well you say that but i just tested the thing and indeed the glitch has been fixed so......
Whether you think the problem you were having is fixed or not is irrelevant; My previous post still stands. RTG does not do anything that would cause it to slow down or stop working over time.
So... as many of you already know, we're in the process of updating RTG to 1.11.2, and we're making good progress.
One of the things we're doing is re-designing some of the biomes based on user feedback, so if there are any biomes that you think could use a makeover, feel free to let us know here in the forums.
The vanilla biomes we're planning to improve are:
Extreme Hills + variants
Ocean & Deep Ocean
River & Frozen River
Mesa variants
Savanna variants
And the BOP biomes we're planning to improve are:
Bayou
Crag
If there are any others, or if you have suggestions on how we can improve the biomes above, we'd love to hear your feedback.
.
jungle + variants. i hope on ocean/deep ocean more deep of now
Is there an islands biome yet? Or tropical/vulcanic islands etc?
In order for RTG to remain server-side only it only generates terrain and does not add any biomes or blocks to the game. However, we have add-ons planned that will add custom biomes and blocks to make the world much nicer.
Is there an islands biome yet? Or tropical/vulcanic islands etc?
As srs-bsns mentioned, we can't add biomes because RTG is a serverside mod. However, BoP provides islands, including tropical and volcanic, in 1.10, and Highlands provides islands, including tropical and volcanic, in 1.7.10. Also, Geographicraft/Climate Control can place any biome as an occasional island in the deep ocean.
Seems there is some incompatibility with underground biomes, is this right?
My mountains looking ugly like hell because the underground biomes blocks are placed everywhere at hills.
Do you mean the boulders? They're there whether UBC is installed or not; UBC just changes them from cobble to the appropriate UBC stone. There are config controls for boulders in the RTG config file.
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 have just discovered a small error in the config files, I generated them with the most recent version, and the river frequency multiplier description states river width instead. I thought you might like to know that.
(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?
Unrecognized biomes are rendered as plains (unless you set the config to have it crash; that's for modpack developers and such). We would have to put out an update to generate it. With Climate Control and chunk wall prevention you won't see any strange walls from adding a biome. Otherwise you will, and not just at the new biome because adding a biome will change the entire biome assignment table. Exception: if you add the new biome and *then* put in an RTG to generate it, you'll get walls in and right next to the biome only from the terrain definition shift.
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.
For 1.7.10: ChromaticCraft is getting a new biome. How can I tell this to let it generate normally, or is that the default for biomes not recognized?
(... and, will it have strange walls at the biome edges? How is that prevented?)
For biomes not recognised by RTG, the biome patcher will substitute the biome with an ID obtained from I:"Patch Biome ID" in the main config, which, by default, is 1 (minecraft:plains).
Edit: Forum posting rule #1. Don't start to reply to a post then walk away and come back 2 hours later to finish without first refreshing the thread.
I was wondering if there is a way to disable the way trees are generated on this mod, while enabling everything else? While the trees look amazing it makes it difficult to chop trees down that are so large. Thanks in advance for any help or insight on this and thanks for all the work put into this mod!
Thanks for the reply lelek6. I have actually seen a few of these mods and was thinking of putting them in but decided against it in favor of sticking with the traditional minecraft way of chopping trees. Do you know of a way to change it so the RTG trees are regular sized like in vanilla minecraft?
Do you know of a way to change it so the RTG trees are regular sized like in vanilla minecraft?
Hmmm... I found something like this in every biome-configs ( \RTG.minecraft\config\RTG\biomes\vanilla )
Maybe "false" will be solution? :
decorations {
# If FALSE, no RTG decorations will generate in this biome. Instead, only vanilla decorations will generate.
# RTG decorations include custom trees, shrubs, boulders, etc.
# [default: true]
B:"Use RTG Decorations"=true
... Well, thank you for the new update for 1.7.10.
... Sadface that this will be the last one. Sadface that the mesa's / bryce won't get a needed cleanup.
