RTG is changing a lot of terrains between 1.10.2 and 1.11.2. The Ocean/Deep Ocean change can be seen underwater as chunks load as you're going from lower to higher, which is 1.10.2 to 1.11.2 Ocean and 1.11.2 to 1.10.2 Deep Ocean. It's not a big deal though - it's still through the water effect, it's at the limit of your loading, and it disappears as soon as the next chunks load. You can easily miss it if you're not looking for it.
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!
So something I noticed with the CC + Mountain Chain / RTG combo. Rivers. They have an annoying tendency to stop.
Older versions of 1.7.10 would have rivers carve out passes through the mountains. While realistic enough, it got enough "ugly" comments to be removed. Fine.
But I noticed that extreme hills in RTG, even with mountain chains, are not always high up. There's plenty of low ground in there as well. And, I've had rivers basically come up along the base of a mountain, and then stop. A small 5 block detour, and the river could continue around the base of the mountain.
So why not? I don't know how early in the generation the "desired path" of the river is determined, nor the exact ordering of "Here's the actual ground height" / "whoops, too high, lets chop the river now", but is there a way to say "Hey, this is sufficiently close to the base of the hill, lets look around for flat land and move the river over there"? (And given the whole nature of one chunk's generation triggering another chunk's, I know that there's a difference between being able to describe it, and being able to implement it).
(Yes, I know it would be for 1.10+ at this point. Still sounds like an improvement).
(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 current algorithm places the rivers and then fits the terrain to the rivers. Any kind of moving the rivers would require a completely different algorithm, and any way I can think of would require an additional stage of terrain manipulations. (Also, it's one of those things that seems very easy but actually doing it algorithmically is hard). We could change the details of what about the terrain makes the algorithm give up and just not put the river there, but that wouldn't change the occasional problem of a "too small" interruption of a river, just change when and where it happens.
The most likely "fix" for the brief interruption problem would be to figure out a way to make river canyons look good, which I think is comparatively doable. It would still be surprisingly hard to figure out what's a 'too brief' interruption and we'd probably end up putting rivers back through all the mountainous terrain, which would have both good and bad parts.
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!
We've tried doing flowing water and it's problematic with the rules of Minecraft. It's hard to keep it from "escaping" and making a mess. Some combination with Streams is possible but I wouldn't want to lift part of the mod for RTG.
I don't stress out too much about any odd imperfections like terminating streams as long as they're rare. You just can't stop that with a localized random generation system. That's part of the reason I'm not too stressed out about the problem of excessively short river interruptions - it happens, but it's also fairly uncommon.
More or less, yes, the rivers are generated before the height map. The generation of the height map is complicated. For each biome it generates the height at each block. Then that height is adjusted for the river value, which is generated independently, for biomes that have rivers. Then all the biome heights get weighted together with a complicated formula based on the biomes present in the neighborhood. That final value is what you'd normally consider the "height map". We could make a pre-river height map by weighting together the pre-river by biome maps, but we don't at present. It used to be done that way but not anymore and for a few biomes like Bayou we use the river-weighting step to do some biome-specific things and we'd have to give that up to revert it.
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!
I don't mind the occasional terminating stream -- heck, it's reasonable that not all rivers cross all mountains (see the Continental Divide in the USA), but it's more like I have yet to find a river that crosses any mountain zone in 1.7.10 when RTG plus CC/mountain chains is active.
(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 mind the occasional terminating stream -- heck, it's reasonable that not all rivers cross all mountains (see the Continental Divide in the USA), but it's more like I have yet to find a river that crosses any mountain zone in 1.7.10 when RTG plus CC/mountain chains is active.
That's actually intentional - the mountain zones break the rivers into basins so most of the time you'll get rivers flowing logically from a mountain source to some at least half-plausible destination like a swamp or lake. It also makes the brief terminations less common. That said, besides the fact that it's a good approximation for maps, it would be hard to make rivers *sometimes* cross mountains. Always is easy (even if it often would look ugly), never is easy, but sometimes is hard.
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!
With respect to how expensive it would be in CPU time, (and in the time it would take to code it and work out all of the bugs,) to make rivers look nice in mountainous biomes.. it's almost not worth even thinking about it, let alone trying to implement it.
And, Keybounce, you're talking about 1.7.10.. that version is dead. Even if, in the future, we manage to improve rivers in mountainous biomes it's not something that will ever get backported that far.
The reason why rivers stop occasionally (are disabled) in mountainous biomes is because most of the time it ends up looking like **** if they were to continue. This is clearly unrealistic and ugly:
Oh, I am fully aware that 1.7 is dead. I am thinking of 1.10 or 1.11 at this point -- that being able to (Eventually) upgrade to a future version of minecraft that will generate really good looking terrain.
(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 have a question. I want to create a custom map of the skyrim world an upload it to my server. We're using RTG and Biomes O'plenty and I was wondering if I needed to include them as i create the map or once I finish the map and upload it would RTG and Biomes O'plenty fill in the rest or even add anything at all?
just a quick question will RTG allow Floricraft FlowerLand Biome? I found it easily in vanilla but haven't found it on RTG ( note I haven't had time to test fully though )
This is a forum with users from all over the world. Typical response times are between 5 hours and 2 weeks.
Your impatience it not helping anyone.
If you want your map to look nice (without any chunk borders), you will have to include Biomes O' Plenty and RTG while you are creating your Skyrim World.
And FYI, to combine Biomes O' Plenty with RTG, you will have to use Geographicraft or BiomeTweaker as well.
I was already using BiomeTweaker with Biomes O'plenty and RTG that wasn't my question. I was asking if i created a custom world with world painter.
You seriously made a forum account just to say that?
Ok fine is this better. I didn't feel like going through the BS to recover this one but here you go.
Short answer: Yes, Yes I did
I guess I could have gone off on some nonsense that has nothing to do with this mod, probably because I don't know much about it other than it looks better than mojongs crappy fake terrain generating algorithms, so I posted my anticipation instead.
Yup, asking or pushing a mod developer(team) for updates is considered rude (because the mod developers don't owe you anything) and it is against the forum rules.
If you had worded it like:
, that would have been a different story, but instead you are making it sound more like:
, like a little kid throwing a temper tantrum.
NB: I do not claim to be perfect in any way myself. If you see me be a generic poop-hole, please call me out on it.
Yeah, we're a little behind schedule with the 1.11.2 release as we're currently working on Appalachia, an RTG addon mod.
The current plan is to release the first beta version of Appalachia at the same time as the next release of RTG for 1.10.2, and then we'll start working on the 1.11.2 release of RTG again.
So it's looking like end of March at the earliest for a 1.11.2 version of RTG.
¯\_(ツ)_/¯
.
That aside, my phone is being somewhat of a pain, won't let me double quote so I'd also like to say,
First sorry for the double post, but most importantly,
Thank you WhichOnesPink for giving myself and anyone else, also anticipating it's realease, an update. It's much appriciated, keep up the great things you do for minecraft!
Been checking in on rtg everyday for awhile. Can't wait to use it for 1.11 (no rush but not really)! excited to see some possibly new stuff.
RTG is changing a lot of terrains between 1.10.2 and 1.11.2. The Ocean/Deep Ocean change can be seen underwater as chunks load as you're going from lower to higher, which is 1.10.2 to 1.11.2 Ocean and 1.11.2 to 1.10.2 Deep Ocean. It's not a big deal though - it's still through the water effect, it's at the limit of your loading, and it disappears as soon as the next chunks load. You can easily miss it if you're not looking for it.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
So something I noticed with the CC + Mountain Chain / RTG combo. Rivers. They have an annoying tendency to stop.
Older versions of 1.7.10 would have rivers carve out passes through the mountains. While realistic enough, it got enough "ugly" comments to be removed. Fine.
But I noticed that extreme hills in RTG, even with mountain chains, are not always high up. There's plenty of low ground in there as well. And, I've had rivers basically come up along the base of a mountain, and then stop. A small 5 block detour, and the river could continue around the base of the mountain.
So why not? I don't know how early in the generation the "desired path" of the river is determined, nor the exact ordering of "Here's the actual ground height" / "whoops, too high, lets chop the river now", but is there a way to say "Hey, this is sufficiently close to the base of the hill, lets look around for flat land and move the river over there"? (And given the whole nature of one chunk's generation triggering another chunk's, I know that there's a difference between being able to describe it, and being able to implement it).
(Yes, I know it would be for 1.10+ at this point. Still sounds like an improvement).
* 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 current algorithm places the rivers and then fits the terrain to the rivers. Any kind of moving the rivers would require a completely different algorithm, and any way I can think of would require an additional stage of terrain manipulations. (Also, it's one of those things that seems very easy but actually doing it algorithmically is hard). We could change the details of what about the terrain makes the algorithm give up and just not put the river there, but that wouldn't change the occasional problem of a "too small" interruption of a river, just change when and where it happens.
