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1.7.10
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Ah, thank you. I had turned off the physics recently because of good ole lag. I didn't know enviromine did that now!
I'm on RTG 0.4.0 and it doesn't have B:"RTG Biome Layout"=false in the config. If I add it in would it still work so i can use CC?
Is this going to happen be added within the next few weeks, or is it something that'll be added once everything is stable?
I'm not quite clear on how that works, I fell out of interest once it completely ate half my castle seemingly at random, with no respect to the obsidian walls and such. I turned it off.
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Curse PremiumOn mod interaction...
I'm affraid this might be EnhancedBiomes. :\
The only time I've seen this happen was with EB. It happened when using EB with RTG during the alpha stages as well, and it's been a quite a while since I've used EB on it's own, but IIRC it used to happen on rare occasions then.
Here's some screens from a world I just created, using only:
AdminCommandsToolbox-0.0.4_dev16_1.7.10.jar
CodeChickenLib-1.7.10-1.1.3.140-universal.jar
CodeChickenCore-1.7.10-1.0.7.47-universal.jar
ClimateControl-0.4.beta35.jar
Enhanced Biomes 2.5 for MC 1.7.10.jar
journeymap-1.7.10-5.1.3-unlimited.jar
NotEnoughItems-1.7.10-1.0.5.118-universal.jar
RTG-1.7.10-0.5.0-snapshot-5.jar
Configs: config.zip
Seed: -5506642500857366150
Screens:
I created 2 worlds after this, the first using the same seed (even though I knew the world would be totally different), and in both of them I did not see any problems at all (other than the known biome transitions, etc.)
I also don't recall seeing this in Highlands or BoP either.
If it really is EB causing it, then that mod truely has a gremlin somewhere in it.
. .
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Curse PremiumThat looks like a bug I'm painfully familiar with, the "spawn chunks" bug. Minecraft generates the spawn chunks extremely early, during world initiation, long before anything has a chance to get in and set biome info or seeds for generation. CC has to do some complicated tap-dancing to get everything set up. If EB affects default worlds, it has exactly the same problem and is doing its own tap dance. Well, that floor is too small and they're stepping on each others' toes.
I haven't yet seen that (or the chunk walls) with vanilla, Highlands, or BoP biomes either. I'll test some with EB and see if it starts coming up.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Better Forests Varied and beautiful trees and forests, in modern Minecraft.
Hey WhichOnesPink, thanks for picking up the torch for this mod!
(Also, it works with pixelmon 3.5.1)
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Curse PremiumI'm getting lots of errors with EB involving RTG calls to decorator functions that supposedly don't exist, even though I'm using the same jar both as a compile library and as a mod, so theoretically any call I can compile has to exist in the jar. On the 2 occasions I did manage to get a world and end up near 0,0 I didn't see anything out of the ordinary. So I'm not sure what's going on here other than obviously *somethings* wrong with EB+CC+RTG.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Better Forests Varied and beautiful trees and forests, in modern Minecraft.
it is possible to update this mod on 1.7.2 too?
I am having an issue with RTG wortld generation.
Relevant Mods(I believe):
AdminCommandsToolbox-0.0.2a_1.7.10
ClimateControl-0.4.beta35
CoFHCore-[1.7.10]3.0.3-303
CoFHLib-[1.7.10]1.0.3-175
RTG-1.7.10-0.5.0-snapshot-5
Also attached is my configs.
The issue I am having is my custom ore generation with RTG generation. I am having cofh generate my ores and everything around my spawn looks correct. When I get out farther, I lose all of my ore generation. The attach album.
The height in the bedrock is on purpose, I wanted to see what mods was possibly causing this. The lower bedrock and what is under the correct ore generation is being done by the COFH mod. The higher bedrock is being generated by RTG.
This is all withing the desert and desert hills biomes, so I dont believe it is an issue with BOP. However nothing on the surface of BOP biomes is generating either.
Once I loaded in, I generated the world using the admintoolbox(This has worked before)
I did upgraded from RTG 0.4.0 and it was working then with the same configs.
Is this something I am doing? or is it something RTG is doing?
New generated using 0.5.0-snapshot-5.
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Curse PremiumIf it doesn't run on 1.7.2 now it's probably not going to. Maybe somebody could go through and rewrite anything dependent on a later Forge to run on 1.7.2 versions but I doubt anybody will have the time. What would the motivation be, anyway? You wouldn't want to switch an ongoing world to a completely different terrain generator, and if you're starting a new world, why not use 1.7.10?
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Better Forests Varied and beautiful trees and forests, in modern Minecraft.
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Curse PremiumIs Fun World Gen also coming to 1.8?
Timeless Modding is kinda dead but idk what to put here now
I occasionally make textures/models for random people. Contributed to: Tinker's Construct, Growthcraft, and Animals+
PixelQuest 2, my new 1.10 RPG/rougelike-inspired modpack, is coming soon!
Correct.
the spawn area ore generates using COFH like it is supposed to, but anything outside of the spawn has no gen what so ever.
The spawn area bedrock is set to 4(from COFH config), but everything else is generated using RTG with a bedrock layer of 5.
It is like RTG takes over the ore gen and since it is disabled in configs, Nothing generates.
edit:
just a thought, maybe it is admintoolbox and how it generates the world beyond the spawn area.
dang, I need to find a new way then. I am trying to setup a new modpack/server and I need to generate a 10000x5000 overworld and another 4 5000x5000 dimensions.
Anyways, AMAZING mod so far.
Yeah admintools is a great way to test ****, but I wouldn't use it in a world intended for playing with others. It certainly can do some weird stuff to worldgen, not just in terms of COFH/RTG.
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Curse PremiumYou can try ChunkGen, however, you can only effectively generate a limited amount of chunks at a time due to this issue, unless the server has a considerable amount of memory.
I used this mod for a while when testing RTG in the alpha stages, but I had a problem trying to pre-generate worlds with the integrated server larger than about 100x100 chunks, with 4GB dedicated to minecraft. It would get to a point where the server would just hang. With a dedicated server and more memory you might be able to generate larger areas at a time.
If you set D:numChunksPerTick in the config to a lower value (default=1.0, which is 20 chunks/sec) then the generation will go slower and probably not eat up memory as fast, so forge might have time to unload chunks and the java garbage collector can free up memory before the server runs out. I've never messed with this though as I went back to ACT which flushes loaded chunks for every 1000 generated, but ACT has it's own caveats.
Also note, if you want to be on the server while the generation is occuring, you need to set B:pauseForPlayers to false, otherwise pre-gen will pause if there are any connected clients.
. .
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Curse PremiumWell, I found and fixed the latest iteration of the spawn chunks problem. The problem arose from biome IDs in the CC configs which didn't match ones in the biome mod configs. The biome mod configs have to take priority, but I didn't correct them early enough in generation. The problem didn't come up in my testing because I don't alter default configs much (I have too much to test and don't really have time for that.) So the chunk walls should go away with the next CC version. I have some other changes to make, but at this point I think it's all routine - no more multiday debugging sessions.
Also, EB is working better, although still not perfectly. Pink has bested me on rivers in rugged terrain:
I have some biome terrain redesign to do, it seems. Hmph.
(Oh, and - procedural generation, folks! Every last block.)
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Better Forests Varied and beautiful trees and forests, in modern Minecraft.
2 questions: Does this work for 1.8+ and will trees grown from saplings look like the ones that generate in the world?
Anyone find any awesome seeds with huge flat-ish plains at or near spawn? I love them for building, mainly.
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