when in the world generate by default blocks Lava Crust Glovs not appear but if you run the generation of the world through the RTG even when tripping in WTFCaveBiomesConfig.cfg
RTG creates these units seem to ignore the setting fashion WTFCaveBiomes
Yes, I use 1.7.10
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in another question says that the RTG is compatible with the Alternate Terrain Generation (ATG) Owned matter what compatibility is expressed?
if both generate and ATG ladnshaft new biomes does not add.
if the plus of fashion ATG if the world is generated by the RTG?
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So I'm curious as to why you split up the configs? Before I could just search in a single file get all instances of a setting, now I have to go file by file. Also, I'm using Climate Control to turn off biomes (You can't turn off Biomes in BOP without it crashing, at least from what I've experienced), so why generate configs based on their supposed generation? I'm not questioning the decision, just curious about the reasoning.
So I'm curious as to why you split up the configs? Before I could just search in a single file get all instances of a setting, now I have to go file by file.
They were split up because they were getting to be monsterous in size and tedious to maintain. The vanilla and BoP configs were both about 4,500 lines each. If you're so concerned about easily searching for the same setting in multiple files, you can use an editor like Notepad++ that has a 'Search & Replace in Files'.
Also, I'm using Climate Control to turn off biomes (You can't turn off Biomes in BOP without it crashing, at least from what I've experienced),
You could always use BiomeTweaker to remove biomes from generation, and It can be used along side of GeographiCraft/ClimateControl.
so why generate configs based on their supposed generation? I'm not questioning the decision, just curious about the reasoning.
The configs for a mod's biomes are generated if the mod is detected; There's no reason not to generate them all. It has no bearing what-so-ever on what biomes are enabled for generation or not.
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@srs-bsns Regarding Notepad++, I'm just starting to get used to using it to edit multiple files, both side by side and all at once. I wasn't aware of this particular functionality though, so thanks! I realize what you mean regarding the other files. I had always had the impression that BiomeTweaker and ClimateControl were mutually exclusive, so it's great to hear that they aren't. Thanks for addressing my question.
How might one go about adding these custom generations to a 'normal' world using the default editable terrain generation features? And say make it replicate-able in a Mojang Realm? I know my next best option is to DL the world, install said mod, generate world to my delight, then upload back to realm. I ultimately want to avoid the whole, dl, ul, hasstle. Any suggestions my wonderful community?
Anyone having problems adding RTG to newer modpacks that have BOP? I've tried FTB Infinity 1.10, DireWolf20 1.10, and HermitPack 1.10, and they all have the same problem. When generating a world using the "realistic" world type, the game hangs on "Loading World" for 10+ minutes. Removing Biomes o Plenty fixes it, but I would be sad to not have some of the biomes it uses.
I'm using:
BiomesOPlenty-1.10.2-5.0.0.2104-universal
RTG-1.10.2-4.1.1.7
GeographiCraft-1.9.4-0.7.6
Haven't changed anything other than just adding those mods. I've heard about this problem before, but it looks like it got fixed at some point. So is it back?
Edit: nevermind I figured it out. I had disabled some BOP biomes in biome_ids.json and apparently that screwed things up.
If you change biome ID to -1, you remove the biome.
I ran into this same problem earlier this month. Using BOP, RTG, and GC, somehow changing the biome ID in BOP to -1 causes a crash. The crash happens because one of these mods sees -1 as outside of the bounds and won't register it as disabled. It won't work unless this is handled in the code of not just BOP but the other mods too.
I ran into this same problem earlier this month. Using BOP, RTG, and GC, somehow changing the biome ID in BOP to -1 causes a crash. The crash happens because one of these mods sees -1 as outside of the bounds and won't register it as disabled. It won't work unless this is handled in the code of not just BOP but the other mods too.
That's unfortunate. I wish they just stayed with the old config file way of disabling biomes. I like using BOP, but only if I can disable certain biomes. There's just a little too many of them for my taste.
There has long been trouble with disabling BoP biomes. If you're using GC, though, you can set incidences to 0 and you won't see them unless they're subbiomes.
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 so excited when I saw this, but unfortunately, this is only for 1.7.10 :(.
