You will be able to add biomes with IDs above 256. For example, you could run all of the biome-adding mods that RTG supports and not have to disable any biomes, as long as they have unique IDs.
@elix_x, the author of Anti ID Conflict, would need to confirm, but I believe AIC 2.0 will support up to 32,767 biome IDs.
And just to clarify... when AIC 2.0 is released, we'll still need to do a bit of work on RTG to support all those extra biome IDs, but it should be doable.
.
lets just hope AIC 2.0 is released soon why Mojang haven't upped the limit by now is unbelievable when so many mods nowadays add new biomes.
lets just hope AIC 2.0 is released soon why Mojang haven't upped the limit by now is unbelievable when so many mods nowadays add new biomes.
Well, there are a few reasons I can think of why.
First and foremost, the Chunk Format only allows for 256 bytes of biome data, 1 byte per column of blocks in a chunk. (1 byte = 2^8 = 256), hence only 256 biome IDs. This could be changed to accomodate more biome IDs (ie. 2 bytes = 2^16 = 65536 IDs), but in doing so, unless other code is written to automatically convert old worlds to a new format, then there would be no forward compatibility. Server operators and their users would be steamed at not being able to keep their old worlds when moving to a newer version.
Another reason is it probably has the potential of breaking pretty much any mod that does any kind of manipulation of blocks/chunks.
The REAL issue though, is how many biomes does one REALLY need? There's already enough IDs that you can run BoP, Highlands, and EBXL together with all of the vanilla biomes, and still have spare room for the mods that add the odd biome, like AE2, Buildcraft, Thaumcraft, etc.. But seriously, when you look at the main biome mods there is a great deal of redundancy. Many of the mods have the same biomes.. sure, they are decorated differently, but they're pretty much the same thing, and even in the same mod, some biomes aren't much different than others in it.
IMO, it's probably best to choose your favourite mod(s) of the ones available and disable redundant biomes (if you can.. I'm looking at YOU, BoP!). Even using 3 biome mods, as I stated above, you should be able to keep all of the biomes you want and still have a lot of free biome IDs to add other non-biome specific mods that add biomes, like Twilight Forest (19 biomes).
I haven't looked into AIC yet, so I can't opine about it since I don't know how it works, but I'm wary about it also having compatibility issues with old worlds. But then again, anyone that is looking at using it will probably be creating new worlds anyways.
The Meaning of Life, the Universe, and Everything.
Join Date:
9/13/2013
Posts:
55
Minecraft:
Altairon73
Member Details
yes, i agree with you there is duplication but when trying to run BOP,EXBL,Highlands and Enhanced Biomes the fun begins. Enhanced Biomes doesn't like moving ids or being disabled and BOP doesn't like being disabled so ending up with crashes all over as both mods have clashing ids, so making it very hard to disable ones i don't want from each mod, as both have "some" good ones the other doesn't
Personally, I really like EB with it's (mostly) nice biomes, and it's custom grass and dirt, etc.., but I've pretty much written that mod off due to the many outstanding issues with it. Some that SMEZ1234 never got around to fixing, like the volcano biomes being registered as Nether biomes and thus spawning nether mobs (I usually disable them anyways, because they looks aweful in RTG), and missing localisation entries.
The big issue for me though is that EB does it's own ore gen of vanilla ores in it's biomes and it doesn't seem possible to disable it without using another mod, (or maybe I'm just dumb, :)) and when using a mod like UndergroundBiomesConstructs or WTFOres it's impossible to get just ores with the nice custom stone backgrounds.. all of the EB generated ores look out of place and ugly. Not to mention there's no way to customise the EB ore generation. Kind of puts me off of using it.
The best thing though is that it's open source, so it can always be forked and updated.
Well, it's not like Mojang cares much about backward compatibility, as anybody who accidentally loaded a 1.7 world in 1.8 once and had their items wiped can attest.
The reason Mojang doesn't do it is that *Mojang* isn't planning to do anything with more biomes. They rarely make changes for the benefit of modders. I think they feel they got their fingers singed with the problems with the 1.6->1.7 crossover and just don't want to fiddle with worldgen anymore.
Being very familiar with the innards of RTG and CC, I'm pessimistic on using AIC. They're both littered with direct references to "256"; it will be a good deal of work to make them work with AIC. And if BoP and EB are having trouble moving IDs around within the conventional numbers, I don't see them working well with expanded biome IDs.
BoP at least *used* to be able to shuffle biome IDs around and after I got some thorny timing issues EB+CC seemed to do OK with a couple of reassigned biomes as well.
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!
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.
The REAL issue though, is how many biomes does one REALLY need? There's already enough IDs that you can run BoP, Highlands, and EBXL together with all of the vanilla biomes, and still have spare room for the mods that add the odd biome, like AE2, Buildcraft, Thaumcraft, etc.. But seriously, when you look at the main biome mods there is a great deal of redundancy. Many of the mods have the same biomes.. sure, they are decorated differently, but they're pretty much the same thing, and even in the same mod, some biomes aren't much different than others in it.
IMO, it's probably best to choose your favourite mod(s) of the ones available and disable redundant biomes (if you can.. I'm looking at YOU, BoP!). Even using 3 biome mods, as I stated above, you should be able to keep all of the biomes you want and still have a lot of free biome IDs to add other non-biome specific mods that add biomes, like Twilight Forest (19 biomes).
