ForgeAmidst for 1.9.4 doesn't work with the current snapshot. I think it got left behind in a recent refactoring. You can still use it by recreating your world in Default rather than RTG - the maps will be almost exactly the same.
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 am going to uninstall Terrain Control of my server, because I waste too much time for configuring biomes. So is there a list of avaliable biomes or are there just the vanilla biomes and that were altered by RTG? Furthermore, if I chop a tree in a specific biome, am I able to plant a sampling and grow such a tree again, or will it be replaced by a vanilla looking tree?
RTG generates realistic versions of all vanilla biomes, and most biomes that are added by other mods.
And yes, you can grow RTG trees from vanilla saplings. Please refer to the configs for more info.
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Thank you for the quick reply.
I hope you can help me with a problem that I have. I am using BiomesOPlenty-1.7.10-2.1.0.2027, ClimateControl-0.6.61 and RTG-1.7.10-1.1.1.3 on my Forge Server (1.7.10 - 10.13.4.1614).
I followed the install instructions for my server. server.properties -> level-type=RTG
I then altered my map in World Painter and replaced a specific biome with "Sacred Springs" of Biomes 'O Plenty. The map is blank and only contains the terrain. With MCEdit I set up the map to repopulate and also changed the generator name to RTG in the NBT Editor. When the server is up and I discover the map, everything will be fine. I get all features of RTG for swampland, forest, etc. However, the biomes of the "Sacred Springs" are empty. F3 will give me the information, that I am in the "Sacred Springs" biome, but it will not look like it.
I saw the config file for BoP in DIR\config\ClimateControl\biomesoplentyInCC.cfg and noticed B:BoPBiomesOn=false. I then changed it to true, but if I load the blank map again I will not have any RTG feature nor a populated "Sacred Springs" biome. In addition to that I seemed to me like the map was only using BoP exclusively, because I noticed some type of ground cover on top of blocks of the plain biome and others.
You're not supposed to ask questions about upgrade plans, but we're unlikely to upgrade until after there's a stable forge for the final 1.11.x version. We don't want to waste time putting out and maintaining separate versions for 1.11 and 1.11.1 and 1.11.2 (or however the versioning works out).
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.
Ok, I did some testing and I came to the following result. Is it possible, that the output of BoP is altered by RTG? I mean, I created a map with World Painter and used vanilla biomes and one biome of BoP. If I start the server and visit the "Sacred Springs" biome of BoP, it will differ from what I saw on the BoP-Wiki. Instead of having huge quanities of leaves as ground cover and some single huge trees, there will be a lot of small vegetation without any tree. I noticed the same thing for the dead forest biome (BoP). In BoP vanilla, there are many trees in a small distance, creating a real forest. With RTG the amount of trees is reduced to a minimum.
I updloaded two screenshots. One shows the map with the vanilla terrain generator and one with the RTG generator. The terrain is prerendered, so only the vegetation will be different. This is intended. In front of the landscape, you will see the "Sacred Springs" biome.
On the RTG Realistic worldtype, this is not just possible, it is intended.
RTG should not influence the BoP worldtype though...
Thank you for your reply. Mhh.. This is strange. If I create a new world at my server, I will get a normal result of RTG and BoP. I mean the BoP biomes will look like in the BoP-Wiki. If I take this generated map and edit it in World Painter, let's say I replace all biomes with a biome of BoP that worked on that map before and save the map, I will get a map with only the terrain. All trees and vegetation were deleted. I then need to know that the generator name of the map, that is saved in the NBT file, has been changed by World Painter to default, but it needs to be RTG instead. So I change this in MCEdit. Now the map should share the same settings like the prior map and if I start the server I should get a working biome. On the one hand I will get the information, that I am in the specific biome (using F3), but on the other hand the biome will not look like the biome of the map from the beginning.
Maybe I just think too complicated. My main goal is to create a map in world painter. In the program I want to paint the terrain and the biomes. After that I want to export the map, so I can use it on my server and RTG and BoP will polulate all biomes.. Man! It is so complicated..[/pre]
So Worldpainter only determines biome placement and no terrain heights and such?
In that case, I think RTG should be able to work with that as long as you use the Overworld Dimension on your server. (Dim 0).
World Painter is something like Paint. You can raise mountains, create oceans and such. It is some kind of MCEdit, but more in an aesthetic way. This tool kills the procedural aspect of Minecraft, so you can create the terrain like you want it to be. If this is done, you can paint biomes on top of that. You can then export the map and mark all chunks to be repopulated when you visit them ingame. The game will then place resources, trees, water, etc. related to the biome. It will look at the biome in a specific chunk e.g. Plain and place the typical vegetation and resources. It will not generate new terrain.
In the past I used Terrain Control to alter vanilla biomes and add new ones. It was working with World Painter, where I created a landmass, biomes on top of that and repopulated the chunks ingame. I don't know why it is not working with RTG and BoP. I mean if I just use RTG and export a map from World Painter to my server, it is working. If I use BoP in addition, the biomes of that mod will be placed, but look very different to their original.
