You just need to copy the two files in the BiomesOPlenty folder to your /config/BiomeTweaker/ folder.
.
Thank you. I realized that by right-clicking at a file on github, you will get a messy file in your download folder. I used the RAW view and now it is much clearer to me.
I don't know if the RTG team did cover this already but since Minecraft 1.9 - 1.11.X, a regular Minecraft world has over 128 strongholds.
Can anyone confirm if strongholds are also spawning in this kind of fashion?
Why doesn't your mod do good old fashioned Extreme Hills biomes? It turns the vanilla Minecraft Extreme Hills into a boring large-scale mound that goes up one side and down the other. Where are the cliff faces and overhangs that used to appear in vanilla Extreme Hills biomes?
When I think of Extreme Hills in Minecraft I think of something that is quite difficult to get over, and very steep sided. This RTG mod doesn't do anything like that and it also wipes out cave cutouts that generate in Extreme Hills biomes and doesn't generate any caves in it at all! It is extremely boring and plain to look at.
I'm using 1.1.1.3 as included In Caigan's The Ferret Business modpack, is there any way to alter just how hilly the Extreme Hills biomes can be allowed to get in that version of your mod? is there a later version that can be added to 1.7.10 installations and allows more customizable hillyness?
I live on the Atherton Tablelands with some very hilly terrain, this RTG terrain is a smoothed out rounded mound in comparison!
This bug still exists and it seems like it doesn't only affect beach biomes.
It might be an idea to look into the code of RTG and CC to get rid of this stupid annoying bug.
It's really easy to reproduce.
Create a world with RTG and CC, then explore the coastline and you'll see it yourself.
RTG does not do this on it's own, nor does it do anything with biome placement. You should post about this in the CC thread or GC thread.
latest veresion of RTG for 1.10.2 and latest version of CC for 1.10.2 causes a crash for me, reproduceable, i cant post it now, but i will return, going back to the latest test version before .4.1.2.0 stops these from happening,
i can also confirm the above bug, which is really annoying, would be better if RTG had its own inbuilt CC i think.
Then why didn't you wait until later to post about it then? Because without a crash report and/or log file there's no way to determined what is happening.
RTG doesn't contain any functionality like CC because it's outside the scope of RTG, though, in the future, we are looking to remove the dependency on CC/GC or BiomeTweaker to generate worlds with mod-added biomes.
Why doesn't your mod do good old fashioned Extreme Hills biomes? It turns the vanilla Minecraft Extreme Hills into a boring large-scale mound that goes up one side and down the other. Where are the cliff faces and overhangs that used to appear in vanilla Extreme Hills biomes?
Unfortunately, this is the drawback of the RTG system. As I understand it, is basically a 2-D noise system. It can give you very large, long, sweeping mountains; it cannot (currently) give you cliffs or overhangs.
With that said, I believe the current version lets you tell it to let vanilla decorates those biomes. This will give you the vanilla landscape instead of the RTG landscape.
(And the real "old-fashioned" stuff was the 1.0 and 1.1 decorations--those were practically Pandora)
(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?
Unfortunately, this is the drawback of the RTG system. As I understand it, is basically a 2-D noise system. It can give you very large, long, sweeping mountains; it cannot (currently) give you cliffs or overhangs.
Correct, but our noise guy (KDotJPG) said he was working on a 3D noise system using OpenSimplex to do cliffs and overhangs, but he's not around very much, and I don't know what progress has been made. This is something that will only be added to newer versions of RTG, no earlier than for MC 1.11, as it will introduce breaking changes to terrain gen that won't be backwards compatible.
With that said, I believe the current version lets you tell it to let vanilla decorates those biomes. This will give you the vanilla landscape instead of the RTG landscape.
(And the real "old-fashioned" stuff was the 1.0 and 1.1 decorations--those were practically Pandora)
We have settings to turn off RTG biome decorations, but biome decoration is not synonymous with terrain gen. If the world type is RTG, then all the terrain will be RTG terrain, otherwise you'd have chunk walls everywhere.
