I do not believe you mentioned that mod.
If you can use RTG and BoP together with World-Painter AND you can load up a seed-generated world in World-Painter to use as a base, so you can smoothen the "edges" where your Skyrim world ends and the progressive terrain gen begins, I would still advice you to create the original world using RTG, BoP and BT.
That's because World Painter isn't a mod. WorldPainter is an interactive map generator for Minecraft. It allows you to "paint" landscapes using similar tools as a regular paint program. Sculpt and mold the terrain, paint materials, trees, snow and ice, etc. onto it, and much more. What I was asking if I used World Painter first then upload the map to the server will RTG, BoP and BT handle the work or making it look more realistic an adding extra biomes. Or not.
So, I had some fun with this mod today,as did my friend
So, the mod adds gigantic trees, and while I have a timber-like mod, it only takes down vertical shafts of wood, leaving the branches alone. Hence, ladder, climb up, find all wood, remove, try not to fall to your death, etc.
Eventually, we decided to build a treefarm inside. And by that I mean inside one of the giant mountains we built our base into. So, carved out a big room, 7 blocks tall or so, and planted the saplings. dropped bonemeal on one to make sure it would work, and... well... In normal minecraft, trees grown only if there is space for them. Not so for these trees. A giant fking tree punched a hole into the ceiling and like 20 blocks above it. We explored the shaft up, and found some iron ore...... And lots of wood.....
Anyhow, shortly after heading up, I panicked, and went back down to kill the saplings. 4 more trees shot up while I was looking at the hole....
Today I learned that the Dwarves are right. Trees are evil, in every sense of the word, and you can't trust them.
I've disabled the config option letting these giant fkoff trees grow.
Great mod however, terrain is so much more awesome like this.
Clearly, this demonstrates why Hel does not get the dwarves that die from splinter infections :-).
===
Watching the recent rerun of Planet Earth: Africa, and the episode on the Sahara, reminds me that there is one type of landscape, significant on earth, that we don't see in RTG. Rivers that flow out of mountain areas (check), flow for a distance, and when then encounter a desert, die off.
In other words, right now just as mountains cut off 100% of rivers (At least in 1.7.10, I understand you might change that in the future), perhaps some deserts should cut off rivers (The Nile does not get cut off; The Sahara does).
I'm assuming that tree growth bug in 1.7.10 will not be fixed?
(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 got the mod as part of a modpack, so it might not have been the latest version. When I Tried to update the mods, everything broke and I had to start over, so I am not going to worry about it. The config option fixed my problem and I don't feel the need to update or ask for a fixed 1.7.10 version.
Just wanted to share my hilarious experience as a dwarf falling victim to trees.
A giant fking tree punched a hole into the ceiling and like 20 blocks above it. We explored the shaft up, and found some iron ore...... And lots of wood.....
This was an issue that was fixed in RTG for 1.10.2, but that fix was only backported for the most recent and final release for 1.7.10 (RTG-1.7.10-1.1.1.4).
i startet playing modded minecraft (including of course RTG mod and geographicraft) at MC 1.10.2, now i wanna ask if somebody knows some good world seeds for RTG at MC1.10.2.
right know i search for a big continent with a plains next to some default forests and some other sorts of forests, also with some mountain 'ish biomes
the plains next to a default forest would fit quite well for a ranch build area. and the mountains i would need for a mining villiage or a mountain fortress for bulding a kingdom.
the other question is ... if i install geographicraft and turn biome size to 6, which is huge biomes, do the RTG world seeds change? if i play a world seed with rtg and geographicraft and if i play same seed with RTG without geographicraft, is there a difference or do i get same seed here?
To add on to RobijnVogel's comment: Assuming everything about Geographicraft and the configs are the same, biome size 6 will be almost the exact same world as biome size 4 except that all the distances will be multiplied by 4. The exact boundaries between biomes will change some but the relative placements and overall shapes will all be the same.
If you turn Geographicraft off, you will get a completely different world with no relationship. If you change Geographicraft settings, you will get a somewhat similar world depending on your changes. The rules are complicated and even I rarely use that.
If you're looking for plains next to mountains and forest - that's a very undemanding requirement. I see that all the time. It's a rare continent that *doesn't* have it, unless you've done something extreme with your biome settings.
If you want a largish continent start, try doubling the medium continent settings, turning off the start continent, lowering the small continent frequency to 0, and lowering the island frequencies to 0 as well. Then there will be nothing in the world *except* largish continents. You can have some islands by upping those frequencies, which will start you on an island frequently, but it's easy to tell you're on an island fairly quickly (it takes a while to figure out what size continent you're on, so don't have small continents).
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've installed World-painter myself and it looks to be an awesome tool. It seems like you can even change the biomes with it (by biome ID for mod compat).
I would recommend you to pre-generate (using the MDE-Core mod) a world of a little bigger size than you want your Skyrim map to be, while including BoP, RTG and BT (right configs) in the mod setup. That way you could smoothen out the borders, as I mentioned earlier.
I do not know whether or not Forests you paint in will generate as RTG-style forests or as vanilla style forests.
I recommend experimenting with the "Allow Minecraft to populate the entire terrain". If that works correctly, then you should not have to manually place down forests. You could just paint the biomes and RTG should fill in the rest. (I do not know if this effects ore-gen at all.)
Also, for this to work properly, you'll probably need to get rid of all the decoration somehow first.
MDE-Core mod? Never heard of that but I'll have my friend / admin to a trail run first since he'll understand what you said much easier and clearer than I am.
with ATG coming to 1.10.2 which was a suprise to me will RTG and ATG get along ?
They use completely different terrain algorithms - as in substantially more different than vanilla and RTG. Given that ATG generates the terrain and uses that to generate the biomes, which RTG uses biome layouts from the standard methods and uses that to generate the terrain, I'm not sure it's even meaningful for them to work together. If you have to generate the biomes before generating the terrain, and have to generate the terrain before you generate the biomes, you're just stuck.
The only way to "combine" them would be in a multidimensional setup. Of course you can have an RTG world and an ATG world, and you're just fine.
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 have a small problem with RTG + BoP + BT + Thaumcraft
I used the BiomeTweaker settings that you created, but do not generate many biomes from the Biomes' Plenty, the only one generated was Maple Woods (I hate that biome).
With Climate Control, even with the size of the biomes set to 6, it generates biomes as if it were 4, I do not think this setting works.
[/pre]
The idea comes from Planet Earth: Africa, episode on the Kalahari.
The idea is that the "river beds" through some deserts would have a "floor" at y=63, with no water in it (or, Y=62, no new water source blocks, just the trickle of water flowing in from the existing Y=62 edge). Acacia trees would line the "banks", just as if there was real water in there (the justification being that their roots go down deep enough to catch the water table).
(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?
Soooo.... any news about the rewrite of RTG?
It has been quiet here for a long time...
#breakthesilence
What do you mean by 'rewrite'? RTG2? Noone has touched that in like 9 months. At this point I don't really see it happening, and currently everyone is either taking a break or are busy with other things.
That's because World Painter isn't a mod. WorldPainter is an interactive map generator for Minecraft. It allows you to "paint" landscapes using similar tools as a regular paint program. Sculpt and mold the terrain, paint materials, trees, snow and ice, etc. onto it, and much more. What I was asking if I used World Painter first then upload the map to the server will RTG, BoP and BT handle the work or making it look more realistic an adding extra biomes. Or not.
Version 1.7.10-1.0
So, I had some fun with this mod today,as did my friend
So, the mod adds gigantic trees, and while I have a timber-like mod, it only takes down vertical shafts of wood, leaving the branches alone. Hence, ladder, climb up, find all wood, remove, try not to fall to your death, etc.
Eventually, we decided to build a treefarm inside. And by that I mean inside one of the giant mountains we built our base into. So, carved out a big room, 7 blocks tall or so, and planted the saplings. dropped bonemeal on one to make sure it would work, and... well... In normal minecraft, trees grown only if there is space for them. Not so for these trees. A giant fking tree punched a hole into the ceiling and like 20 blocks above it. We explored the shaft up, and found some iron ore...... And lots of wood.....
Anyhow, shortly after heading up, I panicked, and went back down to kill the saplings. 4 more trees shot up while I was looking at the hole....
Today I learned that the Dwarves are right. Trees are evil, in every sense of the word, and you can't trust them.
I've disabled the config option letting these giant fkoff trees grow.
Great mod however, terrain is so much more awesome like this.
Clearly, this demonstrates why Hel does not get the dwarves that die from splinter infections :-).
===
Watching the recent rerun of Planet Earth: Africa, and the episode on the Sahara, reminds me that there is one type of landscape, significant on earth, that we don't see in RTG. Rivers that flow out of mountain areas (check), flow for a distance, and when then encounter a desert, die off.
In other words, right now just as mountains cut off 100% of rivers (At least in 1.7.10, I understand you might change that in the future), perhaps some deserts should cut off rivers (The Nile does not get cut off; The Sahara does).
