I am not surprised at all. 1.7.10 has a set of mods that just never got updated and for that reason alone, will be a version I will keep revisiting.
There has been talk about Dynamic Trees integration on the Discord server, but I am not certain if anything regarding that mod was promised at all. For more information, I would ask the question on the Discord server myself.
I stayed on 1.7.10 for so long because it just had soooo many mods. My mods folder was busting at the seams. And of course not constantly having to update mods was a plus too. I never had to worry about it. But that also meant that glitches and broken features that were present in mods would forever be present.
I just kind of felt that 1.7.10 had run its course for me, and I was honestly kind of tired of missing out on new features. Not just from vanilla Minecraft but from mods as well. I ran down the list of mods that I had and saw that a good majority of them had been updated or are in the works of being updated, I,E, Buildcraft which is in alpha. Unfortunately I had to give up quite a few mods simply because they haven't been updated or have been updated but are broken and no longer be supported at all. Fortunately a few of the bigger mods have added in a million new features since their 1.7.10 version, and I was able to find an assortment of new mods to fill the void. I'm still keeping fingers crossed for some of the other mods I had to give up.
Anyways, enough about that. Lol! In regards to the whole RTG and Dynamic Trees thing, I might look into wondering over to the server at some point. The fact that there is some discussion is really good because it certainly shows potential for that feature. Thanks!
For example, do folks want RTG's custom trees to grow using DT's growth algorithm?
Yes. This is what is being asked. It's been asked a few times, but it's likely more work than it's worth. We would likely have to rebuild all of our trees algorithms to work with DT, or write completely new ones on top of ours that only get used with DT. This has the potential of making our decoration system difficult to maintain and it's certainly more work that will just delay 1.12. I'd give this a hard no, for the time being atleast.
Also, it would mean adding another dependency that could potentially break at any time. It's already aggrevating enough having to deal with the BoP API breaking at any given time when Forstride decides to remove biomes, etc, and breaking compatibility. :\
Since BoP biomes don't generate in the default type overworld, you have to use a third-party mod to add these biomes to default generation if you want BoP biomes in an RTG world at all.
What third party mod do you need? i used rtg a year or 2 ago and stopped using it bc i couldnt get bop stuff to spawn.
You need to use GeographiCraft, or BiomeTweaker, in order to have BoP biomes in a RTG world. In most other cases mod-added biomes will work fine without them though.
Please don't advise people to use something that isn't official.
That is:
1. not a 'port', nor is it official in any way.
2. a branch for 1.12 that has no new code in it, no release, and isn't designed to be used by anyone ever.
3. Not any kind of replacement for having to use GeographiCraft or BiomeTweaker.
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 join the Discord if you want to be kept up to speed. srs_bsns is working on improving the 1.10 version (and making some of the code more readable) before porting it over to 1.12 and even WhichOnesPink has been spotted not too long ago.
Wat. I'm not doing anything with 1.10; 1.10 is dead to me. I'm updating to 1.12 now, and it's a lot more than just 'making the code more readable.'
Hey folks. Looking for a little assistance with my config files. I have and understand how to make biomes o plenty work with RTG, but what I'm trying to understand is how to set the config files so that certain BoP biomes don't spawn. For instance, I'm not a fan of the BoP Bayou when RTG generates swamps with rivers flowing into them, which is, you know, a bayou without a dedicated biome for that.
Can someone give me a quick and dirty rundown on what to modify so that I can remove certain biomes from spawning, but the rest do?
Hm, thank you. I was thinking I needed to set the gen weight, like so
bopCherryBlossomGrove.set("genWeight", 0)
So, I need to call the remove function at the end of the RTG.cfg file. Thank you. I assume I also need to remove references to those biome numbers?
Oh sorry. Disregard my last message. Refering to a biome by it's registry name is something that was only added in newer versions of BiomeTweaker. In 1.10 you will still have to refer to biomes by their IDs.
you should first verify that the correct biome IDs match up with the script entries. (Any mod the initializes before BoP and adds biomes could potentially skew the IDs.)
Then all you need to do is add bayou.remove() at the bottom of the script.
Those example configs should only be used a reference at this point, though, as they are quite old and could use a rewrite. (In future versions of RTG, BiomeTweaker or GeographiCraft won't be neccessary.)
Oh sorry. Disregard my last message. Refering to a biome by it's registry name is something that was only added in newer versions of BiomeTweaker. In 1.10 you will still have to refer to biomes by their IDs.
you should first verify that the correct biome IDs match up with the script entries. (Any mod the initializes before BoP and adds biomes could potentially skew the IDs.)
Then all you need to do is add bayou.remove() at the bottom of the script.
Those example configs should only be used a reference at this point, though, as they are quite old and could use a rewrite. (In future versions of RTG, BiomeTweaker or GeographiCraft won't be neccessary.)
