i think it should be added but can only be enabled in the configs because its so epic looking it can generate in specific biomes
1. As Zeno said, this is outside of the scope of RTG. This would best be done by an other mod.
2. Such block placement in the sky during chunk generation would likely have conflicts with other mods, or could interfere with really high terrain/biome decorations.
3. Auroras are a rare occurance on Earth and shouldn't be a permanent fixture in the sky. To do this properly would require a custom sky renderer instead of just placing coloured blocks in the sky and lighting them up with torches.
i think it should be added but can only be enabled in the configs because its so epic looking it can generate in specific biomes
Not sure which version you are in, but I found this mod called Dynamic Surroundings which adds a great deal of enviromental visuals and sounds, and has Auroras to colder biomes. It has versions in 1.7.10, 1.8.9, 1.10.2, 1.11.2.
This mod should seriously be standard world/terrain generation for minecraft. All other mods should be working around this one to make it compatible to RTG.
Is there anyway to reduce the size of the trees created by RTG? I love the terrain; the trees are causing issues w/farms, are so big they cause lag, and generally undesirable in my maps.
I'd love to keep RTG generating terrain but go back to vanilla trees.
Is there anyway to reduce the size of the trees created by RTG? I love the terrain; the trees are causing issues w/farms, are so big they cause lag, and generally undesirable in my maps.
I'd love to keep RTG generating terrain but go back to vanilla trees.
-Brewer
Currently there is no way to alter/disable tree generation on it's own.
You can turn off custom biome decoration (that includes the trees), globally with: B:"Enable RTG Biome Decorations"=false
Or, you can turn off custom biome decoration on a per-biome basis in the biome config files with: B:"Use RTG Decorations"=false
If you are having an issue with an automatic tree farm, then it's likely an issue with the mods that you are using to do that. The size of a tree shouldn't make a difference.
The size of a tree doesn't contribute substantially to tick lag. There was an issue in the past with light level updates in Forge, but that was with leaves only and it was tree density that was a bigger factor, but that issue hasn't been much of a problem with more recent versions of Forge.
If you are refering to lag as low FPS, then it is likely because you are using a weak video processor, are using a custom texture pack with high res textures, are using process-intensive shaders, or a combination there of. I've not seen an issue with FPS from RTG's custom trees, and no one else has really complained about it, even when using a budget level computer.
Currently there is no way to alter/disable tree generation on it's own.
You can turn off custom biome decoration (that includes the trees), globally with: B:"Enable RTG Biome Decorations"=false
Or, you can turn off custom biome decoration on a per-biome basis in the biome config files with: B:"Use RTG Decorations"=false
If you are having an issue with an automatic tree farm, then it's likely an issue with the mods that you are using to do that. The size of a tree shouldn't make a difference.
The size of a tree doesn't contribute substantially to tick lag. There was an issue in the past with light level updates in Forge, but that was with leaves only and it was tree density that was a bigger factor, but that issue hasn't been much of a problem with more recent versions of Forge.
If you are refering to lag as low FPS, then it is likely because you are using a weak video processor, are using a custom texture pack with high res textures, are using process-intensive shaders, or a combination there of. I've not seen an issue with FPS from RTG's custom trees, and no one else has really complained about it, even when using a budget level computer.
Thanks for the reply. Yeah; I know the mods (Tconstruct axe, Steve's Carts. Even EnderIo if the branch sits outside it's range) have issues with bigger trees that lack horizontal connecting branches. Unfortunately there's never much movement on those as they tend to blame the trees. The same thing happens with some of the Natura trees.
And I just threw the lag thing out there; it's not tick lag it's the shader I'm using. The more leaves it has blowing in the wind the worse it gets. I can never get over 30fps with the shaders anyhow.
I love the rest of the terrain decoration too much to throw it away over the inconvenience of trees; I was just hoping for some magic configuration that might exist
The other thing I would love is the ability to specify a touch more amplification in the mountains. While extreme hills are tall even cliffs/bluffs exist in nature. I've been all over two maps and have yet to find a cliff.
Thanks for the reply. Yeah; I know the mods (Tconstruct axe, Steve's Carts. Even EnderIo if the branch sits outside it's range) have issues with bigger trees that lack horizontal connecting branches. Unfortunately there's never much movement on those as they tend to blame the trees. The same thing happens with some of the Natura trees.