Forge has a recommended release for 1.11, but the "No." answer was that there are no updates. We will get to it when we get to it, and when we do, it will likely be quite a while before we are at the release stage for it.
hey all, wonderful mod. I'm using it with Biomes O' plenty and it works great, with only one small flaw. I've created probably twenty worlds now, and they've all been small to medium islands. sometimes I have to swim/boat/fly (in creative) over a thousand blocks to find a mainland. Now, I know oceans are huge, but is there any way I could stop it from spawning oceans drop dead center on my world? I'm using 1.10.2, and here's my modlist:
Biomes o' Plenty
mo' villages
Quark
autoreglib (thing that makes quark work)
climate control
and of course, Realistic Terrain Generation.
another thing I've noticed is if I don't use biomes and climate control, everything works smoothly. hopefully I'm not overlooking something dumb.
I've created probably twenty worlds now, and they've all been small to medium islands. sometimes I have to swim/boat/fly (in creative) over a thousand blocks to find a mainland. Now, I know oceans are huge, but is there any way I could stop it from spawning oceans drop dead center on my world?
Quote from WhichOnesPink>>
If you're getting a lot of ocean, you'll want to tweak the Climate Control configs (climatecontrol.cfg or geographicraft.cfg, depending on MC version). Setting "separatelandmasses=false" is probably the quickest fix to get less ocean, but you can also tweak the other ocean control parameters to fine tune it if you want.
We started a new World a few days ago without RTG. Thats why i'm asking.
Maybe i trimm the world via McEdit and it should be fine.
Thank you...
Pink forgot to mention that you will also have to use a NBT editor to change generatorName to RTG in the level.dat. I'll reiterate though, that you should really just start a new world if you want RTG terrain. Changing the generator of an existing world is just a bad idea.
Thanks so much! I apologize for being that guy who posts a question that's already been answered, but I posted somewhere around 1 am my time after being up for two days straight, and just couldn't bring myself to surf 200 pages of comments. Again, thank you so much!
Pink forgot to mention that you will also have to use a NBT editor to change generatorName to RTG in the level.dat. I'll reiterate though, that you should really just start a new world if you want RTG terrain. Changing the generator of an existing world is just a bad idea.
The only time I'd ever shift a world is if you're using CC/GC and the entire outside of your explored area is ocean. In that case the chunk walls will be under the water and probably not bother you. They are ugly and distracting otherwise.
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.
There's a bug in the latest release of CC which tends to break up landmasses if SeparateLandmasses=true, but even so most of the time you should start on a respectable landmass if you've got forceStartContinent = true. Can you post some seeds and configs to the CC thread?
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.
There's a bug in the latest release of CC which tends to break up landmasses if SeparateLandmasses=true, but even so most of the time you should start on a respectable landmass if you've got forceStartContinent = true. Can you post some seeds and configs to the CC thread?
I just deleted all of the worlds I had run previously, but I don't have a problem switching back to standard settings and running through a few more. I'm using journeymap and a command to map the worlds, so I can even post overworld maps with the data.
Don't worry about debugging because I've already fixed the problem for the 1.9.4/1.10.2/1.11 version. If you want a workaround, you could try separatelandmasses = false, with the incidences dropped 30% or so if you want an oceanic world.
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.
Thank you. I realized that by right-clicking at a file on github, you will get a messy file in your download folder. I used the RAW view and now it is much clearer to me.
https://github.com/Team-RTG/Realistic-Terrain-Generation/blob/1.10.2-dev/etc/config/RTG/rtg.cfg#L407
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
Why doesn't your mod do good old fashioned Extreme Hills biomes? It turns the vanilla Minecraft Extreme Hills into a boring large-scale mound that goes up one side and down the other. Where are the cliff faces and overhangs that used to appear in vanilla Extreme Hills biomes?
When I think of Extreme Hills in Minecraft I think of something that is quite difficult to get over, and very steep sided. This RTG mod doesn't do anything like that and it also wipes out cave cutouts that generate in Extreme Hills biomes and doesn't generate any caves in it at all! It is extremely boring and plain to look at.
