I am testing primarily with Chromatic Craft, UBC, Streams, and CC. RR was in for a while, but I have removed it for now. (I was trying to see if the snow in streams was a function of it playing with biome temperatures. No, but since it makes temps colder than normal at time 0, extreme hills get snow on the ground and looks like a snow zone).
As much as you don't control biomes directly, I thought that you played with the ocean/continent boundaries. As for climate bands, I was intending to test that CC/RTG interaction (plus it makes it much easier to search for a desired biome).
... Maybe I am confused about something. Who is responsible for generating villages (or perhaps, how do you tell), given that it seems a lot of mods want to add biomes to the generation list, or alter what a village uses in a given biome?
With regard to UBC and stone types: Do you put the UBC stones in the mountains, or does UBC do that after your gen?
(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?
# The block ID of the 1st volcano mix block.
# [default: UndergroundBiomes:igneousCobblestone]
S:"Volcano mix 1 block ID"=UndergroundBiomes:igneousCobblestone
# The meta value of the 1st volcano mix block.
# [range: 0 ~ 15, default: 5]
I:"Volcano mix 1 block meta value"=5
# The block ID of the 2nd volcano mix block.
# [default: UndergroundBiomes:igneousStone]
S:"Volcano mix 2 block ID"=UndergroundBiomes:igneousStone
# The meta value of the 2nd volcano mix block.
# [range: 0 ~ 15, default: 5]
I:"Volcano mix 2 block meta value"=5
(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?
Between CC and RTG's shore adjustment, I got an ocean biome, then a thin strip of beach, then another ocean (beach width), then another beach (normal width), then a jungle.
RTG made the whole thing a smooth hill going up to the jungle. Other than the upper ocean and beach section being bare stone (no sand or grass, just exposed stone) on the way up the hill to the jungle, it looked great.
(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?
(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?
Lets say I've got a biome painter program that just asks for the biome at a location, and maps it by the grass color (with a few exceptions). If it's asking for a biome that is not yet terrain generated, will it see rivers?
If the answer is "no, it won't see rivers until the terrain is actually generated", then that explains what I'm not seeing here. If it should be seeing the rivers anyways, then ... I don't know, because it's not.
(This is that same CC + RTG test world. And, I'm seeing a lot fewer rivers than I expected, plus they are not going long boatable distances.)
(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?
The "standard" way of getting biomes from the GenLayer stack will not show RTG rivers. We could provide it to outside mods but they'd have to be written to use it.
RTG does have fewer rivers than vanilla. There's a config to up the frequency. Rivers should run long boatable distances unless you have lots of mountains. With BoP+vanilla I'd say my average run exceeds 1000 blocks. The CC Mountain Chains feature will increase it if you're having trouble, by effectively clumping non-mountain biomes.
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!
Can you please provide an API for that in 1.7.10? Yea, right now it's only being seen after they show up in the world. (DragonAPI has a command for generating these biome maps at any desired scale, and it's the one I'm using).
Edit: I know that rivers are less frequent. In the past, I set the multiple to 2.5 times, and it seemed to be equivalent -- less total rivers, but about the same navigatable-ness. But this map?
I turned on mountain chains. The only rivers I've seen so far is either a "scenic lake" river (which makes no sense, you use ocean biomes for those), or two short stubs that ran into mountains very quickly.
EDIT: 2: ACK! I did not change the setting to 2.5 on this test. And ... you actually do use rivers now instead of oceans for the lakes?
(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?
As for UBC... UBC places the UBC stone after RTG generates the terrain, but RTG places the UBC cobblestone when it's 'painting' the surface.
I really hate these forums. New messages get skipped when replying.
You are too eager to place UBC cobble during that "paint" operation. To try to speed up chunkgen, I told UBC to only replace stone up to Y=100 (hoping that checking about half as many blocks in the mountains would give a speed up).
UBC cobble still appeared on the mountains above that line.
I don't know if you have access to UBC's config file, or if UBC has any exposed API to report what height its biomes end at. I just found this odd -- vanilla stone mountains with UBC cobble blocks.
EDIT: Simple idea: before you paint with UBC cobble, check if the neighboring stone is vanilla or UBC?
(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?
This is a vanilla bug that has existed forever. It can be more noticeable in RTG worlds due to trees being denser in some snowy forests.