The news about not needing BiomeTweaker or GeograhiCraft is really cool, but what do you mean "future versions'. There's only ever going to be one more version before you cease development entirely, as you've pointed out. Once 1.13 hits, you're never going to touch this mod again. At least going by your commentary about the rewrite of the terrain generation in 1.13 meaning that you would have to rewrite the whole mod.
The news about not needing BiomeTweaker or GeograhiCraft is really cool, but what do you mean "future versions'. There's only ever going to be one more version before you cease development entirely, as you've pointed out. Once 1.13 hits, you're never going to touch this mod again. At least going by your commentary about the rewrite of the terrain generation in 1.13 meaning that you would have to rewrite the whole mod.
I meant future releases for 1.12, as there will likely be a few releases after the initial release.
Definitely making a mental note of this. BoP has a number of biomes that are just ... irritating. Like the, what's it called, legacy island biome? ...which goes COMPLETELY against the spirit of the superrealistic worlds I strive for.
Well technically it is about 1.13 but can I ask if the mod will be allowed to be continued to by other people in the future? This is the only mod of its kind as far as I know, I mean there are other biome mods and such but not with the generation aspect as well as here.
I know some mods have had a long lifespan through multiple people taking over from eachother after the person lost interest/didn't have time/got a kid/etc.
Either way a short thanks for the work that was put in to the mod.
I don't understand why everyone is so incessant that RTG be continued after 1.12. With the state that RTG is in code-wise, and the complete rewrite of Forge for 1.13, and the complete reworking of chunk generation in Minecraft in 1.13, RTG will have to basically be rewritten from scratch. It would be a feat of futility to try and port the current code.
On top of that futility, a lot of the current codebase was written by someone that is no longer involved with the mod and his code is overly complex, confusing, and has no documentation, which is partly why the 1.12 update is taking so long. Anyone coming into the project would likely want to rewrite everything anyways, in which case, they may as well make their own mod.
Just because the current RTG codebase might be coming to an end doesn't mean there won't be other mods like it in the future. And I already have plans for a similar mod for 1.13, but that is something that is MONTHS away before it even gets started due to Forge being rewritten.
People that play Minecraft need to remain focused on 1.12 and forget about 1.13 for the foreseeable future, because it will be a while before Forge has a stable version for 1.13.
I don't understand why everyone is so incessant that RTG be continued after 1.12. With the state that RTG is in code-wise, and the complete rewrite of Forge for 1.13, and the complete reworking of chunk generation in Minecraft in 1.13, RTG will have to basically be rewritten from scratch. It would be a feat of futility to try and port the current code.
On top of that futility, a lot of the current codebase was written by someone that is no longer involved with the mod and his code is overly complex, confusing, and has no documentation, which is partly why the 1.12 update is taking so long. Anyone coming into the project would likely want to rewrite everything anyways, in which case, they may as well make their own mod.
Just because the current RTG codebase might be coming to an end doesn't mean there won't be other mods like it in the future. And I already have plans for a similar mod for 1.13, but that is something that is MONTHS away before it even gets started due to Forge being rewritten.
People that play Minecraft need to remain focused on 1.12 and forget about 1.13 for the foreseeable future, because it will be a while before Forge has a stable version for 1.13.
some ideas for the new 1.13 version:
-tree born realistic
-finally the possibility for choose the ocean's dept
-nether/end realistic
i thinks that this mod is the better mod for generation world and thanks for all the work done so far
I stayed on 1.7.10 for so long because it just had soooo many mods. My mods folder was busting at the seams. And of course not constantly having to update mods was a plus too. I never had to worry about it. But that also meant that glitches and broken features that were present in mods would forever be present.
I just kind of felt that 1.7.10 had run its course for me, and I was honestly kind of tired of missing out on new features. Not just from vanilla Minecraft but from mods as well. I ran down the list of mods that I had and saw that a good majority of them had been updated or are in the works of being updated, I,E, Buildcraft which is in alpha. Unfortunately I had to give up quite a few mods simply because they haven't been updated or have been updated but are broken and no longer be supported at all. Fortunately a few of the bigger mods have added in a million new features since their 1.7.10 version, and I was able to find an assortment of new mods to fill the void. I'm still keeping fingers crossed for some of the other mods I had to give up.
Anyways, enough about that. Lol! In regards to the whole RTG and Dynamic Trees thing, I might look into wondering over to the server at some point. The fact that there is some discussion is really good because it certainly shows potential for that feature. Thanks!
Yes. This is what is being asked. It's been asked a few times, but it's likely more work than it's worth. We would likely have to rebuild all of our trees algorithms to work with DT, or write completely new ones on top of ours that only get used with DT. This has the potential of making our decoration system difficult to maintain and it's certainly more work that will just delay 1.12. I'd give this a hard no, for the time being atleast.
