Hey RTG fans. WOPink, I'm having some trouble with setting this mod up on a server. I can get RTG to work fine on single player, but when I move to a server, I can't seem to make the RTG terrain generate. I have set the "level-type=RTG" in server.properties but I still generate the default terrain layouts. I'm using biomes o' plenty, is there something I need to include to allow RTG to do it's thing on a server? I used the configuration files for biome tweaker and RTG that worked on my single player world.
Hello! I have a world that I created initially as an Amplified World, then I turned it into a default one [I really like tall snowy mountains, so just for that]. Now I want to change it to a R.T.G like world, but I what should I type in the generator's name (I'm using NBTExplorer). Should I write: RTG, rtg, R.T.G? (What way should I type the world type name??) Thanks in advance for your response!
Switching terrain generators in an already-created world will only end in tears. You will end up with chunk walls like this:
Hey RTG fans. WOPink, I'm having some trouble with setting this mod up on a server. I can get RTG to work fine on single player, but when I move to a server, I can't seem to make the RTG terrain generate. I have set the "level-type=RTG" in server.properties but I still generate the default terrain layouts. I'm using biomes o' plenty, is there something I need to include to allow RTG to do it's thing on a server? I used the configuration files for biome tweaker and RTG that worked on my single player world.
Are you trying to generate a world outside of Dim 0? If so, RTG is locked to Dim 0, and if another dimension is set to the RTG WorldType it will just generate vanilla terrain.
Hey srs_bsns, thanks for replying. I'm aware that in an already generated world you get horrible (and amusing) chunk boundaries, so i wasn't planning on switching over in midgame. I'm just trying to get a server to use rtg.
I'm not generating a world outside of dim 0, it's the standard overworld.
Hey srs_bsns, thanks for replying. I'm aware that in an already generated world you get horrible (and amusing) chunk boundaries, so i wasn't planning on switching over in midgame. I'm just trying to get a server to use rtg.
I'm not generating a world outside of dim 0, it's the standard overworld.
In order to use RTG on a dedicated server, you need to set level-type=RTG in your server.properties file. As long as it is the standard Overworld (Dim 0) it should work.
Gosh, I love the way this mod shapes the terrain and I want to use it very much, but man, I cannot stand the podzol splotches all over the place in every single biome. I find it horridly disgusting and it's making me search and search for a similar mod. Is there absolutely no way to stop it from being generated the way it is, or auto replace it with grass? I would love to use this mod in my pack, but I just cannot get over 5% of the ground in every biome being that nasty podzol.
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Lol @Remove no need to be so vehement. If you really hate it so much you could just retexture it. I mean you're modding the game anyhow. And while I'm no expert, I believe getting rid of Podzol is possible with either Climate Control or BiomeTweaker.
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@Remove, Zeno is talking about in the RTG config for forests (config/RTG/biomes/vanilla/forest.cfg) you should find the following lines which give you block control on a per-biome basis:
@SirChamomile, I am currently using RTG version 1.7.10-1.1.1.3, and that directory you listed does not exist. There is no Vanilla folder inside the RTG config folder. I tried creating the directory and using what you listed, but changing the mix block to minecraft:grass or "2" still does not change the affect of podzol generation in the forest biomes. I also tried changing the surface block type, but to no solution.
@SirChamomile, I am currently using RTG version 1.7.10-1.1.1.3, and that directory you listed does not exist. There is no Vanilla folder inside the RTG config folder. I tried creating the directory and using what you listed, but changing the mix block to minecraft:grass or "2" still does not change the affect of podzol generation in the forest biomes. I also tried changing the surface block type, but to no solution.
The biome configs were split up in 1.10.2, but in 1.7.10 they are still in a single file: config/rtg/biome/vanilla.cfg
What you want to do is set S:"RTG Surface: Mix Block"=minecraft:grass in the forest biomes.