And I just threw the lag thing out there; it's not tick lag it's the shader I'm using. The more leaves it has blowing in the wind the worse it gets. I can never get over 30fps with the shaders anyhow.
I love the rest of the terrain decoration too much to throw it away over the inconvenience of trees; I was just hoping for some magic configuration that might exist
The other thing I would love is the ability to specify a touch more amplification in the mountains. While extreme hills are tall even cliffs/bluffs exist in nature. I've been all over two maps and have yet to find a cliff.
Thanks again for an awesome mod!
Since it's a FPS issue with shaders, you can try thining out forests of RTG trees instead of disabling them with S:"RTG Tree Density Multiplier" in the trees section of rtg.cfg (near the bottom). By default it is set to 1.0, try lowering it to 0.5 (setting it lower than that might have adverse effects on tree decorations and leave some biomes looking very bare.) This is a global setting in the main config, but you can also set it per biome in the biome configs if you only want to thin out certain biomes.
Also, for the issue with tree farms, you can always set B:"Enable RTG Saplings"=false in the main config, which will disable RTG trees growing from vanilla saplings. You will only get vanilla trees in your tree farms, and will no longer have the ability to manually grow RTG trees (which might be an acceptable trade-off for you.)
This mod should seriously be standard world/terrain generation for minecraft. All other mods should be working around this one to make it compatible to RTG.
Yeah, no joke. The Realworld mod just came out a couple of days ago (adds plants, trees & decorations) and I was so excited because Plant Mega Pack was one of my favorite mods. But it's only for 1.11.2 and when I loaded up a world I was just like "oh dear... this world gen SUCKS!" Because RTG has spoiled me and now I can't handle vanilla world gen.
Yeah, no joke. The Realworld mod just came out a couple of days ago (adds plants, trees & decorations) and I was so excited because Plant Mega Pack was one of my favorite mods. But it's only for 1.11.2 and when I loaded up a world I was just like "oh dear... this world gen SUCKS!" Because RTG has spoiled me and now I can't handle vanilla world gen.
Yeah, I just used RTG for the first time the other day after discovering it and when I got in to my world I just walked around for hours just looking at stuff forgetting that I was actually playing survival. Probably the best mod ever created and looks even better with shaders. I just wish it wasn't so heavy. I have a pretty powerful machine and it seems to bog me down quite a bit still and I can't have the render distance up too high like I normally do in vanilla.
Significant performance issues aren't from RTG. I have a 4 year old computer, and I can fly at creative speed with my view distance at 16, except near Roofed Forest and sometimes Jungle.
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!
Ok I haven't used this mod in many many many months. There was a file or something that allowed me to control the SIZE of the biomes but I can't find it, if it even exists. Could someone please give me an exact link to a website that allows me to do just that with RTG? I DO remember having to use BiomeTweaker which I also have as a mod. I can't find anything online for either of them that shows how to increase biome size.
(RTG) it is compatible with ... Ice and Fire Dragons?
> Dragões de gelo e fogo Mod ♡
> Fósseis e Arqueologia Revival Mod ♡
> JurassicCraft Mod ♡
> Animania ♡
But the biomes are so tiny! ;-;
The caves will also appear in the world if used together with it?
> Dragões de gelo e fogo Mod ♡
> Fósseis e Arqueologia Revival Mod ♡
> JurassicCraft Mod ♡
> Animania ♡
It's on our TODO list. We will add compatibility for the Glacier biome for the next release. there is no set release date, so it could be a while.
If I&F has a custom cave generator, it should generate caves just fine, otherwise the normal caves will generate.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
this aurora valley thing should be in this mod
https://www.reddit.com/r/Minecraft/comments/656mkz/aurora_valley_an_area_of_my_map_i_have_been/
To be fair, I've seen this mod work with the abbyscraft mod biomes, I don't think realism of biome is as important as realism of terrain.
That's a handmade creation - not really in the scope of RTG.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
i think it should be added but can only be enabled in the configs because its so epic looking it can generate in specific biomes
1. As Zeno said, this is outside of the scope of RTG. This would best be done by an other mod.
2. Such block placement in the sky during chunk generation would likely have conflicts with other mods, or could interfere with really high terrain/biome decorations.