Yea.. That mod, Project Zulu and my favourite little mod: More On Screen Info from the same guy need to all be picked up by a good team to be kept alive! Although I have a feeling JAS and Project Zulu might be a bit complicated to take over. But MOSI might be easy for someone to pickup and update!
EDIT : I just found the solution... for no reasons, over 15 of render istance (almost "far") the game just make that bloc bug, but at 14 it's ttally ok ! Sorry for the useless post ! and have a good game
I have the same problem with the 1.10.2 version. Like you said you've gotta keep it below 15; although, it's probably dependent on what kind of CPU you have, I'd assume.
...If you're using BOP, but you have the Bayou biome disabled, RTG won't generate a config file for the Bayou biome.
So, is this based on disabling biomes in config/biomesoplenty/biome_ids.json, or through geographicraft (SP), or somewhere else I'm forgetting? I ask, because like I mentioned in my previous post, disabling certain biomes in biome_ids.json causes my game to crash on world load. Edit: Yeah, disabling biomes through biome_ids.json still causes my game to crash.
Thanks for the update though! Love this mod like no other.
Are you using a modpack by chance? Or just this mod? Like I said, I have the same issue and I'm running a Core i7-6700HQ @ 2.60GHz. This is a good laptop quad-core CPU, but compared to most desktop CPUs it's average.
a small problem, I do not understand what kind of events is first an earthquake and then almost to bedrock fault, the problem is that it is often fractured and many of these ...
and the question no one knows what kind of events can cause this? and if this is not the RTG?
of the mods are on the biomes are RTG, Highlands, BiomesOPlenty, extrabiomesxl, ClimateControl
but that Yeshe fashion nebylo before when there were these faults ...
appliedenergistics2, BigReactors, EnderIO and EnderCore, MineFactoryReloaded, ProjectRed, UniDict
so can anyone who knows WHAT modes and causes an earthquake fault usually Auken but sometimes it comes to the land
and then I want to switch off these faults to the bottom of the world ....
in this mode to prohibit the generation of a certain block in the world?
just WTFCaveBiomes I configs disabled unit Lava crust and conventional generation do not have it but with the RTG it is generated again ....
The problem is that the disabled in WTFCaveBiomesConfig.сfg
"Block options" {
B: "Enable Lava Crust Animations" = false
B: "Enable Lava Crust Glows" = false
when in the world generate by default blocks Lava Crust Glovs not appear but if you run the generation of the world through the RTG even when tripping in WTFCaveBiomesConfig.cfg
RTG creates these units seem to ignore the setting fashion WTFCaveBiomes
Yes, I use 1.7.10
-----------
in another question says that the RTG is compatible with the Alternate Terrain Generation (ATG) Owned matter what compatibility is expressed?
if both generate and ATG ladnshaft new biomes does not add.
if the plus of fashion ATG if the world is generated by the RTG?
Is there a way to configure this mod to work with Mo Creatures?
So I'm curious as to why you split up the configs? Before I could just search in a single file get all instances of a setting, now I have to go file by file. Also, I'm using Climate Control to turn off biomes (You can't turn off Biomes in BOP without it crashing, at least from what I've experienced), so why generate configs based on their supposed generation? I'm not questioning the decision, just curious about the reasoning.
They were split up because they were getting to be monsterous in size and tedious to maintain. The vanilla and BoP configs were both about 4,500 lines each. If you're so concerned about easily searching for the same setting in multiple files, you can use an editor like Notepad++ that has a 'Search & Replace in Files'.
You could always use BiomeTweaker to remove biomes from generation, and It can be used along side of GeographiCraft/ClimateControl.
The configs for a mod's biomes are generated if the mod is detected; There's no reason not to generate them all. It has no bearing what-so-ever on what biomes are enabled for generation or not.
. .
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@srs-bsns Regarding Notepad++, I'm just starting to get used to using it to edit multiple files, both side by side and all at once. I wasn't aware of this particular functionality though, so thanks! I realize what you mean regarding the other files. I had always had the impression that BiomeTweaker and ClimateControl were mutually exclusive, so it's great to hear that they aren't. Thanks for addressing my question.
