As mentioned above, the problem isn't anything to do with RTG. I've already given you the model files required to make them 'look' like normal logs, so if they're still not behaving properly, then it's most likely being caused by another mod that doesn't know how to handle the vanilla log block in the 'only bark' state.
There's the problem. To achieve the 'only bark' state, it looks like you set the orientation axis to 'none', correct? For a mod that relies on the orientation of the logs, this would break compatibility.
So, is there a way for me to set said RTG trees to generate with the orientation 'y' instead of 'none'?
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Hi WhichOnesPink,
This is such a terrific mod. I love using this with Climate Control and BOP for biome diversity. I was wondering while testing this, would you ever consider editing BOP biomes to occasionally use your terrific tree models? I know you recently tweaked the tree frequency settings. I'm interested especially in the biomes like Coniferous forest or perhaps Orchards? In general, certain BOP forest biomes look very repetitive, and would benefit enormously from internal biodiversity. I believe I could achieve something like this from recurrent complex, but if necessary, it would be great to avoid yet another mod in worldgen. Thanks so much for the mod in general, it's really a gift to the community!
(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?
In general, we've tried to avoid re-decorating BOP biomes because a lot of folks like the way BOP decorates its biomes, but now that we have the "Use RTG Decorations" biome config options, which allow the user to choose between using RTG's decorations or the vanilla/mod decorations on a per-biome basis, that's not really an issue anymore.
Wait a minute...
Oh. Yeah. Disabling decorations helps, especially since I mostly rely on other biome mods for terrain features. RTG is primarily for biome arrangement and height maps in my setup.
It's a better solution than setting the RTG Tree density to 0.0 since that leaves lots of weirdly sparse areas.
So does this mod have biome IDs? Cause I have Biomes o Plenty biome IDs set in the 100s and I run BOP and RTG and then BOP nether biomes spawn in the over world. Also this mod doesn't work with the Between lands mod as in Betweenlands mobs spawn in RTG worlds so does this mod have biome IDs?
We'll take a look at the two biomes you mentioned and see if there's anything we can do to spruce them up a bit.
Wonderful! That would be splendid. I quickly paged through the biome lists to be more specific. These are the ones that I would consider taking a look into:
Glad you found a solution that works for you, although I still would've like to identify the mod that was causing the issue. RTG decorations are a huge part of the overall aesthetic, but if you're happy with RTG terrain and vanilla decorations, then I'm happy too.
RTG doesn't add any new biomes, so it doesn't have biome IDs. It just uses whatever biomes and IDs it's given from vanilla and whatever biome-adding mods are installed. If you're seeing Nether biomes in the Overworld, then you probably have biome ID conflicts. As for Betweenlands, RTG works perfectly fine with Betweenlands, so again, this is probably down to biome ID conflicts.
Please post your fml-client-latest.log file and we'll see if we can help you get everything setup properly.
.
So is the standard Minecraft biome ID range 1-255? And does vanilla biome IDs go from 1-50?
A very common cause of Nether biomes in the Overworld is an Overworld biome at X and a Nether biome at X+128. The vanilla biome placer will put the Nether biome in as an M-biome of that Overworld biome.
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 still would've like to identify the mod that was causing the issue.
Oh, the conflicting mod I had in mind? Better Foliage has a feature that modifies the log models based on orientation and other neighboring logs. It looks really pretty.
Any tips on increasing performance even if it means losing BoP. I am trying to host a server however there is a reasonable different between RTG and Vanilla world generation speed and server lag. Once the world is generated there are no issues but as the world generates it gets a bit rubberbandy and laggy with RTG. Is this just something maybe related to my modpack or something I have to put up with. I love RTG so freaking much. haha
Ideally I would like to use RTG + BoP + Streams but somehow pregenerate the world so no world gen really happens.
For a multiplayer server, it is always recommended to pregenerate a large area of the Overworld. You shouldn't have a problem pregenerating with those mods, however, there is currently a known minor issue concerning Streams, but it only seems to affect snowy biomes: Issue #1030
Much of the lag during generation comes from the decoration process, so it is only the decoration-rich biomes that cause the most lag. Disabling RTG decorations (which will disable RTG's trees) might speed up generation in a noticable way, but the caveat of that is you won't have a world that looks as nice as RTG was designed to look.
I recommend leaving the decorations enabled, and pregenerating a large map. This way you get a nice RTG world, and don't have to worry much abot tick lag. If, in the future the map isn't big enough, you can always pregen more chunks.
There's the problem. To achieve the 'only bark' state, it looks like you set the orientation axis to 'none', correct? For a mod that relies on the orientation of the logs, this would break compatibility.
So, is there a way for me to set said RTG trees to generate with the orientation 'y' instead of 'none'?
There's an easy way to fix this issue from the other direction. Better Foliage has a config option "Default to vertical" in the Round Logs category. When set, log blocks with unknown orientation will default to the Y axis.
It's not just RTG that places directionless log blocks. For example, Natura giant redwood trees are also like that.
Rollback Post to RevisionRollBack
BetterFoliage (1.7.10, 1.8, 1.8.8, 1.8.9, 1.9, 1.9.4, 1.10) - Leafier leaves and grassier grass CartLivery (1.6.4, 1.7.x) - Pimp your minecarts
For modders: simpledeobf - get OptiFine in your dev environment
This is a server-side only mod, thus it doesn't added any custom blocks, or add/alter rendering in any way. Although it adds more decoration to the world, it's not enough to greatly affect FPS. There isn't any noticable FPS problems, even on budget PCs, so if you are having FPS issues, it is something related to your setup and has nothing to do with RTG.
also is there a way to disable swamps? I feel like they are way too common and just about everywhere.
