How does this support ATG? Both mods want to take over worldgen and change how the stonemaps are placed down in the first place -- what, exactly, do I get with both you and ATG in the same modpack?
(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 mod looks great! I will be giving this mod a test for my infinity server when I do my next world reset. Seems the only thing I will need to go in and do are some biome id's. Other than that, I look forward to testing this mod!
Hey, excellent mod, I made the switch from RWG to this and honestly like it much more. Quick questions however:
Is there any way to control the frequency of village spawns and maybe control which biomes they can or can't spawn in? If not, are there plans for this?
Glad RTG is working out for you! And yeah, BC Desert Oil Field does look a bit... messy. Maybe once I figure out how to better control the size of biomes, I can make them generate a lot smaller. In the meantime, I could also probably flatten the terrain a bit more to reduce the amount of cascading.
It may be odd for me to say this, but please don't! I love how deserts generate. The sand dunes... are absolutely gorgeous. I don't think it's a fault of your mod, but more of how oil spawns with BuildCraft. It's a bit messy regardless, because it spawns underground, in oceans, in taigas, and in deserts. It's amplified in deserts so that's why it looks like this.
Hi, I'm using FTB Infinity and got this crash while near a BOP tropical rainforest and taiga biome.
java.lang.StackOverflowError: Exception while updating neighbours
at java.security.AccessController.doPrivileged(Native Method)
at java.lang.ClassLoader.checkPackageAccess(ClassLoader.java:500)
at net.minecraft.crash.CrashReportCategory.func_147153_a(CrashReportCategory.java:232)
at net.minecraft.world.World.func_147460_e(World.java:729)
at net.minecraft.world.World.func_147459_d(World.java:651)
at net.minecraft.world.World.func_147444_c(World.java:613)
at net.minecraft.world.World.markAndNotifyBlock(World.java:488)
at net.minecraft.world.World.func_147465_d(World.java:466)
at net.minecraft.block.BlockDynamicLiquid.func_149813_h(SourceFile:117)
at net.minecraft.block.BlockDynamicLiquid.func_149674_a(SourceFile:92)
at net.minecraft.world.WorldServer.func_147454_a(WorldServer.java:432)
at net.minecraft.world.WorldServer.func_147464_a(WorldServer.java:409)
at net.minecraft.block.BlockDynamicLiquid.func_149726_b(SourceFile:225)
at cofh.asmhooks.block.BlockTickingWater.func_149726_b(BlockTickingWater.java:19)
at net.minecraft.world.chunk.Chunk.func_150807_a(Chunk.java:655)
at net.minecraft.world.World.func_147465_d(World.java:451)
at net.minecraft.block.BlockStaticLiquid.func_149818_n(SourceFile:27)
at net.minecraft.block.BlockStaticLiquid.func_149695_a(SourceFile:20)
at net.minecraft.world.World.func_147460_e(World.java:697)
at net.minecraft.world.World.func_147459_d(World.java:648)
at net.minecraft.world.World.func_147444_c(World.java:613)
at net.minecraft.world.World.markAndNotifyBlock(World.java:488)
at net.minecraft.world.World.func_147465_d(World.java:466)
........