The most likely "fix" for the brief interruption problem would be to figure out a way to make river canyons look good, which I think is comparatively doable. It would still be surprisingly hard to figure out what's a 'too brief' interruption and we'd probably end up putting rivers back through all the mountainous terrain, which would have both good and bad parts.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
We've tried doing flowing water and it's problematic with the rules of Minecraft. It's hard to keep it from "escaping" and making a mess. Some combination with Streams is possible but I wouldn't want to lift part of the mod for RTG.
I don't stress out too much about any odd imperfections like terminating streams as long as they're rare. You just can't stop that with a localized random generation system. That's part of the reason I'm not too stressed out about the problem of excessively short river interruptions - it happens, but it's also fairly uncommon.
More or less, yes, the rivers are generated before the height map. The generation of the height map is complicated. For each biome it generates the height at each block. Then that height is adjusted for the river value, which is generated independently, for biomes that have rivers. Then all the biome heights get weighted together with a complicated formula based on the biomes present in the neighborhood. That final value is what you'd normally consider the "height map". We could make a pre-river height map by weighting together the pre-river by biome maps, but we don't at present. It used to be done that way but not anymore and for a few biomes like Bayou we use the river-weighting step to do some biome-specific things and we'd have to give that up to revert it.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
I don't mind the occasional terminating stream -- heck, it's reasonable that not all rivers cross all mountains (see the Continental Divide in the USA), but it's more like I have yet to find a river that crosses any mountain zone in 1.7.10 when RTG plus CC/mountain chains is active.
* 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's actually intentional - the mountain zones break the rivers into basins so most of the time you'll get rivers flowing logically from a mountain source to some at least half-plausible destination like a swamp or lake. It also makes the brief terminations less common. That said, besides the fact that it's a good approximation for maps, it would be hard to make rivers *sometimes* cross mountains. Always is easy (even if it often would look ugly), never is easy, but sometimes is hard.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
With respect to how expensive it would be in CPU time, (and in the time it would take to code it and work out all of the bugs,) to make rivers look nice in mountainous biomes.. it's almost not worth even thinking about it, let alone trying to implement it.
And, Keybounce, you're talking about 1.7.10.. that version is dead. Even if, in the future, we manage to improve rivers in mountainous biomes it's not something that will ever get backported that far.
The reason why rivers stop occasionally (are disabled) in mountainous biomes is because most of the time it ends up looking like **** if they were to continue. This is clearly unrealistic and ugly:
But in some cases there are nice results..
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
Oh, I am fully aware that 1.7 is dead. I am thinking of 1.10 or 1.11 at this point -- that being able to (Eventually) upgrade to a future version of minecraft that will generate really good looking terrain.
* 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 have a question. I want to create a custom map of the skyrim world an upload it to my server. We're using RTG and Biomes O'plenty and I was wondering if I needed to include them as i create the map or once I finish the map and upload it would RTG and Biomes O'plenty fill in the rest or even add anything at all?
just a quick question will RTG allow Floricraft FlowerLand Biome? I found it easily in vanilla but haven't found it on RTG ( note I haven't had time to test fully though )
Try using the same seed and going to the same location.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
I can already tell I am not even going to get a answer. Don't even know why I bothered with asking.
If you want more realistic Rivers in your world you can use the Streams mod:
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2346379-streams-real-flowing-rivers
It creates flowing rivers that carve their own way through the already created terrain.
These are created in addition to the traditional flat rivers so they are fully compatible to RTG up to it's lastest version.
Man waiting for the 1.11.2 version is like waiting for car parts that are late and the tracking failed
I was already using BiomeTweaker with Biomes O'plenty and RTG that wasn't my question. I was asking if i created a custom world with world painter.
Ok fine is this better. I didn't feel like going through the BS to recover this one but here you go.
Short answer: Yes, Yes I did
I guess I could have gone off on some nonsense that has nothing to do with this mod, probably because I don't know much about it other than it looks better than mojongs crappy fake terrain generating algorithms, so I posted my anticipation instead.
Why is there something wrong with it?
Damn, I specifically haven't started playing my 1.11.2 mod collection because I was waiting for RTG to finish the next couple days.
Noted
That aside, my phone is being somewhat of a pain, won't let me double quote so I'd also like to say,

First sorry for the double post, but most importantly,
Thank you WhichOnesPink for giving myself and anyone else, also anticipating it's realease, an update. It's much appriciated, keep up the great things you do for minecraft!