Just starting a pack for 1.12.2 and was looking for a terrain gen mod..well this mod to be exact... only to realize its not been updated yet...wth, j/k. Ive used this mod in pretty much every pack Ive put together in the past for 1.7.10 and look forward to using it again in my 1.12.2 pack I am working on. Just wanted to let you know Ive enjoyed the mod immensely in the past and expect I will do so again for the upcoming pack(s). I greatly appreciate the time youve taken creating and are taking to get the mod updated and look forward to the breathtaking landscapes that will again be used to create my world(s). Thank you.
is there still progress being made on this mod or is it no longer being updated
It's in the process of being updated to 1.12 when I have the time to work on it. There are no estimations on when it will be done; Don't expect a stable release any time soon.
Will you be able to speak to the possibilities of 1.13 update before the release of 1.13? With the new biomes being added, I'm curious if you know what changes will be needed, or if it's unknown at this time?
Dont MAKE me cry...I need this for 1.12.2, j/k...mostly, waiting impatiently for the update (sniffle). Seriously I appreciate what you all have done here already and I anxiously await what will be coming. Thank you. As far as 1.13 goes, I think 1.12.2 is gonna be in for a while, besides I think 1.12.2 is the new 1.7.10, I think their will be time for the rewrite, cuz you know its gotta happen. <--psychic...or at least wishing hard enough to make it seem like I had visions.. All...or at least a lot of the mods are updated for 1.12.2, not pointing fingers or hinting suggestively or anything, uhmm mmh. Oh sure you'll get your people that just gotta get the newest and see the new goodies, but 1.12.2 is tried and true and seems to work pretty good, 1.13+ is gonna take some time to get settled any rewrites from any mod are going to end up changing a 100 different times before its ironed out.
Ok. Thank you for the update @srs_bsns. I will be taking online java courses to attempt to learn. Is there anything I should attempt to focus on, so that I might assist in moving the project forward with the heavy rewrite coming for 1.13?
Hello, I had a question in regards to the 1.10.2 version of the mod (this isnt in regards to any errors with the mod itself)
I was using a chunk generator mod (https://minecraft.curseforge.com/projects/chunkpregenerator) to populate the chunks on my server, and it turns out that particular chunk generator had incompatabilities with RTG when generating structures (for instance villages would generate with hundreds of villagers and some chunks would generate wierd). Luckily I founfout about this early into the world run and recreated the world without generation.
So, does anyone know of a chunk generator that they are (reasoinably) sure is compatiable with RTG? Getting these chunks pregenerated for exploring would be quite nice for my servers preformance
Hello! I am using this mod in my 1.10.2 modpack and one of the primary mods, Vampirism, seems to not be spawning any biomes. I believe this is due to RTG as the mod detects its biome but when I teleport to the given coordinates its a different biome! Does anyone know of a way to fix this?
In order for 1.10.2 RTG to use biomes that are not it's own, such as Biomes O Plenty or in your case Vampirism, you need to also use Climate Control / Geographicraft.
Hello! I am using this mod in my 1.10.2 modpack and one of the primary mods, Vampirism, seems to not be spawning any biomes. I believe this is due to RTG as the mod detects its biome but when I teleport to the given coordinates its a different biome! Does anyone know of a way to fix this?
Ignore the previous replies. Vampirism's biome isn't showing up in your world because the current stable release of RTG for 1.10 doesn't have support for it, so when RTG encounters it while generating chunks it gets replaced with the 'patch biome' (config option), which is minecraft:plains by default.
Support for Vampirism's biome has already been added in the dev branch, I just haven't had time to put out a new release yet as I was waiting on Azanor to fix an internal issue with Thaumcraft's biomes. Everything is ready to go now, but I need to finish up a commit for the 1.12 port I'm working on before putting out the new release for 1.10. I should be able to do this in the next day or so.
I am just checking out RTG, and am pretty stoked about it, but I don't see Abyssal Craft anywhere in the list of mods supported, and haven't seen any requests for it. Is it possible Abyssal Craft will be added in the near future?
I am just checking out RTG, and am pretty stoked about it, but I don't see Abyssal Craft anywhere in the list of mods supported, and haven't seen any requests for it. Is it possible Abyssal Craft will be added in the near future?
Abyssal Craft is listed in Biome Support (not in compatabilty), and there has been support for it since 1.7.10.
I have been using RTG for so long now. It is a must have for me. I recently decided to move on from 1.7.10 (No, that isn't a typo. That really says 1.7.10.) I am really missing RTG for 1.12.2. I'm glad to see that it is still in the works of being updated. I can;t wait to have it back in my game.