Vanilla trees in snow zones not being topped properly? I'll have to recheck a vanilla world, but I have never seen that.
I have seen, in mappers, the outer edge of chunks in snow zones not having any snow placed yet. I actually thought that vanilla placed its snow down late, after neighboring chunks got decorated, just to make sure that trees were down before the snow got placed, and that this is part of why there are edging biomes -- you can't get jungle giants in the jungle edge so that if a jungle tree decorates 2 chunks out it will still behave properly in snow zones.
(Hmm, actually, I don't know that I've seen snow in vanilla worlds since 1.6 ... heck, have I played vanilla since 1.6???)
(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?
You are too eager to place UBC cobble during that "paint" operation. To try to speed up chunkgen, I told UBC to only replace stone up to Y=100 (hoping that checking about half as many blocks in the mountains would give a speed up).
UBC cobble still appeared on the mountains above that line.
There isn't really much speed to be gained here. Most of the tick time is spent doing decorations.
The cobble still appears because it's RTG placing it.
EDIT: Simple idea: before you paint with UBC cobble, check if the neighboring stone is vanilla or UBC?
So you were trying to speed up chunk generation by limiting the height that UBC places it's stone, but now you want to add even more checks before placing each cobble block?
Vanilla trees in snow zones not being topped properly? I'll have to recheck a vanilla world, but I have never seen that.
I have seen, in mappers, the outer edge of chunks in snow zones not having any snow placed yet. I actually thought that vanilla placed its snow down late, after neighboring chunks got decorated, just to make sure that trees were down before the snow got placed, and that this is part of why there are edging biomes -- you can't get jungle giants in the jungle edge so that if a jungle tree decorates 2 chunks out it will still behave properly in snow zones.
(Hmm, actually, I don't know that I've seen snow in vanilla worlds since 1.6 ... heck, have I played vanilla since 1.6???)
If this didn't happen in vanilla, then I wouldn't have said it. It's just more apparent in RTG because of the bigger trees that are packed closer together, and the delayed decoration system exacerbates it a bit. This isn't an easy fix because it would require making custom decorators for every snowy biome and doing everything manually in order to do the snow layers absolutely last, but it probably still won't solve problems with trees generating into adjacent chunks from the ones they started in.
If this issue ever gets addressed it probably will only be in 1.11 with the possibility of being backported to 1.10 only.
Below is a screenshot of a tree with only 1/2 the leaves covered in snow and on the other side the snow is on the ground under the tree. This same thing can happen with TiCon slime islands in snowy biomes, and with other floating structures.
More like, cutting UBC stone at Y=100 didn't help enough for speed, but does give a supply of vanilla stone. And the UBC cobble looks out of place next to vanilla stone.
... cutting UBC stone at y=62 will be the next test. Underground stone. If that doesn't help enough, it'll be world pregen time. But that's not an RTG issue.
EDIT: I don't know if UBC has a way to report it's cutoff height or not. But the difference in replacing lots and lots of stone, versus doing a check on a few occasional cobble blocks, the cobble check shouldn't be that big of an issue, right?
(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?
... I don't believe that I left NoVoidFog.zip in there, but it's non-functional when packed as a zip.
And yes, that's DragonAPI with no other mods. I'm trying to figure out which mod is causing high CPU usage, building the pack up slowly.
https://gist.github.com/keybounce/ac294747006213a1bcc3bfe53decafdf has the rtg.cfg and climatecontrol.cfg files.
(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?
(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?
(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?
(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?
I did. In fact, the first time I saw the config file generated, there were no comments. The comments only showed up on the second run it seems.
... hold on ...
OK, so lets re-run the server, and blank out the file.
Diff the config: Caves and ravines are now at your settings, rivers are back to 1.0, scattered features are back, volcano is back to vanilla cobble (this config was copied from the single player test world with UBC), ... and the river comment is still the same wrong one.
HEY, you posted a release. Be right back with a fresh test.
(I really, really hate these forums.)
Quick question: Is this the right setting for a server?
level-type=realistic
EDIT: Gar, no. Two or three pages back:
Make sure you use level-type=RTG in server.properties, or if you're testing in singleplayer, choose the 'Realistic' world type from the [More options] screen.
(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?
(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?