RTG doesn't control biome placement, it only generates the terrain. If you want to alter the incidence of certain biomes, you will have to use GeographiCraft/ClimateControl, or BiomeTweaker.
This is a server-side only mod, thus it doesn't added any custim blocks, or add/alter rendering in any way. Although it adds more decoration to the world, it's not enough to greatly affect FPS. There isn't any noticable FPS problems, even on budget PCs, so if you are having FPS issues, it is something related to your setup and has nothing to do with RTG.
my fps is the same, it's just like loading the chunks and terrain is slow is what I meant sorry
I really love this mod, but I really wish that you had some mountains with cliffs. The mountains you have are pretty, and I definitely dont miss the ugliness of extreme hills, but I miss seeing cliff faces in mountains.
Yes
Yes, just tried.
There's the problem. To achieve the 'only bark' state, it looks like you set the orientation axis to 'none', correct? For a mod that relies on the orientation of the logs, this would break compatibility.
So, is there a way for me to set said RTG trees to generate with the orientation 'y' instead of 'none'?
Hi WhichOnesPink,
This is such a terrific mod. I love using this with Climate Control and BOP for biome diversity. I was wondering while testing this, would you ever consider editing BOP biomes to occasionally use your terrific tree models? I know you recently tweaked the tree frequency settings. I'm interested especially in the biomes like Coniferous forest or perhaps Orchards? In general, certain BOP forest biomes look very repetitive, and would benefit enormously from internal biodiversity. I believe I could achieve something like this from recurrent complex, but if necessary, it would be great to avoid yet another mod in worldgen. Thanks so much for the mod in general, it's really a gift to the community!
Thank you
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(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?
Except when features literally depend on the blocks having an orientation, as I stated before.
Wait a minute...
Oh. Yeah. Disabling decorations helps, especially since I mostly rely on other biome mods for terrain features. RTG is primarily for biome arrangement and height maps in my setup.
It's a better solution than setting the RTG Tree density to 0.0 since that leaves lots of weirdly sparse areas.
So does this mod have biome IDs? Cause I have Biomes o Plenty biome IDs set in the 100s and I run BOP and RTG and then BOP nether biomes spawn in the over world. Also this mod doesn't work with the Between lands mod as in Betweenlands mobs spawn in RTG worlds so does this mod have biome IDs?
Wonderful! That would be splendid. I quickly paged through the biome lists to be more specific. These are the ones that I would consider taking a look into:
Coniferous Forest
Fen
Snowy Coniferous Forest
Temperate Rainforest
Tropical Rainforest
Woodland
So is the standard Minecraft biome ID range 1-255? And does vanilla biome IDs go from 1-50?
A very common cause of Nether biomes in the Overworld is an Overworld biome at X and a Nether biome at X+128. The vanilla biome placer will put the Nether biome in as an M-biome of that Overworld biome.
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.
The standard Minecraft biome ID's can be found at this site, http://minecraft.gamepedia.com/Biome/ID
Oh, the conflicting mod I had in mind? Better Foliage has a feature that modifies the log models based on orientation and other neighboring logs. It looks really pretty.
This mod is compatible with the Atum and Aether right?
Currently, RTG only works in the Overworld (Dim 0).
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
Yes, i think some of that code is in RWG also but its just not working.
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For a multiplayer server, it is always recommended to pregenerate a large area of the Overworld. You shouldn't have a problem pregenerating with those mods, however, there is currently a known minor issue concerning Streams, but it only seems to affect snowy biomes: Issue #1030
Much of the lag during generation comes from the decoration process, so it is only the decoration-rich biomes that cause the most lag. Disabling RTG decorations (which will disable RTG's trees) might speed up generation in a noticable way, but the caveat of that is you won't have a world that looks as nice as RTG was designed to look.
I recommend leaving the decorations enabled, and pregenerating a large map. This way you get a nice RTG world, and don't have to worry much abot tick lag. If, in the future the map isn't big enough, you can always pregen more chunks.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
There's an easy way to fix this issue from the other direction. Better Foliage has a config option "Default to vertical" in the Round Logs category. When set, log blocks with unknown orientation will default to the Y axis.
It's not just RTG that places directionless log blocks. For example, Natura giant redwood trees are also like that.
BetterFoliage (1.7.10, 1.8, 1.8.8, 1.8.9, 1.9, 1.9.4, 1.10) - Leafier leaves and grassier grass
CartLivery (1.6.4, 1.7.x) - Pimp your minecarts
For modders: simpledeobf - get OptiFine in your dev environment
wow this mod really slows down render time, also is there a way to disable swamps? I feel like they are way too common and just about everywhere.
This is a server-side only mod, thus it doesn't added any custom blocks, or add/alter rendering in any way. Although it adds more decoration to the world, it's not enough to greatly affect FPS. There isn't any noticable FPS problems, even on budget PCs, so if you are having FPS issues, it is something related to your setup and has nothing to do with RTG.
RTG doesn't control biome placement, it only generates the terrain. If you want to alter the incidence of certain biomes, you will have to use GeographiCraft/ClimateControl, or BiomeTweaker.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
my fps is the same, it's just like loading the chunks and terrain is slow is what I meant sorry
I really love this mod, but I really wish that you had some mountains with cliffs. The mountains you have are pretty, and I definitely dont miss the ugliness of extreme hills, but I miss seeing cliff faces in mountains.