Yeah, there are still no oceans (at least I didn't find any real)
But afaik Pink is working on CC compatibility so I'm excited about next patch.
Would be nice to see something like this (screenshots has been taken from ClimateControl):
Yep, their default biome weight is 8, which makes them 20% more rare than most of the other biomes. If you want to increase their spawn rate, try increasing its biome weight. (Fyi... the next release will have an upgraded weighting system, along with a way to choose the size of biomes... kinda )
The biggest issue is probably that most of the biome mods don't add many, if any, ocean biomes. And so with a lot of added biomes, it makes the oceans more and more rare.
If anyone has any suggestions for which biomes they'd like to see re-decorated, just let me know and I'll cherry-pick a couple from each mod for the 0.0.17 release.
Crag and Volcano from BoP.
Shame to hear about the temperature thing but you've done a hell of alot of work so far, so good job.
So upping biome size will give me my huge oceans and island worlds if set correctly? And as always some more terrain height options if you can.
Unfortunately, I'm not able to do those cool overhangs that the vanilla Crag has, but I can try to get some funkier terrain. Feedback appreciated.
Oh blast, those made it really neat. As for feed back maybe more angular, less mesa like? Taller spires going straight up. The crag's thing was always walking along and suddenly finding spires going up to build limit. Also more crag stone throughout. (After I started using Underground Biome Construct I've got plenty of green stone but crags holds a special place in my heart.)
I know that ATG is in it's alpha stage at the moment, but I am potentially including it in my private modpack for friends! (I haven't found any crashes just going about my business in a world with 140+ mods including ATG.)
Additionally, one of the mods I am including is Twilight Forest. RTG said that there are conflicts with this mod, but did this carry over to ATG or has this been solved? If not, will I just see Twilight Forest biomes in the overworld and I'll have to change the biome IDs?
Thanks for all your hard work, guys! I'm really excited to see this mod get out of alpha/beta!
Caused by: java.lang.NoSuchFieldError: denseForest
at rtg.world.biome.realistic.biomesoplenty.RealisticBiomeBOPDenseForest.<clinit>(RealisticBiomeBOPDenseForest.java:15)
at rtg.world.biome.realistic.biomesoplenty.RealisticBiomeBOPBase.addBiomes(RealisticBiomeBOPBase.java:125)
at rtg.RTG.postInit(RTG.java:67)
The good news is that this mod works with over 192 mods with no conflicts [regarding world generation] !(Yay!). However, there seems to be an issue with the biomes identities. For example, creating a world with the seed: 6925327486203650936, spawns you in the middle of a rain forest. Everything is okay until you install Advent of Ascension and Lots O' Mobs. After that, the rain forest changes name and is called: Candyland (AOA) and the other [formerly: Bamboo Forest] next to it: Dino Plains (LOM). That's the only issue: mismatched names. On the other hand, I had some lag issues [I know...192...but with a vanilla world is not that bad]. Here is the latest log:
Regarding vanilla generation with your mod (I know, you said it could get corrupted) but it seems like with a 'normal' world, it doesn't. However, it is a curious thing that with an amplified world, it does. Is not a 'bad' corruption...it's like...you get new biomes from other mods...well, just one mod: Twilight. I have tiny patches of "Dark Forest" around mountains.
Well, that's it! Hope you can fix the issues soon. I would recommend you to skip the beta stage. There are tiny adjustment to make and it's good to go. The mod is stable [97% of it]
The good news is that this mod works with over 192 mods with no conflicts [regarding world generation] !(Yay!). However, there seems to be an issue with the biomes identities. For example, creating a world with the seed: 6925327486203650936, spawns you in the middle of a rain forest. Everything is okay until you install Advent of Ascension and Lots O' Mobs. After that, the rain forest changes name and is called: Candyland (AOA) and the other [formerly: Bamboo Forest] next to it: Dino Plains (LOM). That's the only issue: mismatched names. On the other hand, I had some lag issues [I know...192...but with a vanilla world is not that bad]. Here is the latest log:
Regarding vanilla generation with your mod (I know, you said it could get corrupted) but it seems like with a 'normal' world, it doesn't. However, it is a curious thing that with an amplified world, it does. Is not a 'bad' corruption...it's like...you get new biomes from other mods...well, just one mod: Twilight. I have tiny patches of "Dark Forest" around mountains.