Thank you. This seemed to have fixed the issue. It seems I need to use the Realistic world type when generating the world. When paired with mods that add additional biomes, all of those biomes seemed to be mixed in. To disable a biome from spawning in a Realistic world, do I just delete it's data from the config file/folder?
(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?
How did you get a "chunk wall" on a diagonal line, rather than on a straight chunk line?
I just quickly grabbed an image link from an issue on our issue tracker without realising that at the time. That screenshot is from an issue related to a bad noise setting, I think. But still, it gets the point across.
Here's a fresh image from a newly generated world in RTG 4.1.1.8. The spawn area was created with the vanilla generator and then switched to RTG.
You'd probably need your own biome placement algorithm for that as well, wouldn't you? (Instead of the Vanilla MC one, that is.)
Does Climate Control/GC actually create a "heat map", "height map" and "humidity map"? And does this change the biome placement?
CC makes the climate layout, which is a limited "heat map" (4 values, and only 1 value per biome area) and has an option for mountain chains, which does a similar thing for height, with only 2 values (high and low). A humidity map is on the to-do list but would probably produce worlds with a very different personality from vanilla (most notably - not much desert).
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.
In order to use RTG on a dedicated server, you need to set level-type=RTG in your server.properties file. As long as it is the standard Overworld (Dim 0) it should work.
Srs_bsns, that is the command I have in my server.properties file, as I mentioned in my original post. My server worlds are not generating with RTG landscape. What other configurations can I check?
Srs_bsns, that is the command I have in my server.properties file, as I mentioned in my original post. My server worlds are not generating with RTG landscape. What other configurations can I check?
There are no other settings, you should only need to set the level-type. The only other thing I can think of that would prevent RTG terrain from being used is if you are trying to generate the world outside of Dim 0.
It would be also nice if CC could generate lakes above that hard coded Y:63 sea level height and streams flowing down towards the ocean.
This isn't something that the biome layout manager does, it is done during terrain generation. We have plans to add features like this to RTG at some point in the future.
I prerendered a 1.10.2 map for use in Spigot 1.11, and from what I can tell all biomes and mob spawns work as intended ... with one exception. I've searched my savannahs and extreme hills for llamas but have yet to find a single one.
Is there something preventing them from spawning due to the transfer between server systems (Forge -> Spigot), or am I simply unlucky?
It is the biomes that store a list of what mobs can spawn in them. The world save data only stores entities that have already been spawned. If a certain mob isn't spawning in a biome it is supposed to spawn in, then it is missing from that biome's spawn list. RTG doesn't alter mob spawn lists, and it's irrelvant in this case because RTG isn't loaded.
If you are using any mods or plugins that alter biomes, or mobs in any way, I'd look there for the cause. (It's likely you're using something that hasn't been updated to 1.11 yet.)
Hey RTG fans. WOPink, I'm having some trouble with setting this mod up on a server. I can get RTG to work fine on single player, but when I move to a server, I can't seem to make the RTG terrain generate. I have set the "level-type=RTG" in server.properties but I still generate the default terrain layouts. I'm using biomes o' plenty, is there something I need to include to allow RTG to do it's thing on a server? I used the configuration files for biome tweaker and RTG that worked on my single player world.
Switching terrain generators in an already-created world will only end in tears. You will end up with chunk walls like this:
Are you trying to generate a world outside of Dim 0? If so, RTG is locked to Dim 0, and if another dimension is set to the RTG WorldType it will just generate vanilla terrain.
. .
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You should write:
But like @srs_bsns said: it will only end in tears
Hey srs_bsns, thanks for replying. I'm aware that in an already generated world you get horrible (and amusing) chunk boundaries, so i wasn't planning on switching over in midgame. I'm just trying to get a server to use rtg.
I'm not generating a world outside of dim 0, it's the standard overworld.