I am testing primarily with Chromatic Craft, UBC, Streams, and CC. RR was in for a while, but I have removed it for now. (I was trying to see if the snow in streams was a function of it playing with biome temperatures. No, but since it makes temps colder than normal at time 0, extreme hills get snow on the ground and looks like a snow zone).
As much as you don't control biomes directly, I thought that you played with the ocean/continent boundaries. As for climate bands, I was intending to test that CC/RTG interaction (plus it makes it much easier to search for a desired biome).
... Maybe I am confused about something. Who is responsible for generating villages (or perhaps, how do you tell), given that it seems a lot of mods want to add biomes to the generation list, or alter what a village uses in a given biome?
With regard to UBC and stone types: Do you put the UBC stones in the mountains, or does UBC do that after your gen?
* 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?
Ohh, this was unexpected: thank you!
Which one is meta 5?
* 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?
Igneous meta 5 is Basalt (apropos for a volcano). And kudos to srs-bsns for that nice touch - it wasn't me.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
Ohh, this is nice.
Between CC and RTG's shore adjustment, I got an ocean biome, then a thin strip of beach, then another ocean (beach width), then another beach (normal width), then a jungle.
RTG made the whole thing a smooth hill going up to the jungle. Other than the upper ocean and beach section being bare stone (no sand or grass, just exposed stone) on the way up the hill to the jungle, it looked great.
http://imgur.com/qhCwcGu.png
That pinkish line squiggling around is the biome border.
* 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?
Send me the CC configs, seed, and location for that, if you can, because we're trying to fix those elevated ocean patches.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
All the details and config files should be here: https://gist.github.com/keybounce/fd5e7ef041c2758bc5e6b971b74de877
Let me know if I missed any details you need.
* 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?
When does RTG place rivers?
Lets say I've got a biome painter program that just asks for the biome at a location, and maps it by the grass color (with a few exceptions). If it's asking for a biome that is not yet terrain generated, will it see rivers?
If the answer is "no, it won't see rivers until the terrain is actually generated", then that explains what I'm not seeing here. If it should be seeing the rivers anyways, then ... I don't know, because it's not.
(This is that same CC + RTG test world. And, I'm seeing a lot fewer rivers than I expected, plus they are not going long boatable distances.)
* 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?
The "standard" way of getting biomes from the GenLayer stack will not show RTG rivers. We could provide it to outside mods but they'd have to be written to use it.
RTG does have fewer rivers than vanilla. There's a config to up the frequency. Rivers should run long boatable distances unless you have lots of mountains. With BoP+vanilla I'd say my average run exceeds 1000 blocks. The CC Mountain Chains feature will increase it if you're having trouble, by effectively clumping non-mountain biomes.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
Can you please provide an API for that in 1.7.10? Yea, right now it's only being seen after they show up in the world. (DragonAPI has a command for generating these biome maps at any desired scale, and it's the one I'm using).
Edit: I know that rivers are less frequent. In the past, I set the multiple to 2.5 times, and it seemed to be equivalent -- less total rivers, but about the same navigatable-ness. But this map?
I turned on mountain chains. The only rivers I've seen so far is either a "scenic lake" river (which makes no sense, you use ocean biomes for those), or two short stubs that ran into mountains very quickly.
EDIT: 2: ACK! I did not change the setting to 2.5 on this test. And ... you actually do use rivers now instead of oceans for the lakes?
* 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?
I really hate these forums. New messages get skipped when replying.
You are too eager to place UBC cobble during that "paint" operation. To try to speed up chunkgen, I told UBC to only replace stone up to Y=100 (hoping that checking about half as many blocks in the mountains would give a speed up).
UBC cobble still appeared on the mountains above that line.
I don't know if you have access to UBC's config file, or if UBC has any exposed API to report what height its biomes end at. I just found this odd -- vanilla stone mountains with UBC cobble blocks.
EDIT: Simple idea: before you paint with UBC cobble, check if the neighboring stone is vanilla or UBC?
* 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?
Vanilla trees in snow zones not being topped properly? I'll have to recheck a vanilla world, but I have never seen that.
I have seen, in mappers, the outer edge of chunks in snow zones not having any snow placed yet. I actually thought that vanilla placed its snow down late, after neighboring chunks got decorated, just to make sure that trees were down before the snow got placed, and that this is part of why there are edging biomes -- you can't get jungle giants in the jungle edge so that if a jungle tree decorates 2 chunks out it will still behave properly in snow zones.
