Hi!
I was wondering if there is any way to disable spawning of the dead trees in 1.10.2. I looked through the config and couldnt find a setting that pertained specifically to them. I love the rest of the trees, but really dislike the dead trees, since treecapitator doesnt work on them, since they have no leaves.
Hi!
I was wondering if there is any way to disable spawning of the dead trees in 1.10.2. I looked through the config and couldnt find a setting that pertained specifically to them. I love the rest of the trees, but really dislike the dead trees, since treecapitator doesnt work on them, since they have no leaves.
Are you refering to the dead trees added by BoP? If so, those are added by the BoP biome decorator, and RTG doesn't touch them.
If you want to remove the dead trees you can create biome overrides for them.
In the biome subdirectory of BoP's config directory (config/biomesoplenty/biomes), create 5 text files named dead_forest.json, dead_swamp.json, lush_desert.json, ominous_woods.json, and wasteland.json
In each of those files, put this text:
Have you started a new world after changing that setting?
Is the server you are starting a Forge server and does RTG actually get loaded by Forge?
Yes, I have started a new world after changing the setting, the server is a forge server, I do not know if RTG gets loaded by forge, I'll check the server startups.
RTG's custom trees can be grown only from the saplings that their leaves would drop naturally, and only in the biomes where they naturally generate. For example, you can only grow a Swamp Willow in a Swamp biome, and only with an Oak sapling (because Swamp Willows have Oak leaves).
Hmm btw. does this also apply to biomes from other mods that use vanilla logs and leafes? Would be cool to grow the trees in bop biomes if RTG is installed.
Big claim to fame: Json-driven mod that lets you define new dimensions and specify the world provider that provides that dimension. Works with mod providers if given a fully qualified name.
So the question: For 1.10, do you have a custom world provider that can be used to make an RTG world in a dimension other than 0, or are you keying off the vanilla surface world provider and dimension 0?
In other words, how are you implementing the "Only in dimension 0" -- do you rely on a custom world provider that is active in 0, or do you test against the dimension number explicitly? (And if so, can you make a custom world provider version for this?)
(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?
Big claim to fame: Json-driven mod that lets you define new dimensions and specify the world provider that provides that dimension. Works with mod providers if given a fully qualified name.
So the question: For 1.10, do you have a custom world provider that can be used to make an RTG world in a dimension other than 0, or are you keying off the vanilla surface world provider and dimension 0?
In other words, how are you implementing the "Only in dimension 0" -- do you rely on a custom world provider that is active in 0, or do you test against the dimension number explicitly? (And if so, can you make a custom world provider version for this?)
We know all about JED, masa hangs out on our Discord server.
RTG is hardcoded to Dim 0 by checking against the dimension number in several places, as well as some other design restrictions. This isn't likely to change in the foreseeable future.
Are you refering to the dead trees added by BoP? If so, those are added by the BoP biome decorator, and RTG doesn't touch them.
If you want to remove the dead trees you can create biome overrides for them.
In the biome subdirectory of BoP's config directory (config/biomesoplenty/biomes), create 5 text files named dead_forest.json, dead_swamp.json, lush_desert.json, ominous_woods.json, and wasteland.json
In each of those files, put this text:
The only dead trees that generate with RTG on its own are the ones in the Swampland and Swampland M biomes. Unfortunately, there isn't a config option to disable individual trees yet, so the only way you could disable them would be to disable all the RTG trees that generate in the Swamp biomes, which means you'd lose the Swamp Willows as well.
To do that, go into the biome config for Swampland and Swampland M, and set "RTG Tree Density Multiplier"=0
I'll put in a feature request for the ability to disable individual trees, so hopefully that will be in a future release soon.
.
I love the swamp willows, so I will just put up with the dead swamp trees.
Its good to know that I may be able to disable them in the future.
Are you still planning on implementing new tree types eventually?
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Hey so I downloaded 1.10 RTG with Biome Tweaker and Biomes O Plenty. For the most part it works like a charm, but the config you put out doesn't spawn any of the Biomes O Plenty Sub Biomes or Oceanic & Island Biomes. Is this intentional, and is there any way to make it so biomes like Glacier, Volcanic Island, Mangrove etc. spawn?
Are you sure you just haven't been unlucky in finding any of those biomes? The example tweaks provided have all BOP biomes that can generate in an RTG world, including oceanic, island, and volcanic.