Well, that's it! Hope you can fix the issues soon. I would recommend you to skip the beta stage. There are tiny adjustment to make and it's good to go. The mod is stable [97% of it]
What Builderb0y above said sounds about right - you have a biomeID conflict - and I'd like to add onto that: depending on what mods you have in your pack that add biomes to the overworld, a world seed will give different results. For instance, with that seed in my own tech/magic modpack (198 mods) this is where I spawn..
.. but when used in my smaller, Zelda-themed pack I get this:
Sharing seeds really only works for a) vanilla and people with the exact same setup like ATLauncher/Technic/FTB modpacks.
One last thing - if you have NEI Integration installed, you get the option to dump your loaded mods list to text, instead of having to take a screencap of your folder.
I wasn't trying to nitpick, only point out some things I've learned in my time hunting bugs.
Thanks for taking the time to test RTG with so many mods - I definitely need to put together a comprehensive list of compatible mods for the OP, so this will come in very handy.
As for the 'mismatched names' - I'm pretty sure that's down to biome ID conflicts as others have mentioned, but if you don't think there are any conflicts, zip up your config folder and send me a link and I'll take a look.
With regards to moving into Beta... the only thing stopping that from happening is the mushroom island issue. As soon as that issue is resolved, and mushroom islands are generating as proper islands instead of inland, then I'll move RTG into Beta and start hosting it on CurseForge to hopefully get more people playing/testing the mod.
.
If I may make a suggestion? The dev for the Colored Lights mod, CptSpaceToaster, set up a Google spreadsheet (seen here) that was kept updated by himself and whoever else chipped in to edit it (I don't know if there were permissions given out or even how to set the whole shebang up). This could compliment Github issue reporting by centralizing info on known compatible mods (and any caveats that come with them). Of course the trick is to get people to use it, which judging from the CLC spreadsheet a lot of people didn't unless you pointed it out to them. Given this thread is getting more notice than CLC's that problem could just exacerbate with increased traffic, but I hope I'm wrong. Big red letters in the OP? Stick it in the FAQ section? Link in your sig? I 'unno.
(Be on the lookout for villagers who have decided to take the ultimate risk of building their village at the bottom of a massive volcano! )
.
Pompeii nooooo!
Nice changelog you have there Pink. Thank you for adding in ATG biomes - as redundant as having both that and RTG in the same setup may seem, I would rather have volcanic areas from ATG than have to install the entirety of BoP for it (and each has its own take on majestic terrain).
So, I might sound like an idiot saying this, but could I load new chunks on a working RWG world in say, MCEdit?
Pretty sure MCEdit would just attempt to use the standard worldgens on it.
I'm in middle of a ocean, but the debug shows that the biome is Mega Taiga
IMO the size of the lake should be reduced for a bit, this can really confuse people
In 1.6 we had this mod to check the biomes
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1292258-1-6-4-pioneer-terrain-survey
but it's not updated
Oceans definitely are generated. They seem to be pretty rare though.
The biggest issue is probably that most of the biome mods don't add many, if any, ocean biomes. And so with a lot of added biomes, it makes the oceans more and more rare.
After EB, what biomes are next? Are you going to be doing anything with BOP biomes?
Crag and Volcano from BoP.
Shame to hear about the temperature thing but you've done a hell of alot of work so far, so good job.
So upping biome size will give me my huge oceans and island worlds if set correctly? And as always some more terrain height options if you can.
Oh blast, those made it really neat. As for feed back maybe more angular, less mesa like? Taller spires going straight up. The crag's thing was always walking along and suddenly finding spires going up to build limit. Also more crag stone throughout. (After I started using Underground Biome Construct I've got plenty of green stone but crags holds a special place in my heart.)