(Hmm, actually, I don't know that I've seen snow in vanilla worlds since 1.6 ... heck, have I played vanilla since 1.6???)
* 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?
There isn't really much speed to be gained here. Most of the tick time is spent doing decorations.
The cobble still appears because it's RTG placing it.
So you were trying to speed up chunk generation by limiting the height that UBC places it's stone, but now you want to add even more checks before placing each cobble block?
If this didn't happen in vanilla, then I wouldn't have said it. It's just more apparent in RTG because of the bigger trees that are packed closer together, and the delayed decoration system exacerbates it a bit. This isn't an easy fix because it would require making custom decorators for every snowy biome and doing everything manually in order to do the snow layers absolutely last, but it probably still won't solve problems with trees generating into adjacent chunks from the ones they started in.
If this issue ever gets addressed it probably will only be in 1.11 with the possibility of being backported to 1.10 only.
Below is a screenshot of a tree with only 1/2 the leaves covered in snow and on the other side the snow is on the ground under the tree. This same thing can happen with TiCon slime islands in snowy biomes, and with other floating structures.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
More like, cutting UBC stone at Y=100 didn't help enough for speed, but does give a supply of vanilla stone. And the UBC cobble looks out of place next to vanilla stone.
... cutting UBC stone at y=62 will be the next test. Underground stone. If that doesn't help enough, it'll be world pregen time. But that's not an RTG issue.
EDIT: I don't know if UBC has a way to report it's cutoff height or not. But the difference in replacing lots and lots of stone, versus doing a check on a few occasional cobble blocks, the cobble check shouldn't be that big of an issue, right?
* 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?
The RTG-placed UBC cobble should be respecting the generation height in the latest UBC. I just fixed that last week.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
Umm ... I found this in extreme hills. This is on a server.
Server-side mod list: 56 AdminCommandsToolbox-0.0.4_dev16_1.7.10.jar
384 ClimateControl-0.8.2.jar
144 CodeChickenCore-1.7.10-1.0.7.47-universal.jar*
2656 'DragonAPI 1.7.10 V16d.jar'
324 InGameInfoXML-1.7.10-2.8.1.82-universal.jar
60 LunatriusCore-1.7.10-1.1.2.21-universal.jar
172 MapWriter-1.7.10-2.1.10.jar
56 MobiusCore-1.2.5_1.7.10.jar
4 NoVoidFog_1.7.10.zip
504 NotEnoughItems-1.7.10-1.0.5.120-universal.jar
2292 RTG-1.7.10-1.1.1.4-prerelease.1.jar
536 Waila-1.5.10_1.7.10.jar
72 Wawla-1.3.3-1.7.10.jar
20 Zoom-binoculars-MC1.7.10-1.0.0.jar
16 chunkgen-1.7.10-1.3.0.jar
180 fastcraft-1.23.jar
12 tpv-1.7.10-0.0.2.00.jar
... I don't believe that I left NoVoidFog.zip in there, but it's non-functional when packed as a zip. And yes, that's DragonAPI with no other mods. I'm trying to figure out which mod is causing high CPU usage, building the pack up slowly.
https://gist.github.com/keybounce/ac294747006213a1bcc3bfe53decafdf has the rtg.cfg and climatecontrol.cfg files.
* 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?
This is still in the configs ...
It's frequency, not width.
* 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?
That is strange. But I know what's in my config files.
* 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?
The last version of UBC I see is beta 49, released 2016-June-1. Is there a newer one?
* 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?
I did. In fact, the first time I saw the config file generated, there were no comments. The comments only showed up on the second run it seems.
... hold on ...
OK, so lets re-run the server, and blank out the file.
Diff the config: Caves and ravines are now at your settings, rivers are back to 1.0, scattered features are back, volcano is back to vanilla cobble (this config was copied from the single player test world with UBC), ... and the river comment is still the same wrong one.
HEY, you posted a release. Be right back with a fresh test.
(I really, really hate these forums.)
Quick question: Is this the right setting for a server?
EDIT: Gar, no. Two or three pages back:
* 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?
OK, with the new release, that config:
Thank you.
* 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?