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yes there is definitely some issue with village generation since 0.5.0 came out, previous versions used to have normal villages everywhere at the usual set distances, since 0.5.0 installed they seem to vanish and are very few and far between even with trying every possible change of mod configs in rtg/cc etc
We were discussing villages and structures generated by the mod Millenaire, not the normal minecraft villages, which are still generating fine.
I'm not sure what issue you are having with village generation, but I doubt it's an issue within RTG or CC.
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use millenaire also and having village issues whether it is installed or not.
RTG 0.5.0 + CC Beta 39 + BoP build 1640
RTG.cfg settings to emphasize villages:
There is nothing wrong with normal village generation in RTG.
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AdminCommandsToolbox to generate the chunks.
JourneyMap to create and save the map.
Photoshop to crop off the rough edges.
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Question about 0.6.0...the 'NOT backwards compatible with previous versions'. Is this 'will crash and explode if you load a 0.5.0 world into 0.6.0'-incompatible, or 'expect horrible chunk strangeness and cut off borders'-incompatible?
Confirmed:
Millenaire working properly with RTG 0.6.0.
Millenaire still not working with RTG 0.5.0.
It's even working in worlds created with 0.5.0 and then loaded in 0.6.0.
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Vanilla villages are still generating fine.
RTG 0.6.0:
RTG 0.6.0 + CC:
Edit:
@MohawkyMagoo, do you have B:controlVillageBiomes set to true in your climatecontrol.cfg? If so, then, by default, the only vanilla biomes that will spawn villages are Desert, Plains, and Savanna. (See the bottom of the climatecontrol.cfg, and in the mod specific configs, villages are disabled in all Highlands and EBXL biomes.)
@Zeno410, maybe you should set some better defaults.
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It's good that it works again now, but not knowing what caused it to stop working in the first place means that this issue could come back in the future. It's odd that it was only 0.5.0 that had the issue though. It works fine in 0.4.0 and previous versions.
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I could be way off on this, but considering Millenare was around before villages, it's probably not spawning villages using the same vanilla village mechanics.
From what I understand, Millenare spawns villages based on biome. In fact worlds can contain both vanilla and Millenare villages.
So, plains type biomes might have French villages, and jungles will have Aztec, etc.
Seems like your fix related to biome names had something to do with it.
I'd like to see more comments on biomes that aren't "right". A lot of biomes just have standard code and haven't been tuned at all.
The beach issues mostly affect areas where different kinds of beaches mix. There are still some issues occasionally in low-lying coastal regions. There are also chunky borders in areas that get repaired to land (hills next to the ocean and small inlets) although most of the time it's not noticeable. I'll be working on those, although that will be a harder fix than the last round.
Ominous Woods was fine in my dev version, but that didn't have a lot of changes from the other team members. I'll take a look with the release.
Your village problem has to be some kind of intermod issue.
Green Hills was there, I just had it named "Highlands" in the config (cutnpaste typo). It was generating, you just got unlucky. Will be fixed in the next version.
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.
This is correct. Millenaire uses it's own methods to generate it's villages and structures dynamically. If you are using a jetpack and travel fast enough, you can actually fly to where a village will be created and watch it spawn right in front of you.
And I've seen a Millenaire village spawn right beside a vanilla village in one of my test worlds.
I still don't see how it was only broken in 0.5.0 though.
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https://github.com/Team-RTG/Realistic-Terrain-Generation/issues/491#issuecomment-181434415
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Disabling the ocean biomes has the potential to break things. Instead, in /config/climatecontrol.cfg use these settings:
It will produce a world like this:
With ravines disabled there will be no ravines at all.
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I have enabled ravines at the config file, I made a new world, traveled(flying) around 8,000 blocks without finding one. Maybe I was very unlucky but, can someone confirm ravines generate properly?
Done and done. See github issue.
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I'd have sworn I'd seen the bare trees where there's nothing else to place them.
They don't always break the surface in vanilla either.
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.
Yeah my bad, I made another world and I was able to find a ravine.
I have a question, is ore generation rate buffed? or it is vanilla values?
I am finding a ton of vanilla ores at a random mine i made to test. Again maybe it is just a coincidence.
Thank you very much, I am going to mine more chunks to confirm that.
Does this mean we can add biomes with ids above 256 and have them work OR do we have to wait for Mojang to implement it first?