I do have one question though. I have discovered the magic of Dynamic Trees. Will support for Dynamic Trees ever be a thing with RTG or will that be a situation where I will have to pick one or the other? I really do like RTG trees because they are truly so much better than vanilla, but it would just be the cherry on top of the sundae if RTG trees had Dynamic Trees support. ^.^
Just starting a pack for 1.12.2 and was looking for a terrain gen mod..well this mod to be exact... only to realize its not been updated yet...wth, j/k. Ive used this mod in pretty much every pack Ive put together in the past for 1.7.10 and look forward to using it again in my 1.12.2 pack I am working on. Just wanted to let you know Ive enjoyed the mod immensely in the past and expect I will do so again for the upcoming pack(s). I greatly appreciate the time youve taken creating and are taking to get the mod updated and look forward to the breathtaking landscapes that will again be used to create my world(s). Thank you.
is there still progress being made on this mod or is it no longer being updated
It's in the process of being updated to 1.12 when I have the time to work on it. There are no estimations on when it will be done; Don't expect a stable release any time soon.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
Will you be able to speak to the possibilities of 1.13 update before the release of 1.13? With the new biomes being added, I'm curious if you know what changes will be needed, or if it's unknown at this time?
EOL is End of Life: https://en.wikipedia.org/wiki/End-of-life_(product)
But yeah, any effort is best directed towards a complete rewrite.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
Dont MAKE me cry...I need this for 1.12.2, j/k...mostly, waiting impatiently for the update (sniffle). Seriously I appreciate what you all have done here already and I anxiously await what will be coming. Thank you. As far as 1.13 goes, I think 1.12.2 is gonna be in for a while, besides I think 1.12.2 is the new 1.7.10, I think their will be time for the rewrite, cuz you know its gotta happen. <--psychic...or at least wishing hard enough to make it seem like I had visions.. All...or at least a lot of the mods are updated for 1.12.2, not pointing fingers or hinting suggestively or anything, uhmm mmh. Oh sure you'll get your people that just gotta get the newest and see the new goodies, but 1.12.2 is tried and true and seems to work pretty good, 1.13+ is gonna take some time to get settled any rewrites from any mod are going to end up changing a 100 different times before its ironed out.
Ok. Thank you for the update @srs_bsns. I will be taking online java courses to attempt to learn. Is there anything I should attempt to focus on, so that I might assist in moving the project forward with the heavy rewrite coming for 1.13?
Hello, I had a question in regards to the 1.10.2 version of the mod (this isnt in regards to any errors with the mod itself)
I was using a chunk generator mod (https://minecraft.curseforge.com/projects/chunkpregenerator) to populate the chunks on my server, and it turns out that particular chunk generator had incompatabilities with RTG when generating structures (for instance villages would generate with hundreds of villagers and some chunks would generate wierd). Luckily I founfout about this early into the world run and recreated the world without generation.
So, does anyone know of a chunk generator that they are (reasoinably) sure is compatiable with RTG? Getting these chunks pregenerated for exploring would be quite nice for my servers preformance
Please and Thank You!
Hello! I am using this mod in my 1.10.2 modpack and one of the primary mods, Vampirism, seems to not be spawning any biomes. I believe this is due to RTG as the mod detects its biome but when I teleport to the given coordinates its a different biome! Does anyone know of a way to fix this?
In order for 1.10.2 RTG to use biomes that are not it's own, such as Biomes O Plenty or in your case Vampirism, you need to also use Climate Control / Geographicraft.
Ignore the previous replies. Vampirism's biome isn't showing up in your world because the current stable release of RTG for 1.10 doesn't have support for it, so when RTG encounters it while generating chunks it gets replaced with the 'patch biome' (config option), which is minecraft:plains by default.
Support for Vampirism's biome has already been added in the dev branch, I just haven't had time to put out a new release yet as I was waiting on Azanor to fix an internal issue with Thaumcraft's biomes. Everything is ready to go now, but I need to finish up a commit for the 1.12 port I'm working on before putting out the new release for 1.10. I should be able to do this in the next day or so.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
Ah well thank you! I figured it was likely something similar to that so I attempted to fix it with Biome Tweaker but it didnt work haha.
I just released a new version of RTG that has support for Vampirism.
You can find it here: https://github.com/Team-RTG/Realistic-Terrain-Generation/releases/tag/v1.10.2-4.1.3.0
or Here: https://minecraft.curseforge.com/projects/realistic-terrain-generation/files/2550453
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RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
Thanks! That was very fast!! This'll help me out greatly
I am just checking out RTG, and am pretty stoked about it, but I don't see Abyssal Craft anywhere in the list of mods supported, and haven't seen any requests for it. Is it possible Abyssal Craft will be added in the near future?
Abyssal Craft is listed in Biome Support (not in compatabilty), and there has been support for it since 1.7.10.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
One of, if not the best worldgen mods in the business!
Man, i miss this mod soo much. I cant wait for it in 1.12.2. Its sooo freaking good. Best world gen. 10/10.
Have you tried Open Terrain Generator? Personally, I would love to see RTG updated, but since it will not happen soon, I stayed with OTG.
Minecraft Fan! And modder wanna be!
Hello!
I have been using RTG for so long now. It is a must have for me. I recently decided to move on from 1.7.10 (No, that isn't a typo. That really says 1.7.10.) I am really missing RTG for 1.12.2. I'm glad to see that it is still in the works of being updated. I can;t wait to have it back in my game.
I do have one question though. I have discovered the magic of Dynamic Trees. Will support for Dynamic Trees ever be a thing with RTG or will that be a situation where I will have to pick one or the other? I really do like RTG trees because they are truly so much better than vanilla, but it would just be the cherry on top of the sundae if RTG trees had Dynamic Trees support. ^.^