How might one go about adding these custom generations to a 'normal' world using the default editable terrain generation features? And say make it replicate-able in a Mojang Realm? I know my next best option is to DL the world, install said mod, generate world to my delight, then upload back to realm. I ultimately want to avoid the whole, dl, ul, hasstle. Any suggestions my wonderful community?
NP guys. It's not too bad of a solution. Thanks for the feedback.
Anyone having problems adding RTG to newer modpacks that have BOP? I've tried FTB Infinity 1.10, DireWolf20 1.10, and HermitPack 1.10, and they all have the same problem. When generating a world using the "realistic" world type, the game hangs on "Loading World" for 10+ minutes. Removing Biomes o Plenty fixes it, but I would be sad to not have some of the biomes it uses.I'm using:BiomesOPlenty-1.10.2-5.0.0.2104-universalRTG-1.10.2-4.1.1.7GeographiCraft-1.9.4-0.7.6Haven't changed anything other than just adding those mods. I've heard about this problem before, but it looks like it got fixed at some point. So is it back?Edit: nevermind I figured it out. I had disabled some BOP biomes in biome_ids.json and apparently that screwed things up.
If you change biome ID to -1, you remove the biome.
I ran into this same problem earlier this month. Using BOP, RTG, and GC, somehow changing the biome ID in BOP to -1 causes a crash. The crash happens because one of these mods sees -1 as outside of the bounds and won't register it as disabled. It won't work unless this is handled in the code of not just BOP but the other mods too.
I suggest you to use > http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1288431-just-another-spawner-jas-v0-14
Instead of The Custom Spawner of Mo'Creatures. It's kind of buggy...
Minecraft Fan! And modder wanna be!
Oddly enough,this is how they recommend to disable biomes now.
I'll try the way you suggested though and see if that works.
That's unfortunate. I wish they just stayed with the old config file way of disabling biomes. I like using BOP, but only if I can disable certain biomes. There's just a little too many of them for my taste.
There has long been trouble with disabling BoP biomes. If you're using GC, though, you can set incidences to 0 and you won't see them unless they're subbiomes.
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 so excited when I saw this, but unfortunately, this is only for 1.7.10 :(.
Yea.. That mod, Project Zulu and my favourite little mod: More On Screen Info from the same guy need to all be picked up by a good team to be kept alive! Although I have a feeling JAS and Project Zulu might be a bit complicated to take over. But MOSI might be easy for someone to pickup and update!
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I have the same problem with the 1.10.2 version. Like you said you've gotta keep it below 15; although, it's probably dependent on what kind of CPU you have, I'd assume.
Also, hurrah for the new version!
So, is this based on disabling biomes in config/biomesoplenty/biome_ids.json, or through geographicraft (SP), or somewhere else I'm forgetting? I ask, because like I mentioned in my previous post, disabling certain biomes in biome_ids.json causes my game to crash on world load. Edit: Yeah, disabling biomes through biome_ids.json still causes my game to crash.
Thanks for the update though! Love this mod like no other.
What's a CPU? That's a question for Google, lol. But since you asked:
Also known as a processor. This is a good article on how to find what kind of processor you have: http://support.hp.com/us-en/document/bph01767
If you want to see how yours compares, go here and search for your CPU: http://www.futuremark.com/hardware/cpu
Are you using a modpack by chance? Or just this mod? Like I said, I have the same issue and I'm running a Core i7-6700HQ @ 2.60GHz. This is a good laptop quad-core CPU, but compared to most desktop CPUs it's average.
a small problem, I do not understand what kind of events is first an earthquake and then almost to bedrock fault, the problem is that it is often fractured and many of these ...
and the question no one knows what kind of events can cause this? and if this is not the RTG?
of the mods are on the biomes are RTG, Highlands, BiomesOPlenty, extrabiomesxl, ClimateControl
but that Yeshe fashion nebylo before when there were these faults ...
appliedenergistics2, BigReactors, EnderIO and EnderCore, MineFactoryReloaded, ProjectRed, UniDict
so can anyone who knows WHAT modes and causes an earthquake fault usually Auken but sometimes it comes to the land
and then I want to switch off these faults to the bottom of the world ....
Question to everyone! Has anyone tried using the latest versions of RTG for the 1.11 forge version?
Minecraft Fan! And modder wanna be!