... Especially since I was looking forward to RTG + ChromaticCraft. I was hoping that the worst-case would be "a biome we don't recognize will get the default surface/decoration", not "a biome we don't recognize will be treated as plains".
... egads, looking over the source code commit/merge graph on github, the 1.7.10 branch has been completely separate from the rest for a very long time; the lines of development are effectively completely isolated from each other. No wonder you don't want to do any more work on it.
... In fact, when did they last have a common merge? How far back? ... still looking ...
(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?
Hey Dev team. I finally figured out what I was doing wrong with my RTG server-side. I wasn't letting the world start up and generate the spawn area in RTG. I had a preexisting chunk of world there, and somewhere in the code of Forge or Minecraft or something, once you've started the world, it doesn't matter what's in the server config file, it just rolls out with the original startup. So, I finally figured out why my RTG worlds weren't RTG despite having set them up. Dunno if this will help anyone, or if it's just a good laugh, but thought I'd post it just as a heads up.
How much help would you be able to provide to someone else that wanted to backport that section? Also, is it only 1.11 that has it? (I thought 1.10 had the "unknown biomes get vanilla worldgen" stuff.)
(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?
How much help would you be able to provide to someone else that wanted to backport that section? Also, is it only 1.11 that has it? (I thought 1.10 had the "unknown biomes get vanilla worldgen" stuff.)
No version currently has it; The feature is incomplete. It's being developed for 1.11, but if we decide to release another version of RTG for 1.10 with breaking changes, it will likely get back-ported to 1.10.
Adapting anything like this to 1.7 will be quite difficult due to the differences in Minecraft, Forge, and also RTG's codebase, which has changed substantially since. This is the reason why we are stopping development on 1.7 and 1.8, everything has to be basically coded two or three times. Ain't nobody got time for that.
IMPORTANT! This pre-release is for TESTING purposes only, and you should NOT update an existing world to this version (especially a world that you care about). This pre-release is meant to be used on NEW WORLDS only.
You should delete your RTG config folder before updating to this version.
The final release for 1.7.10 is scheduled for Sunday 12th February, after which there will be no further development on the 1.7.10 version.
Changelog
World gen
No surface ponds in Mesa Bryce.
RTG tree log blocks can now grow into water.
Bug fixes
Fixed BOP Outback not being decorated on vanilla grass.
Fixed bug related to RTG trees replacing non-air blocks.
Fixed enableUBCBoulders config using wrong default value.
Better ground checking for swamp willows.
Config options
Added config options to disable lush river bank surfaces and decorations.
Various minor config tweaks to match config from 1.10.2.
Better comments for some biome configs.
Under the hood
Backported RTG tree system from 1.10.2.
Backported sapling growth logic from 1.10.2.
Various tweaks and enhancements.
.
Hmm would it be possible to add growable palmtrees to the beach? Like with the other growable RTG trees. And the jungle oak is not growable. And in jungles the jungletrees can be grown in a thin and high variant with roots, but the tree is not generating naturally.
Whether you think the problem you were having is fixed or not is irrelevant; My previous post still stands. RTG does not do anything that would cause it to slow down or stop working over time.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
jungle + variants. i hope on ocean/deep ocean more deep of now
In order for RTG to remain server-side only it only generates terrain and does not add any biomes or blocks to the game. However, we have add-ons planned that will add custom biomes and blocks to make the world much nicer.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
As srs-bsns mentioned, we can't add biomes because RTG is a serverside mod. However, BoP provides islands, including tropical and volcanic, in 1.10, and Highlands provides islands, including tropical and volcanic, in 1.7.10. Also, Geographicraft/Climate Control can place any biome as an occasional island in the deep ocean.
Do you mean the boulders? They're there whether UBC is installed or not; UBC just changes them from cobble to the appropriate UBC stone. There are config controls for boulders in the RTG config file.
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 have just discovered a small error in the config files, I generated them with the most recent version, and the river frequency multiplier description states river width instead. I thought you might like to know that.
For 1.7.10: ChromaticCraft is getting a new biome. How can I tell this to let it generate normally, or is that the default for biomes not recognized?
(... and, will it have strange walls at the biome edges? How is that prevented?)