I do wonder if it is possible to raise the limit at which rain turns into snow. I would like to use the Extreme Hills biome for my map, but it looks very weird to me if snow spawns at y>90.
1. Where are the horses? I've noticed BoP plains-type biomes don't generate horses. I'm not even sure I saw them in Vanilla plains. I know that RTG isn't supposed to effect mob spawns; perhaps my settings might have defined these plain biomes wrong? I am using BiomeTweaker + CC + RTG... it's a lot of settings and some of them don't do anything, so I'm uncertain where to look.
2. Is it possible to implement latitude banded temperature levels effecting biome selection? I know you use a different algorithm than CC and BoP do which have a feature of that sort, I'd like to see if can get a certain world effect/feel and I'm about 50% there.
3. Palm trees: BoP has palm logs and leaves. I noticed that the default beach palms generated in RTG are "cacao palms" i.e. they use jungle logs and leaves and sometimes have cocoa beans growing on them. BoP Palms end up being very hard to find -- I think without them generating on beaches they may only show up in "Tropics" and "Oasis". Would it be possible to get some or all of these trees to be BoP palms if BoP is enabled?
PS - kudos on the "discarded/felled log" feature. I found some rare woods (like magic wood or ebony wood) for decoration from these! We have done a lot of exploration and still haven't found redwoods, ebony wood, mangrove, magic wood or palms. I did notice when I disabled CC's "prevent continents from joining" feature, I saw some biomes I'd never seen on the normal "ocean world" style setting. I take it the ocean world, per chunk, makes all biomes rarer.
1) There are plenty of horses in RTG. In my RTG/BoP journal I just hit a Plains full of them. I know I've seen them in BoP biomes as well. IME (all the way back to vanilla 1.6) they are very variable and you can hit quite a few Plains-ish biomes without them before you find any.
2) RTG doesn't do biome placement. If you run the same seed with the same mods in default you'll get almost exactly the same biomes in the same places, with only some mild adjustments around water features. If there are features or advice you want regarding CC, I'll be happy to discuss it but that should be in the Climate Control or Geographicraft threads.
3) Probably, we'll take a look.
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 am a bit confused. If I want to use the "BiomeTweaker configuration" for 1.8.9 and I only use RTG and Biomes O' Plenty, do I have to use the two files of the BiomesOPlenty folder, or of the RTG folder? Or do I need to merge them?
Drop ForgeAmidst jar file to your .minecraft/mods folder and find "Amidst" button in game start screen
ForgeAmidst for 1.9.4 doesn't work with the current snapshot. I think it got left behind in a recent refactoring. You can still use it by recreating your world in Default rather than RTG - the maps will be almost exactly the same.
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.
Does anyone happen to have an RTG seed where you spawn in or near a savanna plateau biome?
A seed that spawns you in or near a savanna plateau in default will almost certainly do in RTG as well.
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 tried that, but it didnt work
I eventually found one tho. So its all good
Hey guys,
I am going to uninstall Terrain Control of my server, because I waste too much time for configuring biomes. So is there a list of avaliable biomes or are there just the vanilla biomes and that were altered by RTG? Furthermore, if I chop a tree in a specific biome, am I able to plant a sampling and grow such a tree again, or will it be replaced by a vanilla looking tree?
thanks
GREAT! it's supports forge and modded maps how RTG or BOP! it's possible to use it without mods folder? separately how amidst classic?
Thank you for the quick reply.
I hope you can help me with a problem that I have. I am using BiomesOPlenty-1.7.10-2.1.0.2027, ClimateControl-0.6.61 and RTG-1.7.10-1.1.1.3 on my Forge Server (1.7.10 - 10.13.4.1614).
I followed the install instructions for my server. server.properties -> level-type=RTG
I then altered my map in World Painter and replaced a specific biome with "Sacred Springs" of Biomes 'O Plenty. The map is blank and only contains the terrain. With MCEdit I set up the map to repopulate and also changed the generator name to RTG in the NBT Editor. When the server is up and I discover the map, everything will be fine. I get all features of RTG for swampland, forest, etc. However, the biomes of the "Sacred Springs" are empty. F3 will give me the information, that I am in the "Sacred Springs" biome, but it will not look like it.
I saw the config file for BoP in DIR\config\ClimateControl\biomesoplentyInCC.cfg and noticed B:BoPBiomesOn=false. I then changed it to true, but if I load the blank map again I will not have any RTG feature nor a populated "Sacred Springs" biome. In addition to that I seemed to me like the map was only using BoP exclusively, because I noticed some type of ground cover on top of blocks of the plain biome and others.
Do you have any idea?
You're not supposed to ask questions about upgrade plans, but we're unlikely to upgrade until after there's a stable forge for the final 1.11.x version. We don't want to waste time putting out and maintaining separate versions for 1.11 and 1.11.1 and 1.11.2 (or however the versioning works out).
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.