I'm using 1.1.1.3 as included In Caigan's The Ferret Business modpack, is there any way to alter just how hilly the Extreme Hills biomes can be allowed to get in that version of your mod? is there a later version that can be added to 1.7.10 installations and allows more customizable hillyness?
I live on the Atherton Tablelands with some very hilly terrain, this RTG terrain is a smoothed out rounded mound in comparison!
Cheers ...
BrickVoid
RTG does not do this on it's own, nor does it do anything with biome placement. You should post about this in the CC thread or GC thread.
Then why didn't you wait until later to post about it then? Because without a crash report and/or log file there's no way to determined what is happening.
RTG doesn't contain any functionality like CC because it's outside the scope of RTG, though, in the future, we are looking to remove the dependency on CC/GC or BiomeTweaker to generate worlds with mod-added biomes.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
So...any update on rtg for 1.11?
No.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
Unfortunately, this is the drawback of the RTG system. As I understand it, is basically a 2-D noise system. It can give you very large, long, sweeping mountains; it cannot (currently) give you cliffs or overhangs.
With that said, I believe the current version lets you tell it to let vanilla decorates those biomes. This will give you the vanilla landscape instead of the RTG landscape.
(And the real "old-fashioned" stuff was the 1.0 and 1.1 decorations--those were practically Pandora)
* 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?
forge is still unstable?
Correct, but our noise guy (KDotJPG) said he was working on a 3D noise system using OpenSimplex to do cliffs and overhangs, but he's not around very much, and I don't know what progress has been made. This is something that will only be added to newer versions of RTG, no earlier than for MC 1.11, as it will introduce breaking changes to terrain gen that won't be backwards compatible.
We have settings to turn off RTG biome decorations, but biome decoration is not synonymous with terrain gen. If the world type is RTG, then all the terrain will be RTG terrain, otherwise you'd have chunk walls everywhere.
Forge has a recommended release for 1.11, but the "No." answer was that there are no updates. We will get to it when we get to it, and when we do, it will likely be quite a while before we are at the release stage for it.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
is there a 1.11 version?
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
hey all, wonderful mod. I'm using it with Biomes O' plenty and it works great, with only one small flaw. I've created probably twenty worlds now, and they've all been small to medium islands. sometimes I have to swim/boat/fly (in creative) over a thousand blocks to find a mainland. Now, I know oceans are huge, but is there any way I could stop it from spawning oceans drop dead center on my world? I'm using 1.10.2, and here's my modlist:
Biomes o' Plenty
mo' villages
Quark
autoreglib (thing that makes quark work)
climate control
and of course, Realistic Terrain Generation.
another thing I've noticed is if I don't use biomes and climate control, everything works smoothly. hopefully I'm not overlooking something dumb.
Pink forgot to mention that you will also have to use a NBT editor to change generatorName to RTG in the level.dat. I'll reiterate though, that you should really just start a new world if you want RTG terrain. Changing the generator of an existing world is just a bad idea.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
Thanks so much! I apologize for being that guy who posts a question that's already been answered, but I posted somewhere around 1 am my time after being up for two days straight, and just couldn't bring myself to surf 200 pages of comments. Again, thank you so much!
The only time I'd ever shift a world is if you're using CC/GC and the entire outside of your explored area is ocean. In that case the chunk walls will be under the water and probably not bother you. They are ugly and distracting otherwise.
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.
There's a bug in the latest release of CC which tends to break up landmasses if SeparateLandmasses=true, but even so most of the time you should start on a respectable landmass if you've got forceStartContinent = true. Can you post some seeds and configs to the CC thread?
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 just deleted all of the worlds I had run previously, but I don't have a problem switching back to standard settings and running through a few more. I'm using journeymap and a command to map the worlds, so I can even post overworld maps with the data.
Don't worry about debugging because I've already fixed the problem for the 1.9.4/1.10.2/1.11 version. If you want a workaround, you could try separatelandmasses = false, with the incidences dropped 30% or so if you want an oceanic world.
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.
on future 1.11 version it will be possible building over maximum height 256 blocks?