* 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?
Unrecognized biomes are rendered as plains (unless you set the config to have it crash; that's for modpack developers and such). We would have to put out an update to generate it. With Climate Control and chunk wall prevention you won't see any strange walls from adding a biome. Otherwise you will, and not just at the new biome because adding a biome will change the entire biome assignment table. Exception: if you add the new biome and *then* put in an RTG to generate it, you'll get walls in and right next to the biome only from the terrain definition shift.
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.
For biomes not recognised by RTG, the biome patcher will substitute the biome with an ID obtained from I:"Patch Biome ID" in the main config, which, by default, is 1 (minecraft:plains).
Edit: Forum posting rule #1. Don't start to reply to a post then walk away and come back 2 hours later to finish without first refreshing the thread.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
WOAH!
This is beautiful! <3
I'll be using this for my modded worlds, definitely
Also this is compatible with most mob-adding mods such as Lycanite's, Mo'Creatures, Woodland Creatures and others! Thank you <3
i dunno. what the heck do you put in a signature?
twitter: @pas_tellaaccount deleted due to hacker issues! thankyou for looking, though.Absolutely AWESOME mod! Thanks so much definitely will use this from now. Can't wait for the 1.11 release!
I was wondering if there is a way to disable the way trees are generated on this mod, while enabling everything else? While the trees look amazing it makes it difficult to chop trees down that are so large. Thanks in advance for any help or insight on this and thanks for all the work put into this mod!
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2731148-tree-chopper-cut-down-the-whole-tree
Thanks for the reply lelek6. I have actually seen a few of these mods and was thinking of putting them in but decided against it in favor of sticking with the traditional minecraft way of chopping trees. Do you know of a way to change it so the RTG trees are regular sized like in vanilla minecraft?
Hmmm... I found something like this in every biome-configs ( \RTG.minecraft\config\RTG\biomes\vanilla )
Maybe "false" will be solution? :
... Well, thank you for the new update for 1.7.10.
... Sadface that this will be the last one. Sadface that the mesa's / bryce won't get a needed cleanup.
... Especially since I was looking forward to RTG + ChromaticCraft. I was hoping that the worst-case would be "a biome we don't recognize will get the default surface/decoration", not "a biome we don't recognize will be treated as plains".
... egads, looking over the source code commit/merge graph on github, the 1.7.10 branch has been completely separate from the rest for a very long time; the lines of development are effectively completely isolated from each other. No wonder you don't want to do any more work on it.
... In fact, when did they last have a common merge? How far back? ... still looking ...
* 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?
Hey Dev team. I finally figured out what I was doing wrong with my RTG server-side. I wasn't letting the world start up and generate the spawn area in RTG. I had a preexisting chunk of world there, and somewhere in the code of Forge or Minecraft or something, once you've started the world, it doesn't matter what's in the server config file, it just rolls out with the original startup. So, I finally figured out why my RTG worlds weren't RTG despite having set them up. Dunno if this will help anyone, or if it's just a good laugh, but thought I'd post it just as a heads up.
... Well, foo.
How much help would you be able to provide to someone else that wanted to backport that section? Also, is it only 1.11 that has it? (I thought 1.10 had the "unknown biomes get vanilla worldgen" stuff.)
* 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?
No version currently has it; The feature is incomplete. It's being developed for 1.11, but if we decide to release another version of RTG for 1.10 with breaking changes, it will likely get back-ported to 1.10.
Adapting anything like this to 1.7 will be quite difficult due to the differences in Minecraft, Forge, and also RTG's codebase, which has changed substantially since. This is the reason why we are stopping development on 1.7 and 1.8, everything has to be basically coded two or three times. Ain't nobody got time for that.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
Hmm would it be possible to add growable palmtrees to the beach? Like with the other growable RTG trees. And the jungle oak is not growable. And in jungles the jungletrees can be grown in a thin and high variant with roots, but the tree is not generating naturally.
Nether Biomes for 1.7.10: Netherlicious
any updates on 1.8.9 it was suppose to come out yesterday?