Ok, I did some testing and I came to the following result. Is it possible, that the output of BoP is altered by RTG? I mean, I created a map with World Painter and used vanilla biomes and one biome of BoP. If I start the server and visit the "Sacred Springs" biome of BoP, it will differ from what I saw on the BoP-Wiki. Instead of having huge quanities of leaves as ground cover and some single huge trees, there will be a lot of small vegetation without any tree. I noticed the same thing for the dead forest biome (BoP). In BoP vanilla, there are many trees in a small distance, creating a real forest. With RTG the amount of trees is reduced to a minimum.
I updloaded two screenshots. One shows the map with the vanilla terrain generator and one with the RTG generator. The terrain is prerendered, so only the vegetation will be different. This is intended. In front of the landscape, you will see the "Sacred Springs" biome.
Thank you for your reply. Mhh.. This is strange. If I create a new world at my server, I will get a normal result of RTG and BoP. I mean the BoP biomes will look like in the BoP-Wiki. If I take this generated map and edit it in World Painter, let's say I replace all biomes with a biome of BoP that worked on that map before and save the map, I will get a map with only the terrain. All trees and vegetation were deleted. I then need to know that the generator name of the map, that is saved in the NBT file, has been changed by World Painter to default, but it needs to be RTG instead. So I change this in MCEdit. Now the map should share the same settings like the prior map and if I start the server I should get a working biome. On the one hand I will get the information, that I am in the specific biome (using F3), but on the other hand the biome will not look like the biome of the map from the beginning.
Maybe I just think too complicated. My main goal is to create a map in world painter. In the program I want to paint the terrain and the biomes. After that I want to export the map, so I can use it on my server and RTG and BoP will polulate all biomes.. Man! It is so complicated..[/pre]
World Painter is something like Paint. You can raise mountains, create oceans and such. It is some kind of MCEdit, but more in an aesthetic way. This tool kills the procedural aspect of Minecraft, so you can create the terrain like you want it to be. If this is done, you can paint biomes on top of that. You can then export the map and mark all chunks to be repopulated when you visit them ingame. The game will then place resources, trees, water, etc. related to the biome. It will look at the biome in a specific chunk e.g. Plain and place the typical vegetation and resources. It will not generate new terrain.
In the past I used Terrain Control to alter vanilla biomes and add new ones. It was working with World Painter, where I created a landmass, biomes on top of that and repopulated the chunks ingame. I don't know why it is not working with RTG and BoP. I mean if I just use RTG and export a map from World Painter to my server, it is working. If I use BoP in addition, the biomes of that mod will be placed, but look very different to their original.
For those who are interested, I'm starting a new journal with RTG.
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 do wonder if it is possible to raise the limit at which rain turns into snow. I would like to use the Extreme Hills biome for my map, but it looks very weird to me if snow spawns at y>90.
I think BiomeTweaker can change snowfall levels.
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.
Three questions, weird as usual:
1. Where are the horses? I've noticed BoP plains-type biomes don't generate horses. I'm not even sure I saw them in Vanilla plains. I know that RTG isn't supposed to effect mob spawns; perhaps my settings might have defined these plain biomes wrong? I am using BiomeTweaker + CC + RTG... it's a lot of settings and some of them don't do anything, so I'm uncertain where to look.
2. Is it possible to implement latitude banded temperature levels effecting biome selection? I know you use a different algorithm than CC and BoP do which have a feature of that sort, I'd like to see if can get a certain world effect/feel and I'm about 50% there.
3. Palm trees: BoP has palm logs and leaves. I noticed that the default beach palms generated in RTG are "cacao palms" i.e. they use jungle logs and leaves and sometimes have cocoa beans growing on them. BoP Palms end up being very hard to find -- I think without them generating on beaches they may only show up in "Tropics" and "Oasis". Would it be possible to get some or all of these trees to be BoP palms if BoP is enabled?
PS - kudos on the "discarded/felled log" feature. I found some rare woods (like magic wood or ebony wood) for decoration from these! We have done a lot of exploration and still haven't found redwoods, ebony wood, mangrove, magic wood or palms. I did notice when I disabled CC's "prevent continents from joining" feature, I saw some biomes I'd never seen on the normal "ocean world" style setting. I take it the ocean world, per chunk, makes all biomes rarer.
1) There are plenty of horses in RTG. In my RTG/BoP journal I just hit a Plains full of them. I know I've seen them in BoP biomes as well. IME (all the way back to vanilla 1.6) they are very variable and you can hit quite a few Plains-ish biomes without them before you find any.
2) RTG doesn't do biome placement. If you run the same seed with the same mods in default you'll get almost exactly the same biomes in the same places, with only some mild adjustments around water features. If there are features or advice you want regarding CC, I'll be happy to discuss it but that should be in the Climate Control or Geographicraft threads.
3) Probably, we'll take a look.
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 BoP, the only biomes that get decorated with BoP palm trees are BoP Tropical Island and BoP Oasis. The trees are not added to any vanilla biomes.
https://github.com/Glitchfiend/BiomesOPlenty/search?utf8=%E2%9C%93&q=treeGenerator+add+palm&type=Code
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
I am a bit confused. If I want to use the "BiomeTweaker configuration" for 1.8.9 and I only use RTG and Biomes O' Plenty, do I have to use the two files of the BiomesOPlenty folder, or of the RTG folder? Or do I need to merge them?