(Error repeats until it get to this area in the crash report, see below)
-- Head --
Stacktrace:
at java.security.AccessController.doPrivileged(Native Method)
at java.lang.ClassLoader.checkPackageAccess(ClassLoader.java:500)
at net.minecraft.crash.CrashReportCategory.func_147153_a(CrashReportCategory.java:232)
at net.minecraft.world.World.func_147460_e(World.java:729)
-- Block being updated --
Details:
Source block type: ID #13 (tile.gravel // net.minecraft.block.BlockGravel)
Block type: ID #9 (tile.water // cofh.asmhooks.block.BlockWater)
Block data value: 0 / 0x0 / 0b0000
Block location: World: (-533,29,-8), Chunk: (at 11,1,8 in -34,-1; contains blocks -544,0,-16 to -529,255,-1), Region: (-2,-1; contains chunks -64,-32 to -33,-1, blocks -1024,0,-512 to -513,255,-1)
Stacktrace:
at net.minecraft.world.World.func_147460_e(World.java:702)
at net.minecraft.world.World.func_147459_d(World.java:648)
at net.minecraft.world.World.func_147444_c(World.java:613)
at net.minecraft.world.World.markAndNotifyBlock(World.java:488)
at net.minecraft.world.World.func_147465_d(World.java:466)
at net.minecraft.world.World.func_147468_f(World.java:573)
at net.minecraft.block.BlockFalling.func_149830_m(BlockFalling.java:61)
at net.minecraft.block.BlockFalling.func_149674_a(BlockFalling.java:40)
at net.minecraft.world.WorldServer.func_147454_a(WorldServer.java:432)
at net.minecraft.world.WorldServer.func_147464_a(WorldServer.java:409)
at net.minecraft.block.BlockFalling.func_149695_a(BlockFalling.java:33)
at net.minecraft.world.World.func_147460_e(World.java:697)
at net.minecraft.world.World.func_147459_d(World.java:651)
at net.minecraft.world.World.func_147444_c(World.java:613)
at net.minecraft.world.World.markAndNotifyBlock(World.java:488)
at net.minecraft.world.World.func_147465_d(World.java:466)
at net.minecraft.world.World.func_147468_f(World.java:573)
at net.minecraft.block.BlockFalling.func_149830_m(BlockFalling.java:61)
at net.minecraft.block.BlockFalling.func_149674_a(BlockFalling.java:40)
at net.minecraft.world.WorldServer.func_147454_a(WorldServer.java:432)
at net.minecraft.world.WorldServer.func_147464_a(WorldServer.java:409)
at net.minecraft.block.BlockFalling.func_149695_a(BlockFalling.java:33)
I find it morosely ironic that the first post on your CurseForge page is for a 1.8 update.
I've made a couple 0.0.17 worlds and haven't seen any weird hot-cold biome transitions. I'll test things out some more.. only thing I can think of that I see a lot of is liberal use of EBXL's Wasteland biome in drier areas. In fact.. hmm, now that I think of it, I'm only spawning in dry areas (Mesa, Desert, Savanna). I'll post later if I find something.
I have a request, which stems from the option to use different blocks as shaders for hills. I finally found a volcanic biome from ATG and I noticed the structures themselves are made of obsidian. Would it be possible to extend the "blocks as shaders" options to the volcanoes themselves please? I'd like to make them out of Basalt if possible (I have 4 different kinds in my pack from various mods) and since RTG isn't adding blocks or biomes, the ability to set whatever blocks we want would be a nice touch. Melon volcanoes would also be neat.
A picture of 4 volcanoes surrounding a Roguelike Dungeon tower:
Additionally - and this is something I should have reported back in 0.0.15 and 0.0.16 but forgot about it until I looked in my Screenshot folder - I noticed that when using cobblestone as a decorator, whatever method you use to clear terrain when making cave systems ignores it. Here are a couple examples of a cave I found, and I found quite a few, especially in forested areas:
and
Thanks!
-edit- Yerrrrp, soon as you mentioned my luck in eluding the hot-cold issue, I found this patch of ice right next to the volcanic biome as I was flying back toward spawn:
As for the oceans... Ocean and Deep Ocean have been generating since 0.0.4 I believe. By 'proper' do you mean bigger? If so, then no, they're still the same size as they've always been..
That's odd, because I was doing a fly through with v.17 and any large bodies of water that I came across showed up as anything but ocean when you look at the F3 info. I did get a kelp forest biome from BoP but no actual ocean biomes.
They're definitely generating - maybe try increasing the weights in the configs, which also tends to make them bigger, as well as more frequent. I think the default is 8, so maybe try jacking it up to 20 and see if that helps.
As for the other large bodies of water that aren't oceans... that's just a feature of RTG at the moment. When transitioning between biomes, RTG sometimes likes to use rivers or other bodies of water, so what generally happens is... let's say you're transitioning between a Taiga and a Forest... you're likely to go from Taiga land, then into a body of water that's still part of the Taiga biome, then it'll probably go into a River or a body of water from the Forest biome, then into the Forest land. It's a little confusing, and certainly not ideal, but it's the best I can do at the moment.
.
This is weird because I fly around for over a hour now ,and all the rivers are listed in F3 as anything but river and other large bodies of water are not listed as ocean there also listed as anything but ocean . This is bad for mods that need river ,and ocean to spawn things .