3. Auroras are a rare occurance on Earth and shouldn't be a permanent fixture in the sky. To do this properly would require a custom sky renderer instead of just placing coloured blocks in the sky and lighting them up with torches.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
Not sure which version you are in, but I found this mod called Dynamic Surroundings which adds a great deal of enviromental visuals and sounds, and has Auroras to colder biomes. It has versions in 1.7.10, 1.8.9, 1.10.2, 1.11.2.
thanks
This mod should seriously be standard world/terrain generation for minecraft. All other mods should be working around this one to make it compatible to RTG.
Is there anyway to reduce the size of the trees created by RTG? I love the terrain; the trees are causing issues w/farms, are so big they cause lag, and generally undesirable in my maps.
I'd love to keep RTG generating terrain but go back to vanilla trees.
-Brewer
Currently there is no way to alter/disable tree generation on it's own.
You can turn off custom biome decoration (that includes the trees), globally with: B:"Enable RTG Biome Decorations"=false
Or, you can turn off custom biome decoration on a per-biome basis in the biome config files with: B:"Use RTG Decorations"=false
If you are having an issue with an automatic tree farm, then it's likely an issue with the mods that you are using to do that. The size of a tree shouldn't make a difference.
The size of a tree doesn't contribute substantially to tick lag. There was an issue in the past with light level updates in Forge, but that was with leaves only and it was tree density that was a bigger factor, but that issue hasn't been much of a problem with more recent versions of Forge.
If you are refering to lag as low FPS, then it is likely because you are using a weak video processor, are using a custom texture pack with high res textures, are using process-intensive shaders, or a combination there of. I've not seen an issue with FPS from RTG's custom trees, and no one else has really complained about it, even when using a budget level computer.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
Thanks for the reply. Yeah; I know the mods (Tconstruct axe, Steve's Carts. Even EnderIo if the branch sits outside it's range) have issues with bigger trees that lack horizontal connecting branches. Unfortunately there's never much movement on those as they tend to blame the trees. The same thing happens with some of the Natura trees.
And I just threw the lag thing out there; it's not tick lag it's the shader I'm using. The more leaves it has blowing in the wind the worse it gets. I can never get over 30fps with the shaders anyhow.
I love the rest of the terrain decoration too much to throw it away over the inconvenience of trees; I was just hoping for some magic configuration that might exist
The other thing I would love is the ability to specify a touch more amplification in the mountains. While extreme hills are tall even cliffs/bluffs exist in nature. I've been all over two maps and have yet to find a cliff.
Thanks again for an awesome mod!
Since it's a FPS issue with shaders, you can try thining out forests of RTG trees instead of disabling them with S:"RTG Tree Density Multiplier" in the trees section of rtg.cfg (near the bottom). By default it is set to 1.0, try lowering it to 0.5 (setting it lower than that might have adverse effects on tree decorations and leave some biomes looking very bare.) This is a global setting in the main config, but you can also set it per biome in the biome configs if you only want to thin out certain biomes.
Also, for the issue with tree farms, you can always set B:"Enable RTG Saplings"=false in the main config, which will disable RTG trees growing from vanilla saplings. You will only get vanilla trees in your tree farms, and will no longer have the ability to manually grow RTG trees (which might be an acceptable trade-off for you.)
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
Yeah, no joke. The Realworld mod just came out a couple of days ago (adds plants, trees & decorations) and I was so excited because Plant Mega Pack was one of my favorite mods. But it's only for 1.11.2 and when I loaded up a world I was just like "oh dear... this world gen SUCKS!" Because RTG has spoiled me and now I can't handle vanilla world gen.
So many mods, so little time.
Yeah, I just used RTG for the first time the other day after discovering it and when I got in to my world I just walked around for hours just looking at stuff forgetting that I was actually playing survival. Probably the best mod ever created and looks even better with shaders. I just wish it wasn't so heavy. I have a pretty powerful machine and it seems to bog me down quite a bit still and I can't have the render distance up too high like I normally do in vanilla.
Significant performance issues aren't from RTG. I have a 4 year old computer, and I can fly at creative speed with my view distance at 16, except near Roofed Forest and sometimes Jungle.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
Ok I haven't used this mod in many many many months. There was a file or something that allowed me to control the SIZE of the biomes but I can't find it, if it even exists. Could someone please give me an exact link to a website that allows me to do just that with RTG? I DO remember having to use BiomeTweaker which I also have as a mod. I can't find anything online for either of them that shows how to increase biome size.