I'm assuming that tree growth bug in 1.7.10 will not be fixed?
* 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 got the mod as part of a modpack, so it might not have been the latest version. When I Tried to update the mods, everything broke and I had to start over, so I am not going to worry about it. The config option fixed my problem and I don't feel the need to update or ask for a fixed 1.7.10 version.
Just wanted to share my hilarious experience as a dwarf falling victim to trees.
This was an issue that was fixed in RTG for 1.10.2, but that fix was only backported for the most recent and final release for 1.7.10 (RTG-1.7.10-1.1.1.4).
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
hello community o/
i startet playing modded minecraft (including of course RTG mod and geographicraft) at MC 1.10.2, now i wanna ask if somebody knows some good world seeds for RTG at MC1.10.2.
right know i search for a big continent with a plains next to some default forests and some other sorts of forests, also with some mountain 'ish biomes
the plains next to a default forest would fit quite well for a ranch build area. and the mountains i would need for a mining villiage or a mountain fortress for bulding a kingdom.
the other question is ... if i install geographicraft and turn biome size to 6, which is huge biomes, do the RTG world seeds change? if i play a world seed with rtg and geographicraft and if i play same seed with RTG without geographicraft, is there a difference or do i get same seed here?
To add on to RobijnVogel's comment: Assuming everything about Geographicraft and the configs are the same, biome size 6 will be almost the exact same world as biome size 4 except that all the distances will be multiplied by 4. The exact boundaries between biomes will change some but the relative placements and overall shapes will all be the same.
If you turn Geographicraft off, you will get a completely different world with no relationship. If you change Geographicraft settings, you will get a somewhat similar world depending on your changes. The rules are complicated and even I rarely use that.
If you're looking for plains next to mountains and forest - that's a very undemanding requirement. I see that all the time. It's a rare continent that *doesn't* have it, unless you've done something extreme with your biome settings.
If you want a largish continent start, try doubling the medium continent settings, turning off the start continent, lowering the small continent frequency to 0, and lowering the island frequencies to 0 as well. Then there will be nothing in the world *except* largish continents. You can have some islands by upping those frequencies, which will start you on an island frequently, but it's easy to tell you're on an island fairly quickly (it takes a while to figure out what size continent you're on, so don't have small continents).
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
MDE-Core mod? Never heard of that but I'll have my friend / admin to a trail run first since he'll understand what you said much easier and clearer than I am.
with ATG coming to 1.10.2 which was a suprise to me will RTG and ATG get along ?
They use completely different terrain algorithms - as in substantially more different than vanilla and RTG. Given that ATG generates the terrain and uses that to generate the biomes, which RTG uses biome layouts from the standard methods and uses that to generate the terrain, I'm not sure it's even meaningful for them to work together. If you have to generate the biomes before generating the terrain, and have to generate the terrain before you generate the biomes, you're just stuck.
The only way to "combine" them would be in a multidimensional setup. Of course you can have an RTG world and an ATG world, and you're just fine.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
Uhh.. wow. I've never heard of this happening before. That is terrible text parsing on Mojang's part.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
I used the BiomeTweaker settings that you created, but do not generate many biomes from the Biomes' Plenty, the only one generated was Maple Woods (I hate that biome).
With Climate Control, even with the size of the biomes set to 6, it generates biomes as if it were 4, I do not think this setting works.
[/pre]
Which version of CC?
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
0.8.2
Odd, I can't find my post from before, anyway here again: To those who want more realistic rivers you can use the Streams mod:
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2346379-streams-real-flowing-rivers
They are generated independently from the original rivers and adjust to the generated landscape, sometimes underground. They even have a current.
It is tested to be fully compatible to RTG.
An idea for 1.10/1.11: Deserts get "dry rivers".
The idea comes from Planet Earth: Africa, episode on the Kalahari.
The idea is that the "river beds" through some deserts would have a "floor" at y=63, with no water in it (or, Y=62, no new water source blocks, just the trickle of water flowing in from the existing Y=62 edge). Acacia trees would line the "banks", just as if there was real water in there (the justification being that their roots go down deep enough to catch the water table).
* 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?
What do you mean by 'rewrite'? RTG2? Noone has touched that in like 9 months. At this point I don't really see it happening, and currently everyone is either taking a break or are busy with other things.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
streams is compatible with CC?
The generation seems nice and pretty, but I noticed you made oak trees not look realistically like oak trees anymore, is this fixable in the config?
There is nothing in common between Streams and GC/CC, so there isn't any reason there should be any compatibility issues.
What do you mean the oaks are unrealistic? Please describe your issue with them.
. .
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