In order to use RTG on a dedicated server, you need to set level-type=RTG in your server.properties file. As long as it is the standard Overworld (Dim 0) it should work.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
Gosh, I love the way this mod shapes the terrain and I want to use it very much, but man, I cannot stand the podzol splotches all over the place in every single biome. I find it horridly disgusting and it's making me search and search for a similar mod. Is there absolutely no way to stop it from being generated the way it is, or auto replace it with grass? I would love to use this mod in my pack, but I just cannot get over 5% of the ground in every biome being that nasty podzol.
Lol @Remove no need to be so vehement. If you really hate it so much you could just retexture it. I mean you're modding the game anyhow. And while I'm no expert, I believe getting rid of Podzol is possible with either Climate Control or BiomeTweaker.
You can remove Podzol patches by changing the mix block in the relevant biomes to grass or dirt.
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.
RTG is compatible with giant caves plugin?
I appreciate you trying to help, but your reply is very vague. I have tried to change the podzol to grass blocks in BiomeTweaker using:
But there was no successful result. There are very limited examples of proper use of code in BiomeTweaker for non-programmers.
Using this line also seemed to also not work.
@Remove, Zeno is talking about in the RTG config for forests (config/RTG/biomes/vanilla/forest.cfg) you should find the following lines which give you block control on a per-biome basis:
@SirChamomile, I am currently using RTG version 1.7.10-1.1.1.3, and that directory you listed does not exist. There is no Vanilla folder inside the RTG config folder. I tried creating the directory and using what you listed, but changing the mix block to minecraft:grass or "2" still does not change the affect of podzol generation in the forest biomes. I also tried changing the surface block type, but to no solution.
@Remove, whoops, sorry about that. I'm on the 1.10.2 edition of the mod, so I'm not sure what features you'd have available to you.
The biome configs were split up in 1.10.2, but in 1.7.10 they are still in a single file: config/rtg/biome/vanilla.cfg
What you want to do is set S:"RTG Surface: Mix Block"=minecraft:grass in the forest biomes.
Edit: srsly Pink? *sigh*
. .
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@WhichOnesPink
Thank you. This seemed to have fixed the issue. It seems I need to use the Realistic world type when generating the world. When paired with mods that add additional biomes, all of those biomes seemed to be mixed in. To disable a biome from spawning in a Realistic world, do I just delete it's data from the config file/folder?
How did you get a "chunk wall" on a diagonal line, rather than on a straight chunk line?
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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?
I just quickly grabbed an image link from an issue on our issue tracker without realising that at the time. That screenshot is from an issue related to a bad noise setting, I think. But still, it gets the point across.
Here's a fresh image from a newly generated world in RTG 4.1.1.8. The spawn area was created with the vanilla generator and then switched to RTG.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
CC makes the climate layout, which is a limited "heat map" (4 values, and only 1 value per biome area) and has an option for mountain chains, which does a similar thing for height, with only 2 values (high and low). A humidity map is on the to-do list but would probably produce worlds with a very different personality from vanilla (most notably - not much desert).
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.
In order to use RTG on a dedicated server, you need to set level-type=RTG in your server.properties file. As long as it is the standard Overworld (Dim 0) it should work.
Srs_bsns, that is the command I have in my server.properties file, as I mentioned in my original post. My server worlds are not generating with RTG landscape. What other configurations can I check?
There are no other settings, you should only need to set the level-type. The only other thing I can think of that would prevent RTG terrain from being used is if you are trying to generate the world outside of Dim 0.
This isn't something that the biome layout manager does, it is done during terrain generation. We have plans to add features like this to RTG at some point in the future.
It is the biomes that store a list of what mobs can spawn in them. The world save data only stores entities that have already been spawned. If a certain mob isn't spawning in a biome it is supposed to spawn in, then it is missing from that biome's spawn list. RTG doesn't alter mob spawn lists, and it's irrelvant in this case because RTG isn't loaded.
If you are using any mods or plugins that alter biomes, or mobs in any way, I'd look there for the cause. (It's likely you're using something that hasn't been updated to 1.11 yet.)
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub