The Meaning of Life, the Universe, and Everything.
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Germany
Join Date:
12/12/2015
Posts:
95
Location:
Germany
Minecraft:
DelirusCrux
Member Details
Ok I don't know if someone mentioned it before, but maybe there is a little bit work to do with the generation of oceans. If you set the biomesize below 3, oceans are full of rivers. (Ok not full of them but I've seen a few of them)
Cave Control is crashing because it's trying to change the ChunkProviderGenerate and RTG doesn't have one in the normal place. Should be fixable. It doesn't crash Minecraft because the crash doesn't happen on the main thread.
Not sure which Steppe Mohawky is referring to, but the Highlands Steppe has these mountains scattered about in a largely flat background and that's quite attractive. It would be nice to keep it. BoP Steppe is mostly flat IIRC.
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!
Vanilla only has Swamp and Swamp M, right? Swamp M would be a good one for "swamp with hills" because that's what it is, although it's rare.
BoP in particular has a lot of Swamp biomes, and they're mostly distinguished by flora, which is fine with me. If people think there are too many Swamp biomes they can just turn some off. Highlands Bog IME has a lot of open water. I suppose a Swamp biome with occasional hills would be good for building, although I can't think of any good candidates other than the rare Swamp M (Bog - already physically distinctive; Bayou - flat real-world reference; Sludgepit - ugly). Wetlands has hills, but they're more throughout so you can't build that spooky mansion overlooking the swamp easily.
Oh, I thought Mohawky was talking about *my* Cave Control. I don't know about Reika's but more likely than not it has the same issue because it has the same problem to deal with.
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!
Would love to hear what other people think about how RTG should handle multiple biomes of the same type.
I was actually going to post something about the EBXL Wasteland biome, as that one is just an absolute eyesore to look at. All of the suggestions I had for it - mini-ravines with sandy bottoms, flatter terrain, leafless trees scattered about sparsely, dirt and sand "rivers" tracing some of the terrain - would make it look very much like the standard BoP Wasteland biome (I think that's what it's called?). I don't think most people run with all of the biome-adding mods at once as that would take an inordinate amount of BiomeID tweaking, what with the 1.7.10 changes to the numbering system. It's also on the whole redundant, as each major mod you have support planned for either has their own distinct flavor or have some kind of representation of common favorites ("colorful tree biome" or "mountainous biome" or "giant trees forest biome"). If you're a bit short on ideas for a particular biome, I don't think there's any harm in borrowing themes from already-decorated areas. Again, Wastelands are a very special kind of ugly, so personally I'd not object to an EBXL clone of whatever you did with BoP Wastelands because I only use the former. Worst-case scenario, you ship the cloned biomes as they are, make an issue on Github with a list of them, and revisit them later as you get inspired.
I just wanted to pose a very simple solution to the RTG community, for those of us who have already created new survival worlds using earlier versions of RTG (my survival world was created with V. .0.1.0 for example, which is incompatible with V. .0.3.0) and to those of us who may be feeling a little left out because they will not be able to enjoy the even greater beauty that is sure to be offered as development progresses with this amazing mod.
My solution is very simple, as I said. It comes in the form of the "Mystery Doors" mod. The mod itself is very simple - it only adds two items to your Minecraft world, two doors in fact. One door (the preferred door) the "Travel Anywhere Door" will instantly whisk you millions of blocks away from your original spawn point when traveled through. Once you arrive in this far away land you are entirely free to generate new terrain with the latest version of RTG without the worry of also generating map destroying conflicts between your original world generation and the world gen from RTG's latest version.
This door can be crafted very simply with five iron and an ender purl. Once traveled through, for the first time, you will experience what some may initially perceive as a glitch, as you appear to fall slowly straight through the world and into the void, but don't be alarmed this only occurs the first time you travel to a new place, as the new terrain is being generated. Once the new terrain has been generated, you will snap back to the top of the overworld terrain, and if you search your immediate surroundings, you will find the door you came through safely awaiting your return home - all traveling through this door is nearly instantaneous from this point on.
You may be thinking 'yah, but then every time I want to go through the door I have to quite Minecraft, go into my mods folder and switch out RTG version'. Fortunately this is not true. You can safely install the latest version of RTG and never have to worry about uninstalling it again - AS LONG AS YOU DO NOT GENERATE NEW TERRAIN IN AN ENVIRONMENT THAT WAS ORIGINALLY GENERATED BY A PREVIOUS VERSION OF RTG. As a side note, this also means that you may want to generate your overworld strong hold and end portal before abandoning your original version of RTG.
This brings me to one finally warning. As I said, there are two doors that come with the Mystery Doors mod. The second door is the "Travel anywhere One-Way Door", and it works just like it sounds like it would. Once you travel through this door, there is no return.
Hope this helped to improve someones Minecraft experience.
I use EXBL, BOP and Highlands together, its not too difficult to juggle biome ids. But in cases of duplicated biomes from them, I generally just go with the one I think looks best and disable the others. I do however keep all the meadow, steppe and prairie type biomes, otherwise forests predominate way too much. This balances them out more. Agree with you on the EBXL wasteland - dreadful.
I stand corrected about the biome IDs then. The rest of your post pretty much sums up any counterpoint I had as well - if you use a few different biome mods, you're also accustomed or at least resigned to culling dupes between them.
Seriously.. the only good ideas I had for redecorating EBXL Wasteland was to google "wasteland" and look at the pics. So not really my ideas. Anything would be better than the Manure Hills it looks like now. ><
I'm currently separating the RTG biome layout (which creates the polygonalish biomes, doesn't have real oceans, etc.) from the RTG terrain generation. This means RTG terrain can be created with other layouts, including the vanilla system and my own Climate Control mod, and probably others as well. This will solve the hot-cold business, which is not a significant problem in vanilla or CC, allow real oceans if you use CC, and make for nicer looking maps.
It has turned out to be fairly easy and I have a test version sent over to WhichOnesPink. CC required one extremely minor change to its village generation to allow compatibility, already done in my own version.
I like the combination of RTG with the vanilla style layouts myself. The vanilla style mixes the biomes more and this creates some very appealing variety with RTG. CC jumbles them even more, to a point that occasionally is too much with the vanilla terrain, but with RTG:
You can see that strip of Forest (I think) between a river in a Roofed Forest and an Extreme Hills. The map is one of the distinctive islands from CC that no other mod can do, just to show that I'm combining CC and RTG here.
Anyway, should be a great thing coming soon for CC or RTG users.
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!
Wait............... so you're saying that we can get the RTG terrain gen with CC's control of continents and climates etc? That's just PERFECT!
You mentioned that you also had a Cave Control mod? Where is this? Will it work in combination too? (Does it control ravines?) Will it work with STREAMS ?
Yes, and frankly RTG improves some things about CC I'm not happy with. CC will occasionally scatter a little bit of a hilly biome in a flat one and that produces a jumbly effect I don't like. RTG's terrain seems to smooth all that out. I like the RTG rivers better too - they're more aware of terrain.
My Cave Control is very simple; it just puts in configs to alter cave frequency. I probably could add ravines, but they're not there now. It will probably have the same issues as Reika's because it's probably using similar mechanics.
It will not currently work with RTG although that wouldn't be hard; but RTG already has cave control parameters and I think they have the same effects. Never tested with Streams but on a guess would probably require a minor addition.
The reason for these incompatibilities is that something altering cave generation has to munge ChunkProviderGenerate. Terrain generation mods will generally replace it, so the cave mod munges an inactive or even nonexistent ChunkProviderGenerate. They can be rewritten to munge the modded equivalent to ChunkProviderGenerate, but that has to be done.
(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?
(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?
Woah, RTG + CC enabled looks fantastic! I love it when two mod developers work together so well.
Hopefully that'll be released before Christmas :-D
I'm having lots of fun just starting an RTG random map, playing for a couple of hours and repeating several times. Especially after each release.
Perhaps some lovely RTG style ravines? Based on the experiments you teased - only in a few biomes that make sense. Even if they're filled with lava and water. Rare things make for delightful surprise finds. I find caves and ravines very useful earlier in the game (and mountains/cliffs) for finding ores - especially with Custom Ore Gen.
For other complimentary mods: I've found RTG working well with Rogue-like Dungeons, Ruins, Recurrent Complex and Dungeon Pack for added variety of surface features and fun finds. I found having all of them need their spawn frequencies halved (or more, easy to do).
I've also have about 90 other popular mods; RTG seems to play well with everything I can throw at it without issue/crashes. Marvellous.
Everytime I'm just about to set up things with this you have another amazing announcement Pink that leaves me waiting another week
Does this CC integrations also fix the mushroom island/ oceanic biomes problem too?
Yes, you can get them vanilla 1.7 style (only kinda fixed as mushroom islands are still usually attached to land) or you can get them CC style where it depends on your parameters. With the new RTG biome generation config set to off, you'll get almost exactly the same map you'd get in vanilla, or in CC if you use that.
WhichOnesPink I would like to ask you wherever the terrain featured in the screenshots linked here is possible to generate in MC naturally.
BTW the terrain was created in world machine as part of the Aloud Peak custom map on Planet Minecraft. Considering the terrain generator could generate these kinds of mountains I hope maybe it could help you make such beauty in MC possible
Oh my god. I cannot wait for the CC compatibility. That is everything I've been wanting from RTG at this point. And it will finally allow me to use the ships mod properly!
Sadly, that's not RTG terrain, but something Titus is *requesting* RTG be able to do. Having looked at this, I think the RTG engine *can* generate stuff like this. Basically, all you need to do is add some higher frequency noise to (some) terrain generation.
There are two caveats, however. First, there seems to be some smoothing going on, so that has to be bypassed somehow. Second, the performance might get significantly poorer, perhaps to the point where pre-generation is needed. But I've definitely seen things with those kinds of shapes, just not with that delicious block-by-block bumpiness.
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 don't know if someone mentioned it before, but maybe there is a little bit work to do with the generation of oceans. If you set the biomesize below 3, oceans are full of rivers. (Ok not full of them but I've seen a few of them)
Nether Biomes for 1.7.10: Netherlicious
Cave Control is crashing because it's trying to change the ChunkProviderGenerate and RTG doesn't have one in the normal place. Should be fixable. It doesn't crash Minecraft because the crash doesn't happen on the main thread.
Not sure which Steppe Mohawky is referring to, but the Highlands Steppe has these mountains scattered about in a largely flat background and that's quite attractive. It would be nice to keep it. BoP Steppe is mostly flat IIRC.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
So cool looking!
Vanilla only has Swamp and Swamp M, right? Swamp M would be a good one for "swamp with hills" because that's what it is, although it's rare.
BoP in particular has a lot of Swamp biomes, and they're mostly distinguished by flora, which is fine with me. If people think there are too many Swamp biomes they can just turn some off. Highlands Bog IME has a lot of open water. I suppose a Swamp biome with occasional hills would be good for building, although I can't think of any good candidates other than the rare Swamp M (Bog - already physically distinctive; Bayou - flat real-world reference; Sludgepit - ugly). Wetlands has hills, but they're more throughout so you can't build that spooky mansion overlooking the swamp easily.
Oh, I thought Mohawky was talking about *my* Cave Control. I don't know about Reika's but more likely than not it has the same issue because it has the same problem to deal with.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
I was actually going to post something about the EBXL Wasteland biome, as that one is just an absolute eyesore to look at. All of the suggestions I had for it - mini-ravines with sandy bottoms, flatter terrain, leafless trees scattered about sparsely, dirt and sand "rivers" tracing some of the terrain - would make it look very much like the standard BoP Wasteland biome (I think that's what it's called?). I don't think most people run with all of the biome-adding mods at once as that would take an inordinate amount of BiomeID tweaking, what with the 1.7.10 changes to the numbering system. It's also on the whole redundant, as each major mod you have support planned for either has their own distinct flavor or have some kind of representation of common favorites ("colorful tree biome" or "mountainous biome" or "giant trees forest biome"). If you're a bit short on ideas for a particular biome, I don't think there's any harm in borrowing themes from already-decorated areas. Again, Wastelands are a very special kind of ugly, so personally I'd not object to an EBXL clone of whatever you did with BoP Wastelands because I only use the former. Worst-case scenario, you ship the cloned biomes as they are, make an issue on Github with a list of them, and revisit them later as you get inspired.
Hello
I just wanted to pose a very simple solution to the RTG community, for those of us who have already created new survival worlds using earlier versions of RTG (my survival world was created with V. .0.1.0 for example, which is incompatible with V. .0.3.0) and to those of us who may be feeling a little left out because they will not be able to enjoy the even greater beauty that is sure to be offered as development progresses with this amazing mod.
My solution is very simple, as I said. It comes in the form of the "Mystery Doors" mod. The mod itself is very simple - it only adds two items to your Minecraft world, two doors in fact. One door (the preferred door) the "Travel Anywhere Door" will instantly whisk you millions of blocks away from your original spawn point when traveled through. Once you arrive in this far away land you are entirely free to generate new terrain with the latest version of RTG without the worry of also generating map destroying conflicts between your original world generation and the world gen from RTG's latest version.
This door can be crafted very simply with five iron and an ender purl. Once traveled through, for the first time, you will experience what some may initially perceive as a glitch, as you appear to fall slowly straight through the world and into the void, but don't be alarmed this only occurs the first time you travel to a new place, as the new terrain is being generated. Once the new terrain has been generated, you will snap back to the top of the overworld terrain, and if you search your immediate surroundings, you will find the door you came through safely awaiting your return home - all traveling through this door is nearly instantaneous from this point on.
You may be thinking 'yah, but then every time I want to go through the door I have to quite Minecraft, go into my mods folder and switch out RTG version'. Fortunately this is not true. You can safely install the latest version of RTG and never have to worry about uninstalling it again - AS LONG AS YOU DO NOT GENERATE NEW TERRAIN IN AN ENVIRONMENT THAT WAS ORIGINALLY GENERATED BY A PREVIOUS VERSION OF RTG. As a side note, this also means that you may want to generate your overworld strong hold and end portal before abandoning your original version of RTG.
This brings me to one finally warning. As I said, there are two doors that come with the Mystery Doors mod. The second door is the "Travel anywhere One-Way Door", and it works just like it sounds like it would. Once you travel through this door, there is no return.
Hope this helped to improve someones Minecraft experience.
I stand corrected about the biome IDs then. The rest of your post pretty much sums up any counterpoint I had as well - if you use a few different biome mods, you're also accustomed or at least resigned to culling dupes between them.
Seriously.. the only good ideas I had for redecorating EBXL Wasteland was to google "wasteland" and look at the pics. So not really my ideas.
WhichOnesPink asked me to post about this so...

I'm currently separating the RTG biome layout (which creates the polygonalish biomes, doesn't have real oceans, etc.) from the RTG terrain generation. This means RTG terrain can be created with other layouts, including the vanilla system and my own Climate Control mod, and probably others as well. This will solve the hot-cold business, which is not a significant problem in vanilla or CC, allow real oceans if you use CC, and make for nicer looking maps.
It has turned out to be fairly easy and I have a test version sent over to WhichOnesPink. CC required one extremely minor change to its village generation to allow compatibility, already done in my own version.
I like the combination of RTG with the vanilla style layouts myself. The vanilla style mixes the biomes more and this creates some very appealing variety with RTG. CC jumbles them even more, to a point that occasionally is too much with the vanilla terrain, but with RTG:
You can see that strip of Forest (I think) between a river in a Roofed Forest and an Extreme Hills. The map is one of the distinctive islands from CC that no other mod can do, just to show that I'm combining CC and RTG here.