You haven't come across any rivers in over an hour? I just loaded up a fresh instance of RTG 0.0.17 and within 5 minutes I'd come across multiple rivers, and after 15 minutes found an ocean. Granted, I could've gotten lucky with the ocean, but rivers are everywhere.
What other mods do you have installed? Did you delete your RTG config folder before updating to 0.0.17?
If you want oceans to generate more frequently, try boosting their weights in the configs. Maybe in 0.0.18 I'll adjust the default weights for oceans to be a bit higher.
.
In my larger modpack I have ocean weights set to 16 and they feel scarce, but I also have many biomes added to the pool. I see plenty of rivers and quite a few of the lakes, but few specifically noted as "Ocean" (I look for coral reefs). In my smaller Zelda-styled pack a weight of 16 almost feels like I have too many, but I only have EBXL and half of them are disabled. Rivers don't feel too much more common, and I see fewer lakes. Maybe oceans being rare is a sign of bloated biome diversity? I do not know the math behind biome weights, but I'm sure one could come up with a formula to approximate desired ocean-to-land ratios. Maybe I'll screw around with that this morning a bit - set ocean weights to something goofy and see what I get.
I'm not sure if you are still accepting requests on modded biomes, but one I would like is abyssal craft's coralium swamp. I think it should have tubes in the coralium lakes that go down to like bedrock or so. Besides that, I'm not sure what to add... :P. Anyways, thanks for your time, and here's a link to the forum post: http://tinyurl.com/qaeujxm
I love Chunky renders. RTG just makes their usefulness ooze out of every pore, and it's a nice way to get an idea of what sweeping changes a tiny tweak could make to the mod.
I think I figured out what's been causing the recent crashes - just need to decide on the best solution. As for going on Curse, I've uploaded RTG to CurseForge, and it's available for download from there, but I think the mod needs to be either 'Beta' or 'Release' in order for it to sync to Curse.com. As soon as I resolve these recent crashes, I'm going to move RTG into Beta and hopefully it will become available on Curse.com
Biomes within biomes are on the todo list. Unfortunately, I don't see them being implemented anytime soon unless I get some help from a more experienced modder. This is why I want to get RTG on Curse as soon as possible, as more people will be exposed to it and maybe one of those people will be a world gen expert who wants to lend a hand.
Thanks! Glad you like it!
Always accepting requests for more biomes to support I'm not familiar with AbyssalCraft, but I'll add support for the Coralium Swamp if I can. Not sure I can do the tubes-to-bedrock thing, but I'll see what I can do.
.
Hey man can you please look at the Chocolate Quest mod here for 1.7.10 ;because after flying around awhile I have noticed that a lot of the dungeon which are fairly large are like poking half way out of some of the mountains ,and it just looks tacky . It is one of my fav mod as well as this mod ,but they are not working right together . Is there any way you could see if there is a way you could make sure that the dungeons are completely in the ground ;because as of right now as I was saying if you fly around you will see some huge square boxes poking out of some of the sides of the mountains in this mod ,and it looks tacky and at the same time it gives the location of the dungeon off . This is the MC forum to the mod HERE .
How does this support ATG? Both mods want to take over worldgen and change how the stonemaps are placed down in the first place -- what, exactly, do I get with both you and ATG in the same modpack?
* 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 mod looks great! I will be giving this mod a test for my infinity server when I do my next world reset. Seems the only thing I will need to go in and do are some biome id's. Other than that, I look forward to testing this mod!
Are there screen shots of the new VOLCANO generation? Also, are we still waiting for proper ocean biomes?
Hey, excellent mod, I made the switch from RWG to this and honestly like it much more. Quick questions however:
Is there any way to control the frequency of village spawns and maybe control which biomes they can or can't spawn in? If not, are there plans for this?
Either way, excellent work and thank you.
RTG-0.0.16 is in my modpack of 160 other mods successfully. No issues here, really!
The only odd commodity that's come about is the desert biomes looking like this cause of BuildCraft.
I have TwilightForest and there doesn't seem to be issues, so yay!
It may be odd for me to say this, but please don't! I love how deserts generate. The sand dunes... are absolutely gorgeous. I don't think it's a fault of your mod, but more of how oil spawns with BuildCraft. It's a bit messy regardless, because it spawns underground, in oceans, in taigas, and in deserts. It's amplified in deserts so that's why it looks like this.