Also, it would mean adding another dependency that could potentially break at any time. It's already aggrevating enough having to deal with the BoP API breaking at any given time when Forstride decides to remove biomes, etc, and breaking compatibility. :\
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
What third party mod do you need? i used rtg a year or 2 ago and stopped using it bc i couldnt get bop stuff to spawn.
Or use this port . https://github.com/Almighty-Alpaca/Realistic-Terrain-Generation/commit/453b88bb3de2b475fed403f998999719890dd8f6
There is enough code to cherry-pick from the ports , to get a some features , but as RTG is a work in progress and incomplete you will have to make due .
You need to use GeographiCraft, or BiomeTweaker, in order to have BoP biomes in a RTG world. In most other cases mod-added biomes will work fine without them though.
Please don't advise people to use something that isn't official.
That is:
1. not a 'port', nor is it official in any way.
2. a branch for 1.12 that has no new code in it, no release, and isn't designed to be used by anyone ever.
3. Not any kind of replacement for having to use GeographiCraft or BiomeTweaker.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
Im still playing on 1.7.10 as well!
I dont want to rush you but are you working on it? Im waiting for 1.12 since 2017
Wat. I'm not doing anything with 1.10; 1.10 is dead to me. I'm updating to 1.12 now, and it's a lot more than just 'making the code more readable.'
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
Hey folks. Looking for a little assistance with my config files. I have and understand how to make biomes o plenty work with RTG, but what I'm trying to understand is how to set the config files so that certain BoP biomes don't spawn. For instance, I'm not a fan of the BoP Bayou when RTG generates swamps with rivers flowing into them, which is, you know, a bayou without a dedicated biome for that.
Can someone give me a quick and dirty rundown on what to modify so that I can remove certain biomes from spawning, but the rest do?
I use Biome Tweaker.
bayou = forBiomes("biomesoplenty:bayou")
bayou.remove()
. .
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Hm, thank you. I was thinking I needed to set the gen weight, like so
bopCherryBlossomGrove.set("genWeight", 0)
So, I need to call the remove function at the end of the RTG.cfg file. Thank you. I assume I also need to remove references to those biome numbers?
Oh sorry. Disregard my last message. Refering to a biome by it's registry name is something that was only added in newer versions of BiomeTweaker. In 1.10 you will still have to refer to biomes by their IDs.
If you are using the example config found here: https://github.com/Team-RTG/Realistic-Terrain-Generation/blob/1.12-master/etc/biometweaker/BiomesOPlenty/RTG.cfg
you should first verify that the correct biome IDs match up with the script entries. (Any mod the initializes before BoP and adds biomes could potentially skew the IDs.)
Then all you need to do is add bayou.remove() at the bottom of the script.
Those example configs should only be used a reference at this point, though, as they are quite old and could use a rewrite. (In future versions of RTG, BiomeTweaker or GeographiCraft won't be neccessary.)
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
The news about not needing BiomeTweaker or GeograhiCraft is really cool, but what do you mean "future versions'. There's only ever going to be one more version before you cease development entirely, as you've pointed out. Once 1.13 hits, you're never going to touch this mod again. At least going by your commentary about the rewrite of the terrain generation in 1.13 meaning that you would have to rewrite the whole mod.
I meant future releases for 1.12, as there will likely be a few releases after the initial release.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
Definitely making a mental note of this. BoP has a number of biomes that are just ... irritating. Like the, what's it called, legacy island biome? ...which goes COMPLETELY against the spirit of the superrealistic worlds I strive for.
Can we get a quick rundown of the major changes that will be present in the 1.12.2 update?
lol m2k
I don't understand why everyone is so incessant that RTG be continued after 1.12. With the state that RTG is in code-wise, and the complete rewrite of Forge for 1.13, and the complete reworking of chunk generation in Minecraft in 1.13, RTG will have to basically be rewritten from scratch. It would be a feat of futility to try and port the current code.
On top of that futility, a lot of the current codebase was written by someone that is no longer involved with the mod and his code is overly complex, confusing, and has no documentation, which is partly why the 1.12 update is taking so long. Anyone coming into the project would likely want to rewrite everything anyways, in which case, they may as well make their own mod.
Just because the current RTG codebase might be coming to an end doesn't mean there won't be other mods like it in the future. And I already have plans for a similar mod for 1.13, but that is something that is MONTHS away before it even gets started due to Forge being rewritten.
People that play Minecraft need to remain focused on 1.12 and forget about 1.13 for the foreseeable future, because it will be a while before Forge has a stable version for 1.13.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
some ideas for the new 1.13 version:
-tree born realistic
-finally the possibility for choose the ocean's dept
-nether/end realistic
i thinks that this mod is the better mod for generation world and thanks for all the work done so far
i don't know this.. but i love this mod