.
I'm using nature's compass, which can detect if a biome is within 10,000 blocks from spawn, so it's unlikely. I'll keep trying though. I have Abyssalcraft as well, could that be the source of my problems?
hey are you guys adding realistic generated terrain in the ocean?i think there is iff not in the deep deep sea you can do like spikes or maybe lava that doesn't get turned into stone? like in real life or a stone ocean.BTW where at 200! yay!
Amidst is a program to preview the biome layout of a world based on a specific seed in a simple "2D view from above".
I guess ForgeAmidst is the same program, but working with Forge Modloader and mods? Vanilla Amidsts crashes on when using Forge profiles.
yes i love amidst but it's incompatible with forge. how use forgeamidst?
Hi!
I was wondering if there is any way to disable spawning of the dead trees in 1.10.2. I looked through the config and couldnt find a setting that pertained specifically to them. I love the rest of the trees, but really dislike the dead trees, since treecapitator doesnt work on them, since they have no leaves.
Are you refering to the dead trees added by BoP? If so, those are added by the BoP biome decorator, and RTG doesn't touch them.
If you want to remove the dead trees you can create biome overrides for them.
In the biome subdirectory of BoP's config directory (config/biomesoplenty/biomes), create 5 text files named dead_forest.json, dead_swamp.json, lush_desert.json, ominous_woods.json, and wasteland.json
In each of those files, put this text:
Or, you can drop Treecapitator and use Veinminer.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
Yes, I have started a new world after changing the setting, the server is a forge server, I do not know if RTG gets loaded by forge, I'll check the server startups.
Hmm btw. does this also apply to biomes from other mods that use vanilla logs and leafes? Would be cool to grow the trees in bop biomes if RTG is installed.
Nether Biomes for 1.7.10: Netherlicious
So there's a new mod on the block: https://minecraft.curseforge.com/projects/just-enough-dimensions
Big claim to fame: Json-driven mod that lets you define new dimensions and specify the world provider that provides that dimension. Works with mod providers if given a fully qualified name.
So the question: For 1.10, do you have a custom world provider that can be used to make an RTG world in a dimension other than 0, or are you keying off the vanilla surface world provider and dimension 0?
In other words, how are you implementing the "Only in dimension 0" -- do you rely on a custom world provider that is active in 0, or do you test against the dimension number explicitly? (And if so, can you make a custom world provider version for this?)
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(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?
We know all about JED, masa hangs out on our Discord server.
RTG is hardcoded to Dim 0 by checking against the dimension number in several places, as well as some other design restrictions. This isn't likely to change in the foreseeable future.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
hey, this thing interested me too
No, I dont use BoP. Only RTG.
hey will you guys add realistic jungles? it would be cool and realistic swamps
Is the mod compatible with streams? (Real Flowing Rivers)
> Dragões de gelo e fogo Mod ♡
> Fósseis e Arqueologia Revival Mod ♡
> JurassicCraft Mod ♡
> Animania ♡
Yes it is, but you didn't need to ask. On the mainpost if you scroll down a bit there is a list with compatible mods and streams is listed there.
Nether Biomes for 1.7.10: Netherlicious
The mod already adds realistic versions of all vanilla minecraft biomes. Including jungles and swamps and they look awesome.
Nether Biomes for 1.7.10: Netherlicious
oh ok im looking for some XD
I love the swamp willows, so I will just put up with the dead swamp trees.
Its good to know that I may be able to disable them in the future.
Are you still planning on implementing new tree types eventually?
In NTBEdit:
Hey so I downloaded 1.10 RTG with Biome Tweaker and Biomes O Plenty. For the most part it works like a charm, but the config you put out doesn't spawn any of the Biomes O Plenty Sub Biomes or Oceanic & Island Biomes. Is this intentional, and is there any way to make it so biomes like Glacier, Volcanic Island, Mangrove etc. spawn?
I'm using nature's compass, which can detect if a biome is within 10,000 blocks from spawn, so it's unlikely. I'll keep trying though. I have Abyssalcraft as well, could that be the source of my problems?
hey are you guys adding realistic generated terrain in the ocean?i think there is iff not in the deep deep sea you can do like spikes or maybe lava that doesn't get turned into stone? like in real life or a stone ocean.BTW where at 200! yay!
who is this?
yes i love amidst but it's incompatible with forge. how use forgeamidst?