Keep up the great work!
Hi, I'm using FTB Infinity and got this crash while near a BOP tropical rainforest and taiga biome.
java.lang.StackOverflowError: Exception while updating neighbours
at java.security.AccessController.doPrivileged(Native Method)
at java.lang.ClassLoader.checkPackageAccess(ClassLoader.java:500)
at net.minecraft.crash.CrashReportCategory.func_147153_a(CrashReportCategory.java:232)
at net.minecraft.world.World.func_147460_e(World.java:729)
at net.minecraft.world.World.func_147459_d(World.java:651)
at net.minecraft.world.World.func_147444_c(World.java:613)
at net.minecraft.world.World.markAndNotifyBlock(World.java:488)
at net.minecraft.world.World.func_147465_d(World.java:466)
at net.minecraft.block.BlockDynamicLiquid.func_149813_h(SourceFile:117)
at net.minecraft.block.BlockDynamicLiquid.func_149674_a(SourceFile:92)
at net.minecraft.world.WorldServer.func_147454_a(WorldServer.java:432)
at net.minecraft.world.WorldServer.func_147464_a(WorldServer.java:409)
at net.minecraft.block.BlockDynamicLiquid.func_149726_b(SourceFile:225)
at cofh.asmhooks.block.BlockTickingWater.func_149726_b(BlockTickingWater.java:19)
at net.minecraft.world.chunk.Chunk.func_150807_a(Chunk.java:655)
at net.minecraft.world.World.func_147465_d(World.java:451)
at net.minecraft.block.BlockStaticLiquid.func_149818_n(SourceFile:27)
at net.minecraft.block.BlockStaticLiquid.func_149695_a(SourceFile:20)
at net.minecraft.world.World.func_147460_e(World.java:697)
at net.minecraft.world.World.func_147459_d(World.java:648)
at net.minecraft.world.World.func_147444_c(World.java:613)
at net.minecraft.world.World.markAndNotifyBlock(World.java:488)
at net.minecraft.world.World.func_147465_d(World.java:466)
........
(Error repeats until it get to this area in the crash report, see below)
-- Head --
Stacktrace:
at java.security.AccessController.doPrivileged(Native Method)
at java.lang.ClassLoader.checkPackageAccess(ClassLoader.java:500)
at net.minecraft.crash.CrashReportCategory.func_147153_a(CrashReportCategory.java:232)
at net.minecraft.world.World.func_147460_e(World.java:729)
-- Block being updated --
Details:
Source block type: ID #13 (tile.gravel // net.minecraft.block.BlockGravel)
Block type: ID #9 (tile.water // cofh.asmhooks.block.BlockWater)
Block data value: 0 / 0x0 / 0b0000
Block location: World: (-533,29,-8), Chunk: (at 11,1,8 in -34,-1; contains blocks -544,0,-16 to -529,255,-1), Region: (-2,-1; contains chunks -64,-32 to -33,-1, blocks -1024,0,-512 to -513,255,-1)
Stacktrace:
at net.minecraft.world.World.func_147460_e(World.java:702)
at net.minecraft.world.World.func_147459_d(World.java:648)
at net.minecraft.world.World.func_147444_c(World.java:613)
at net.minecraft.world.World.markAndNotifyBlock(World.java:488)
at net.minecraft.world.World.func_147465_d(World.java:466)
at net.minecraft.world.World.func_147468_f(World.java:573)
at net.minecraft.block.BlockFalling.func_149830_m(BlockFalling.java:61)
at net.minecraft.block.BlockFalling.func_149674_a(BlockFalling.java:40)
at net.minecraft.world.WorldServer.func_147454_a(WorldServer.java:432)
at net.minecraft.world.WorldServer.func_147464_a(WorldServer.java:409)
at net.minecraft.block.BlockFalling.func_149695_a(BlockFalling.java:33)
at net.minecraft.world.World.func_147460_e(World.java:697)
at net.minecraft.world.World.func_147459_d(World.java:651)
at net.minecraft.world.World.func_147444_c(World.java:613)
at net.minecraft.world.World.markAndNotifyBlock(World.java:488)
at net.minecraft.world.World.func_147465_d(World.java:466)
at net.minecraft.world.World.func_147468_f(World.java:573)
at net.minecraft.block.BlockFalling.func_149830_m(BlockFalling.java:61)
at net.minecraft.block.BlockFalling.func_149674_a(BlockFalling.java:40)
at net.minecraft.world.WorldServer.func_147454_a(WorldServer.java:432)
at net.minecraft.world.WorldServer.func_147464_a(WorldServer.java:409)
at net.minecraft.block.BlockFalling.func_149695_a(BlockFalling.java:33)
Here it is
http://pastebin.com/6FgNKFzi
Great mod ^^
Can you add ability to disable of snow (particles and covering) in cold biomes and option for minimal snow covering height? I HATE SNOW
I find it morosely ironic that the first post on your CurseForge page is for a 1.8 update.
I've made a couple 0.0.17 worlds and haven't seen any weird hot-cold biome transitions. I'll test things out some more.. only thing I can think of that I see a lot of is liberal use of EBXL's Wasteland biome in drier areas. In fact.. hmm, now that I think of it, I'm only spawning in dry areas (Mesa, Desert, Savanna). I'll post later if I find something.
A picture of 4 volcanoes surrounding a Roguelike Dungeon tower:
Additionally - and this is something I should have reported back in 0.0.15 and 0.0.16 but forgot about it until I looked in my Screenshot folder - I noticed that when using cobblestone as a decorator, whatever method you use to clear terrain when making cave systems ignores it. Here are a couple examples of a cave I found, and I found quite a few, especially in forested areas:
and
Thanks!
-edit- Yerrrrp, soon as you mentioned my luck in eluding the hot-cold issue, I found this patch of ice right next to the volcanic biome as I was flying back toward spawn:
That's odd, because I was doing a fly through with v.17 and any large bodies of water that I came across showed up as anything but ocean when you look at the F3 info. I did get a kelp forest biome from BoP but no actual ocean biomes.
This is weird because I fly around for over a hour now ,and all the rivers are listed in F3 as anything but river and other large bodies of water are not listed as ocean there also listed as anything but ocean . This is bad for mods that need river ,and ocean to spawn things .
In my larger modpack I have ocean weights set to 16 and they feel scarce, but I also have many biomes added to the pool. I see plenty of rivers and quite a few of the lakes, but few specifically noted as "Ocean" (I look for coral reefs). In my smaller Zelda-styled pack a weight of 16 almost feels like I have too many, but I only have EBXL and half of them are disabled. Rivers don't feel too much more common, and I see fewer lakes. Maybe oceans being rare is a sign of bloated biome diversity? I do not know the math behind biome weights, but I'm sure one could come up with a formula to approximate desired ocean-to-land ratios. Maybe I'll screw around with that this morning a bit - set ocean weights to something goofy and see what I get.
This mod is just AWESOME!
youtube channel
deviantart
tumblr
I'm not sure if you are still accepting requests on modded biomes, but one I would like is abyssal craft's coralium swamp. I think it should have tubes in the coralium lakes that go down to like bedrock or so. Besides that, I'm not sure what to add... :P. Anyways, thanks for your time, and here's a link to the forum post: http://tinyurl.com/qaeujxm
I love Chunky renders. RTG just makes their usefulness ooze out of every pore, and it's a nice way to get an idea of what sweeping changes a tiny tweak could make to the mod.
Hey man can you please look at the Chocolate Quest mod here for 1.7.10 ;because after flying around awhile I have noticed that a lot of the dungeon which are fairly large are like poking half way out of some of the mountains ,and it just looks tacky . It is one of my fav mod as well as this mod ,but they are not working right together . Is there any way you could see if there is a way you could make sure that the dungeons are completely in the ground ;because as of right now as I was saying if you fly around you will see some huge square boxes poking out of some of the sides of the mountains in this mod ,and it looks tacky and at the same time it gives the location of the dungeon off . This is the MC forum to the mod HERE .
Thank you man !
-CrunK
Praise!!
Now my pack's modded mobs can all spawn!
This mod is much appreciated
Yes i like this mod too. Keep up the good work!!!
GTNH Modpack is on Technic Launcher Hotlist now and available on FTB and Curse Launcher too!!!
http://www.technicpack.net/scraps/vol1
Minetweaker/Modtweaker Scripts I hosting on Github:
Hardcore well balanced Modpack with GT, Forestry, Railcraft, Thaumcraft and Better Questing Mod: