So today I've stumbled upon that my world froze. I was digging some clay in the swamp on the edge of my map and everything stopped. Like, butterflies in flight, blocks dont drop if mined - this kind of stuff. After an investigation, I've found that my worldgen for some reason generates chunks diagonally from my whereabouts. Here's what it looks like in MCedit (to the left of the FOV):
This process eats CPU and I actually cant understand why is it happening in the first place. Please, help me to fix this! I run on Forge 10.13.4.1558, Minecraft 1.7.10, RTG ver 1.1.1.3 and ClimateControl 0.8.2.The only mods I have that adds biomes is Thaumcraft, others just add all sorts of structures to the world.
If the chunks are going to +x +z, that's possibly an effect of vanilla worldgen being used to create larger structures (typically trees, but can be other things). I call this the "rabbit hole". Some structure is made in chunk #1 which spreads into chunk #2 where another structure generates that spreads into chunk #3 where another structure generates that spreads into chunk #4 which.... Sometime this can go on for hundred of chunks. RTG adjusts decorations to make that less common, but we don't change everything even in biome mods and very rarely if at all in structure generation.
Yeah, that looks like it is a problem. I've added this mod, that generates big abandoned cities, that span across terrain. But, when freezing started, I've closed the game and removed this mod from my pack - I had similar problem with other mod (Diversity), and removing that mod fixed the issue.
But, unfortunately, not in this case. When I get in that swamp area, everything freezes and I have to close game manually. This is without that mod with cities (Walled City Generator).
Is there any possibility to "restart" the terrain generator? I had a thought, that it might think that there is need to generate something in area, even if mod that requires this is actually gone?
That problem doesn't look so much like a problem with Walled Cities, because the runs are diagonal and not shaped like cities. That's what I'd expect from trees/ores/overscattered flowers/etc. One way to test would be to re-generate the world with various mods in or out and head to the problem area. Climate Control would let you set your spawn to the swamp (with the xOffset and zOffset configs) so you wouldn't even have to travel.
One mod I'd try pulling is Natura. Those wide trees look great, but they're really tough on the generator. And IIRC Natura has a lot of big trees in - swamps.
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.
I've removed Camping mod, which unexpectedly does generate some useless stuff. And everything works fine again. Thanks for your replies, love your mod!
The Meaning of Life, the Universe, and Everything.
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The reason I play 1.8.9 is because many mods I use have not updated (like BiblioCraft). In fact I kind of wish Minecraft would stop updating as it’s at the point where things are batter left to the mod community. The main problem I have with RTG 1.8.9 is after the world gets to a certain size it becomes unstable and randomly won’t load in chunks. I have tried reboots and commands but nothing works. Once you reach that size limit with RTG your save is completely unstable. (this does not happen when not using RTG.)
(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?
What if he can't let go of 1.8.9's enchantment system?
Well there is the etfuturum mod that adds many things from th newer versions of minecraft to 1.7.10 including brewing and enchanting. So that's no reason
You guys seriously need to update to 1.10 and stop playing antiquated versions of Minecraft.
Don't use the excuse "But Mod X isn't updated to 1.10! What am I supposed to do?!". There are plenty of great mods for 1.10.2 that have the same functionality and content you are looking for. If not, try something new for a change!
If using antiquated versions of things were a good thing, then no one would ever update anything because there'd be no point, and I'd still be playing Sid Meier's Pirates! on Commodore 64.
A lot of players are using 1.7.10. Very few are using 1.8.9.
Yes, the 1.9 combat changes are a game stopper for a lot of people. Yes, it makes sense to maintain one version prior to that.
But very few people, relatively, use 1.8.9; a lot of mods never updated to it.
The combat changes in 1.9 are a game breaker for a lot of players; but the rendering changes in 1.8 were a game breaker for a lot of modders.
This is the basics of the reason why 1.7.10 is more likely to be maintained than 1.8+. If you are able to update past 1.7.10, you can probably update all the way to 1.10.2.
(1.11 adds a new game breaker for some mods: the whole issue of null itemstacks.)
(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 really did intend to put out a final version for 1.8.9, but we just haven't been able to do it and the prospects are growing dimmer. The "Bataan Death March" of rapid updates which don't quite allow (most) mods to cover multiple versions is upon us again; we have a lot to do to catch up with where things are; and Jens is already talking 1.12 snapshots. RTG needs to be updated and there are a number of actual changes/fixes we want to implement. We promised a Highlands-UT update and that's not done, and we promised a version of Appalachia and that's not done either, plus both of those have so far been done for 1.10.2 and so they're behind on the death march as well.
If you want to finish the 1.8.9 version or port the 1.10 or 1.7 version we'd be very supportive.
Apologies if we came across a bit harsh - it's easy for us to forget that a lot of folks are still on older versions when we're always working on the latest stuff.
As Zeno mentioned, the prospects of ever getting time to update the 1.8.9 version the way we'd like to are growing dimmer by the day - in fact, I'd say the lights are out if I'm honest. But if you really want to help out, here's our list of open 1.8.9 issues:
They're not totally up-to-date, and many of them could probably do with more info, but... that's the place to start if you're thinking about diving in. I'd also encourage you to join our Discord server so we can chat through things in more detail if necessary.
Same goes for anyone else out there who wants to help out coding-wise with RTG, Highlands:UT, or Appalachia. We sure could do with a few extra pairs of hands these days!
.
some ideas for new release date of highlands and appalachia? i've found 34 new trees on 30 new biomes! now you'll add new biomes/trees or appalachia is complete?
are you for real the 5th is my birthday its like this was all planed lol
I'll test out the pre-release on a new world to see if the none loading chucks after a certain world size is still there
RTG's functionality does not change depending on the size of the world, so there shouldn't be any issue here.
If you are having problems after generating a large portion of the world while exploring, it is likely due to the JVM running low on memory which will cause Garbage Collection churning, or something else is causing the servers tickrate to be much lower than it should be. In either case, there likely isn't enough CPU for normal chunk generation.
See the first post on page 1. It clearly states that Thaumcraft is compatible.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
Hello everyone! I have a problem
So today I've stumbled upon that my world froze. I was digging some clay in the swamp on the edge of my map and everything stopped. Like, butterflies in flight, blocks dont drop if mined - this kind of stuff. After an investigation, I've found that my worldgen for some reason generates chunks diagonally from my whereabouts. Here's what it looks like in MCedit (to the left of the FOV):
https://drive.google.com/open?id=0B8B1ownHTwi4YV92NEtMcVFfcGc
And to illustrate the scale:
https://drive.google.com/open?id=0B8B1ownHTwi4NUN3WkZwelR0Wmc
This process eats CPU and I actually cant understand why is it happening in the first place. Please, help me to fix this! I run on Forge 10.13.4.1558, Minecraft 1.7.10, RTG ver 1.1.1.3 and ClimateControl 0.8.2.The only mods I have that adds biomes is Thaumcraft, others just add all sorts of structures to the world.
Here is link to list of my mods:
http://pastebin.com/6hD3DYzU
Thanks in advance!
If the chunks are going to +x +z, that's possibly an effect of vanilla worldgen being used to create larger structures (typically trees, but can be other things). I call this the "rabbit hole". Some structure is made in chunk #1 which spreads into chunk #2 where another structure generates that spreads into chunk #3 where another structure generates that spreads into chunk #4 which.... Sometime this can go on for hundred of chunks. RTG adjusts decorations to make that less common, but we don't change everything even in biome mods and very rarely if at all in structure generation.
Ore generation can cause this kind of thing too.
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.
Yeah, that looks like it is a problem. I've added this mod, that generates big abandoned cities, that span across terrain. But, when freezing started, I've closed the game and removed this mod from my pack - I had similar problem with other mod (Diversity), and removing that mod fixed the issue.
But, unfortunately, not in this case. When I get in that swamp area, everything freezes and I have to close game manually. This is without that mod with cities (Walled City Generator).
Is there any possibility to "restart" the terrain generator? I had a thought, that it might think that there is need to generate something in area, even if mod that requires this is actually gone?
That problem doesn't look so much like a problem with Walled Cities, because the runs are diagonal and not shaped like cities. That's what I'd expect from trees/ores/overscattered flowers/etc. One way to test would be to re-generate the world with various mods in or out and head to the problem area. Climate Control would let you set your spawn to the swamp (with the xOffset and zOffset configs) so you wouldn't even have to travel.
One mod I'd try pulling is Natura. Those wide trees look great, but they're really tough on the generator. And IIRC Natura has a lot of big trees in - swamps.
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.
I've removed Camping mod, which unexpectedly does generate some useless stuff. And everything works fine again. Thanks for your replies, love your mod!
You will add a Cave Survival Generation like your old Mod?
I play Minecraft 1.8.9 but there is only a beta version for 1.8.9 and it has glitches. any chance of an update for the 1.8.9 version?
It is too much work to update and maintain 1.8.9, and no one is really playing it anymore. Our focus is on 1.10 and 1.11 now.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
The reason I play 1.8.9 is because many mods I use have not updated (like BiblioCraft). In fact I kind of wish Minecraft would stop updating as it’s at the point where things are batter left to the mod community. The main problem I have with RTG 1.8.9 is after the world gets to a certain size it becomes unstable and randomly won’t load in chunks. I have tried reboots and commands but nothing works. Once you reach that size limit with RTG your save is completely unstable. (this does not happen when not using RTG.)
If you are looking for stability, a choice of mods, (including bibliocraft), some support, etc, then may I suggest 1.7.10?
* 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?
Well there is the etfuturum mod that adds many things from th newer versions of minecraft to 1.7.10 including brewing and enchanting. So that's no reason
Nether Biomes for 1.7.10: Netherlicious
You guys seriously need to update to 1.10 and stop playing antiquated versions of Minecraft.
Don't use the excuse "But Mod X isn't updated to 1.10! What am I supposed to do?!". There are plenty of great mods for 1.10.2 that have the same functionality and content you are looking for. If not, try something new for a change!
If using antiquated versions of things were a good thing, then no one would ever update anything because there'd be no point, and I'd still be playing Sid Meier's Pirates! on Commodore 64.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
A lot of players are using 1.7.10. Very few are using 1.8.9.
Yes, the 1.9 combat changes are a game stopper for a lot of people. Yes, it makes sense to maintain one version prior to that.
But very few people, relatively, use 1.8.9; a lot of mods never updated to it.
The combat changes in 1.9 are a game breaker for a lot of players; but the rendering changes in 1.8 were a game breaker for a lot of modders.
This is the basics of the reason why 1.7.10 is more likely to be maintained than 1.8+. If you are able to update past 1.7.10, you can probably update all the way to 1.10.2.
(1.11 adds a new game breaker for some mods: the whole issue of null itemstacks.)
* 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 really did intend to put out a final version for 1.8.9, but we just haven't been able to do it and the prospects are growing dimmer. The "Bataan Death March" of rapid updates which don't quite allow (most) mods to cover multiple versions is upon us again; we have a lot to do to catch up with where things are; and Jens is already talking 1.12 snapshots. RTG needs to be updated and there are a number of actual changes/fixes we want to implement. We promised a Highlands-UT update and that's not done, and we promised a version of Appalachia and that's not done either, plus both of those have so far been done for 1.10.2 and so they're behind on the death march as well.
If you want to finish the 1.8.9 version or port the 1.10 or 1.7 version we'd be very supportive.
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.
some ideas for new release date of highlands and appalachia? i've found 34 new trees on 30 new biomes! now you'll add new biomes/trees or appalachia is complete?
HEY MODS, IS THIS POST OK NOW THAT I'VE ADDED TEXT?
Quit over policing things that you don't need to police, and leave our thread alone!
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
"The final release for 1.8.9 is scheduled for Sunday
5th February, after which there will be no further development on the
1.8.9 version."[/b]
are you for real the 5th is my birthday its like this was all planed lol[/b]
I'll test out the pre-release on a new world to see if the none loading chucks after a certain world size is still there
[/b]
RTG's functionality does not change depending on the size of the world, so there shouldn't be any issue here.
If you are having problems after generating a large portion of the world while exploring, it is likely due to the JVM running low on memory which will cause Garbage Collection churning, or something else is causing the servers tickrate to be much lower than it should be. In either case, there likely isn't enough CPU for normal chunk generation.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
well you say that but i just tested the thing and indeed the glitch has been fixed so......