Ok, so I've added palm trees, added more 'mega' jungle trees & more vines... also reduced the size of the cacti slightly as they were spawning too big too often. Also uploaded another demo if anyone's interested (this time using render distance 4!)
Good job man your jungle looks better then the default MC jungle . When you add yours can you just disable the default MC jungle ,and add yours in its place ? Hey man also do you mind going ahead a syncing what you have done so far to your Github so I can compile it and see what you have done so far ? Please !
This was my first proper test with UBC, and I have to say... it looks pretty sweet! I think I might try to add some tighter integration in terms of which stones get used for mountains, etc. I added a config option to replace the stained clay that's used, but I think I'm going to look into something a bit more dynamic in the near future.
I would have to say that this is on my mod compatibility wish list. It works great for me now, but it does look a little funny (especially in mountainous areas. Would it be possible that for the time being, you could add a config to disable shading and surface cobblestone generation? I don't know if that fits your vision here. I also don't know how difficult it would be compared to just adding support for UBC, but it would allow for us that love both UBC and RTG to use them as they are now.
I'm actually starting to fall in love with UBC myself, so I'll probably be adding full support in one of the next couple of updates. Just need to get my head around its API, but it doesn't look too tricky.
Seeing as how I'm still learning all the ins and outs of UBC, what would you consider 'full support' ? (Any UBC user feel free to share your thoughts as well). Is it just a case of using UBC's logic to determine which stone/cobblestone is used? Or is there more to it than that?
[EDIT: @morsmage - regarding the config options... it wouldn't actually be too difficult, but it would mean adding a lot of 'hacks' to the code, something I'm not willing to do at this stage, as it will make all future updates more difficult. Until full UBC support is added, the only options available would be to change the shadow blocks to a block that UBC won't replace, and you could also disable cobblestone boulders, but... there would still be some biomes where surface stone is going to be an issue. Sorry ]
When it comes to supporting UBC, the things I look for are 1) not intruding on what UBC already does to village structure generation, 2) respecting whatever system UBC has in place to determine what biomes it generates specific stones in (if sedimentary stone only spawns in deserts and oceans etc), 3) any changes to oregen in RTG should not interfere with Ore Ubification and 4) allowing UBC to replace instances of vanilla cobblestone with its own. A fifth one could be keeping an eye out for performance hitches, but I feel like I'm asking a lot as it is and there's the possibility any lag isn't your fault anyhow - UBC is a tad more resource-intensive than vanilla.
That all being said, it may be a matter of opinion but the bald stone patches in some biomes (Rocky Steppes, Extreme Hills etc) may take some getting used to for people that are used to their stone mountains being one uniform color. I personally love it - I have UBC configured to be used in Chisel (with its stones disabled from worldgen) so it's nice to spot stone formations from a distance. Perhaps feedback from your work with UBC could be used to tweak existing biomes? Minecraft modding is sort of like Eve Online to me - looks and sounds amazing, but no way in Hades am I diving into that. Good luck though!
Speaking of requests for decorating biomes, would you prefer them only on Github or over here too?
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Can there be a config option to keep jungles as dense and filled with bushes as in vanilla? I know I'm probably in the minority, but I always loved the overgrown feel of jungles. I actually wish many of the minecraft forests had bushes similar to those of jungles (but to a lesser degree).
Now, any chance that you and Reasonable Realism (harder wildlife) can work together and turn that fallen log into rotting wood over time? HW currently looks for trees when a chunk is generated, and kinda relies on the leaf blocks to find them. (Draco would know more about this than me)
EDIT: Never mind, Draco just told me that his test is based on wood on top of dirt/grass, and leaves are not required.
The jungle's still pretty densely populated, and I'm even going to be adding more foliage before I upload the next release later today, so... you might find that it's not too bad. Either way, biome-specific config options of that nature aren't quite ready to be a thing yet, but they're definitely planned for the future. For players, they will come in the form of config options that allow the control over things like foliage density, size of biome, even possibly down to the more technical variables like the being able to tweak the various noise algorithms (in a user-friendly, non-programmery way of course), all on a per-biome basis.
But... I don't want to start adding those kinds of config options until I've figured out the best way to implement them.
So they're rotting already? Sweet!!! (PS - Keybounce, are you ever going to actually download RTG and give it a test drive? )
Hmm... clay should be spawning just about everywhere there's water (rivers, ponds, lakes, oceans, etc.) There's even some clay generation further inland in the occasional area. What biomes have you been looking in?
I have not recorder a list of biomes. I haven't found any clay in my latest test. I just resided to making it from Gany's surface mod recipe. I was just curious to know if anyone else had found clay, then I would know that it was one of my mods in this pack that were interfering. PFAA or maybe Custom Ore gen. I dunno. Thank you for responding.
Seeing as how I'm still learning all the ins and outs of UBC, what would you consider 'full support' ?