I know that ATG is in it's alpha stage at the moment, but I am potentially including it in my private modpack for friends! (I haven't found any crashes just going about my business in a world with 140+ mods including ATG.)
Additionally, one of the mods I am including is Twilight Forest. RTG said that there are conflicts with this mod, but did this carry over to ATG or has this been solved? If not, will I just see Twilight Forest biomes in the overworld and I'll have to change the biome IDs?
Thanks for all your hard work, guys! I'm really excited to see this mod get out of alpha/beta!
I made a derp and mixed RTG and ATG together. My bad! But thank you regardless!
What about version for 1.8?
Getting this error when i start the game.
Pink I would just like to ask when you plan to release version 0.0.17?
So good news and bad news!
The good news is that this mod works with over 192 mods with no conflicts [regarding world generation] !(Yay!). However, there seems to be an issue with the biomes identities. For example, creating a world with the seed: 6925327486203650936, spawns you in the middle of a rain forest. Everything is okay until you install Advent of Ascension and Lots O' Mobs. After that, the rain forest changes name and is called: Candyland (AOA) and the other [formerly: Bamboo Forest] next to it: Dino Plains (LOM). That's the only issue: mismatched names. On the other hand, I had some lag issues [I know...192...but with a vanilla world is not that bad]. Here is the latest log:
> https://mega.nz/#!w10jhQqS!9ICO_-dmsfc5CPKX2KOr2YXJzzjM8W8mkAnJ_BAD6Xo [The file was too heavy for either Pastebin or Spoiler (Minecraft Forum)]
Here are the pictures for some reference (of the mods that are "compatible" [regarding world generation]):
> http://postimg.org/gallery/2t52p4bs6/
Regarding vanilla generation with your mod (I know, you said it could get corrupted) but it seems like with a 'normal' world, it doesn't. However, it is a curious thing that with an amplified world, it does. Is not a 'bad' corruption...it's like...you get new biomes from other mods...well, just one mod: Twilight. I have tiny patches of "Dark Forest" around mountains.
Well, that's it! Hope you can fix the issues soon. I would recommend you to skip the beta stage. There are tiny adjustment to make and it's good to go. The mod is stable [97% of it]
Minecraft Fan! And modder wanna be!
The mismatched names sound like a biome ID conflict. Check your configs.
I made my own shader pack, by the way.
What Builderb0y above said sounds about right - you have a biomeID conflict - and I'd like to add onto that: depending on what mods you have in your pack that add biomes to the overworld, a world seed will give different results. For instance, with that seed in my own tech/magic modpack (198 mods) this is where I spawn..
.. but when used in my smaller, Zelda-themed pack I get this:
Sharing seeds really only works for a) vanilla and people with the exact same setup like ATLauncher/Technic/FTB modpacks.
One last thing - if you have NEI Integration installed, you get the option to dump your loaded mods list to text, instead of having to take a screencap of your folder.
I wasn't trying to nitpick, only point out some things I've learned in my time hunting bugs.
If I may make a suggestion? The dev for the Colored Lights mod, CptSpaceToaster, set up a Google spreadsheet (seen here) that was kept updated by himself and whoever else chipped in to edit it (I don't know if there were permissions given out or even how to set the whole shebang up). This could compliment Github issue reporting by centralizing info on known compatible mods (and any caveats that come with them). Of course the trick is to get people to use it, which judging from the CLC spreadsheet a lot of people didn't unless you pointed it out to them. Given this thread is getting more notice than CLC's that problem could just exacerbate with increased traffic, but I hope I'm wrong. Big red letters in the OP? Stick it in the FAQ section? Link in your sig? I 'unno.
Pompeii nooooo!
Nice changelog you have there Pink. Thank you for adding in ATG biomes - as redundant as having both that and RTG in the same setup may seem, I would rather have volcanic areas from ATG than have to install the entirety of BoP for it (and each has its own take on majestic terrain).