Anyway, should be a great thing coming soon for CC or RTG users.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
Yes, and frankly RTG improves some things about CC I'm not happy with. CC will occasionally scatter a little bit of a hilly biome in a flat one and that produces a jumbly effect I don't like. RTG's terrain seems to smooth all that out. I like the RTG rivers better too - they're more aware of terrain.
My Cave Control is very simple; it just puts in configs to alter cave frequency. I probably could add ravines, but they're not there now. It will probably have the same issues as Reika's because it's probably using similar mechanics.
It will not currently work with RTG although that wouldn't be hard; but RTG already has cave control parameters and I think they have the same effects. Never tested with Streams but on a guess would probably require a minor addition.
The reason for these incompatibilities is that something altering cave generation has to munge ChunkProviderGenerate. Terrain generation mods will generally replace it, so the cave mod munges an inactive or even nonexistent ChunkProviderGenerate. They can be rewritten to munge the modded equivalent to ChunkProviderGenerate, but that has to be done.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
Ooohhh ... RTG + CC = Really Compatible Terrain Controlled Generation?
"... and I see
No Ravines
Cause there are
No Ravines
Want ravines I can call my base-ase-oh-wo-woah
Tell me why
Compatability
Tell me why
..."
* 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?
Can we get an option to force ravines? Maybe less common if you don't like them, but still show up?
* 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?
Woah, RTG + CC enabled looks fantastic! I love it when two mod developers work together so well.
Hopefully that'll be released before Christmas :-D
I'm having lots of fun just starting an RTG random map, playing for a couple of hours and repeating several times. Especially after each release.
Perhaps some lovely RTG style ravines? Based on the experiments you teased - only in a few biomes that make sense. Even if they're filled with lava and water. Rare things make for delightful surprise finds. I find caves and ravines very useful earlier in the game (and mountains/cliffs) for finding ores - especially with Custom Ore Gen.
For other complimentary mods: I've found RTG working well with Rogue-like Dungeons, Ruins, Recurrent Complex and Dungeon Pack for added variety of surface features and fun finds. I found having all of them need their spawn frequencies halved (or more, easy to do).
I've also have about 90 other popular mods; RTG seems to play well with everything I can throw at it without issue/crashes. Marvellous.
Everytime I'm just about to set up things with this you have another amazing announcement Pink that leaves me waiting another week
Does this CC integrations also fix the mushroom island/ oceanic biomes problem too?
Yes, you can get them vanilla 1.7 style (only kinda fixed as mushroom islands are still usually attached to land) or you can get them CC style where it depends on your parameters. With the new RTG biome generation config set to off, you'll get almost exactly the same map you'd get in vanilla, or in CC if you use that.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
Hi again
WhichOnesPink I would like to ask you wherever the terrain featured in the screenshots linked here is possible to generate in MC naturally.
BTW the terrain was created in world machine as part of the Aloud Peak custom map on Planet Minecraft. Considering the terrain generator could generate these kinds of mountains I hope maybe it could help you make such beauty in MC possible
http://imgur.com/a/1O8fv
Oh my god. I cannot wait for the CC compatibility. That is everything I've been wanting from RTG at this point. And it will finally allow me to use the ships mod properly!
Here is a little update for those who are interested in my base. Includes a new train track as well as a huge cave within the mountain. Enjoy
http://imgur.com/a/9ZQQJ
That place looks awesome, but are not those vanilla biomes?
Have to ask, but what graphics pack is that?
Sadly, that's not RTG terrain, but something Titus is *requesting* RTG be able to do. Having looked at this, I think the RTG engine *can* generate stuff like this. Basically, all you need to do is add some higher frequency noise to (some) terrain generation.
There are two caveats, however. First, there seems to be some smoothing going on, so that has to be bypassed somehow. Second, the performance might get significantly poorer, perhaps to the point where pre-generation is needed. But I've definitely seen things with those kinds of shapes, just not with that delicious block-by-block bumpiness.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!