrong in the world. Thanks, Obama!
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
#1stworldproblems
So why would it only happen on the trees generated by RTG, but not normal trees elsewhere? Everything from a common birch tree to a towering Biomes O Plenty pine tree is picked up correctly. Heck, if I were to chop down an RTG tree and re-build it by hand it would function normally.
The only instance in my game where logs aren't correctly picked up is with the tree trunks made up of vanilla logs that are somehow modified to have bark on all 6 faces, which I'm certain isn't from BiomesOP. I have no other mods that add trees/biomes to the worldgen.
I know for sure it's not the resource pack because I made it myself. It only touches a very small amount of things I find undesirable like rain sounds and water as to keep consistency with any possible mod combination.
Tomorrow I can create a test environment profile with nothing but Forge and RTG installed to clarify that, without a shadow of a doubt, it's not related to any of my other mods.
I'm not bashing the mod. It's probably the best worldgen mod I've ever used. I'm just looking for a way to have it generate with 'normal' trees as to keep everything compatible and consistent.
Can we get a list of the mods that you are using?
Are you absolutely sure that the trees are RTG's trees?
Can you reproduce this with only RTG loaded?
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
Works for me, so its definitely their set up (I'm using the hermitpack modpack).
I'm playing around with the 1.10 version along with CC. I've been trying to get very large continents, but also keep large oceans in between.
Switching "SeperateLandMasses" to "False" gives me the look I want, but takes away the separate continents I'm after.
Anyone played around with the settings enough to know what I should try?
I've had some pretty good results using:
I:"Incidence of Continents,Large"=250
I:"Incidence of Continents,Medium"=500
I:"Incidence of Continents,Small"=250
I:"Incidence of Islands,Large"=0
I:"Incidence of Islands,Medium"=0
B:SeparateLandmasses=true
Just tweak the continents until you get what you want.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
Hey thanks, that is looking good!