What xeronut said is accurate. I have no problems running the two together even now. After disabling the boulders, the only thing that sticks out is surface cobblestone and shading of mountains. Thanks for the response and the work!
That's awesome!!! So glad to hear that it's improved your FPS - I had this eerie feeling that it was somehow only working on my machine and that it wouldn't affect other people's setups, so... it's great to hear that it's working for you as well.
As for the screenshots... hmm... I don't know whether to be excited or scared!!
Good question - I actually meant to talk about this in the update notes...
Regarding upgrading to newer versions during Beta... if you're upgrading an existing world from one minor version to another (e.g. 0.1.0 to 0.1.1, or even 0.2.1 to 0.2.4), then it's safe to upgrade. But if you're upgrading from one major version to another (e.g. 0.1.0 to 0.2.0 or 0.2.4 to 0.3.0), then it's not safe to upgrade.
This most recent update, however, is somewhat of an exception though, because... in theory, you should be able to upgrade an existing world from 0.1.0 to 0.2.0 without fear of corrupting the world because I didn't change the way RTG chooses biomes. However, because of the changes I made to the way memory is handled internally, I'm not 100% certain that it won't corrupt the borders of loaded and unloaded chunks for some people.
During my testing, I upgraded from two of my test worlds with no border corruption, so I think you'd be alright. The best thing to do would be to backup your world and try exploring into new chunks. If possible, do it from each of the cardinal directions (north/south/east/west). If everything looks good, then it's safe to upgrade.
Hey man I hope this is not to much to ask ,but since I am the type that likes compiling mods from the source to be using edge builds ,and i'm sure other are like this as well could you man please if possible ,and only if your not stopped right in the middle of coding what your adding half way ,and the mod you know would not start could you and would you pretty please at the end of each day sync what you have done with GitHub ? Please man ? I hope I am not asking to much from you man . And nice job man on the latest release . Wonderful work I must say Ram usage with this mod alone was almost cut in half for me . Thank you !
If you want to compile the latest dev build, you'll need to use this branch.
The way the development process works now is... 'feature' branches are created off of the dev branch, and when that particular feature is complete, I push it back up to the dev branch. The 'master' branch is now exclusively being used as a 'snapshot' of the latest release. In other words, the master branch will always reflect the exact source code being used in the latest release.
So yeah, just build from the dev branch and you should have the latest dev build. There isn't anything in there at the moment, but two feature branches have already been created that we'll be working on for the next release:
bop-biomes - this branch will be used for the re-decoration of BOP biomes, using RTG's signature style (flattening biomes that are meant to be flat, using the new 'rolling hills' style for hilly biomes, adding fallen trees, custom foliage, etc.)
ubc-support - this is where the magic is going to happen for full UBC integration, which I'm hoping I can finish in time for the next release.
None of the UBC stuff will get pushed to dev until it's completely finished, so you'll have to wait a while for that stuff, but I'll probably drip-feed the re-decorated BOP biomes as we go along, so you'll be able to check those out throughout the week (starting in a couple of hours! )
Oh OK man my bad for asking I did not know you sorted it out into branches .. I was wondering why you didn't do that ,and now I feel stupid . :/
Anyhow thank you man ,and I am enjoying the mod .
No worries mate, don't feel bad for asking! Only just recently started doing it that way and didn't think anyone was actually building dev versions, so I didn't bother to mention anything, but... glad to see some people are testing the dev builds!
Unfortunately, that's something only delvr can fix from within the Streams mod. Last I heard, I believe he was working a new major version which is supposed to have improved start/end logic, but I'm not sure where he's at with it. Probably best to check out the Streams thread.
Holy Lilypads indeed!! Are you sure that's an Ocean biome they're in? I'm sure I put something in the code to only generate them inside the Jungle and only a little bit outside the Jungle. I'll have to have a look at that one.
It's possible to disable biomes from within the configs, yes, but RTG starts to 'fall apart' if it doesn't have at least 1 biome from each of the 'climates' that it uses (hot, wet/warm, cold, snow) to choose from. So if you disabled everything except Desert & Cold Taiga, it would only generate those two biomes, but the transitions would be all over the place.
It's still possible to get mostly warm or cold biomes, but you'd have to have at least one hot biome enabled and at least one cold biome enabled... and even then it might produce some weird transitions occasionally.
It starts out as Jungle Edge but then it becomes mostly just Ocean and Deep Ocean. With some of the other biomes mixed in (stone beach, roofed forest, jungle edge). Is it possible that the lily pads are continuing to generate because there are very small pieces of the other biomes present?
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I love this mod! I remember trying out the other realistic terrain gen mod (which I think this is based off of?) but that one only ever had a few biomes. I'm very happy with how this looks so far. I'm trying to configure the bedrock to be lava blocks (I want a molten core) but changing the minecraft:bedrock to minecraft:lava hasn't done it. I also set bedrock to be 5 layers thick and it seems to be 2 +1 rough layer like the vanilla. That's not as much a problem but still maybe worth mentioning.