Small reminder that the default world generation doesn't really allow 256 biome IDs, in fact it only allows 128 -- simply because any biome IDs above those are considered alternate versions of < 128 biomes. For example, if you have BoP's mountain biome on ID 100 and garden on 228, whenever the map tries to generate a mountain, it might generate a garden instead, because Minecraft is just that amazing I guess. I've seen that problem happen quite a few times, mostly with TF biomes generating in the overworld for that reason.
Of course that can be solved with a different world generator, but in that case you might only get BoP biomes, or only EBXL and so on.
I'm having a little trouble with the Kelp forest and coral reef biomes from BoP. They just don't want to spawn at all. I checked the RTG settings and they say they're spawning. The CC ones I had set high, still with no luck.
Is there another setting I'm missing somewhere?
Also I noticed that in some areas of ocean it is going below 30y. I'm not sure if that will effect those oil spawns or if they're only deep ocean.
Kelp Forest and Coral Reef as sub-biomes require NoBoPSubBiomes be off, although that may have been causing some generation trouble. They should be fine as full biomes though.
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!
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.
I've been testing your mod out with the aquatic abyss and mo' creatures mod.
With both mods it seems that RTG or CC stop sea creatures from spawning. Only squid spawn. Its also strange that land animals spawn and not sea animals.
BTW I've tested every possible option in the config files so I know its not mo' creatures or aquatic abyss.
I recommend you to look at Google how to upload a zip file to Dropbox or any other hosting site. The developers of this mod are very busy working on the mod. As a tip in general I recommend you to cultivate the habit of investigate by yourself, this is going to help you trough your life.
I said it before but since RTG is based on realistic terrain will you also implement this to caves and ravines?
Kdot is actually looking at ways to do that without the painful slowdown you get with the current cave generator. It's not a short-term project, however.
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!
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.
Also, cloud you tell me your config setting for JAS as I just tested it with mo' creatures but this time I'm not getting any spawns, on land and in the water.
Looks like the latest version isn't compatible with oceancraft (here's the crashlog). It happens when I'm loading a new world, so I think it has something to do with the way the world is generating. I have CC installed too. Gonna test if it work with 0.5.0 now...
*snip*
RTG nor CC is mentioned anywhere in that stacktrace.
A quick google search returned links of people blaming old Optifine for this and your Optifine is outdated. The version you are using is from 2014/12/19. Try: OptiFine_1.7.10_HD_U_D1
I just tried Oceancraft 1.4.1 with RTG 0.6.0 and CC Beta 45 and it seemed to be working fine.
(Edit: Updated link to correct version of Oceancraft for 1.7.10)
Loving the 0.6.0 release guys, some fantastic work!! I've only tested it with EBXL, but it's working great from what I've seen so far!
lets just hope AIC 2.0 is released soon why Mojang haven't upped the limit by now is unbelievable when so many mods nowadays add new biomes.
Well, there are a few reasons I can think of why.
First and foremost, the Chunk Format only allows for 256 bytes of biome data, 1 byte per column of blocks in a chunk. (1 byte = 2^8 = 256), hence only 256 biome IDs. This could be changed to accomodate more biome IDs (ie. 2 bytes = 2^16 = 65536 IDs), but in doing so, unless other code is written to automatically convert old worlds to a new format, then there would be no forward compatibility. Server operators and their users would be steamed at not being able to keep their old worlds when moving to a newer version.
Another reason is it probably has the potential of breaking pretty much any mod that does any kind of manipulation of blocks/chunks.
The REAL issue though, is how many biomes does one REALLY need? There's already enough IDs that you can run BoP, Highlands, and EBXL together with all of the vanilla biomes, and still have spare room for the mods that add the odd biome, like AE2, Buildcraft, Thaumcraft, etc.. But seriously, when you look at the main biome mods there is a great deal of redundancy. Many of the mods have the same biomes.. sure, they are decorated differently, but they're pretty much the same thing, and even in the same mod, some biomes aren't much different than others in it.
IMO, it's probably best to choose your favourite mod(s) of the ones available and disable redundant biomes (if you can.. I'm looking at YOU, BoP!). Even using 3 biome mods, as I stated above, you should be able to keep all of the biomes you want and still have a lot of free biome IDs to add other non-biome specific mods that add biomes, like Twilight Forest (19 biomes).
I haven't looked into AIC yet, so I can't opine about it since I don't know how it works, but I'm wary about it also having compatibility issues with old worlds. But then again, anyone that is looking at using it will probably be creating new worlds anyways.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
yes, i agree with you there is duplication but when trying to run BOP,EXBL,Highlands and Enhanced Biomes the fun begins. Enhanced Biomes doesn't like moving ids or being disabled and BOP doesn't like being disabled so ending up with crashes all over as both mods have clashing ids, so making it very hard to disable ones i don't want from each mod, as both have "some" good ones the other doesn't
Personally, I really like EB with it's (mostly) nice biomes, and it's custom grass and dirt, etc.., but I've pretty much written that mod off due to the many outstanding issues with it. Some that SMEZ1234 never got around to fixing, like the volcano biomes being registered as Nether biomes and thus spawning nether mobs (I usually disable them anyways, because they looks aweful in RTG), and missing localisation entries.
The big issue for me though is that EB does it's own ore gen of vanilla ores in it's biomes and it doesn't seem possible to disable it without using another mod, (or maybe I'm just dumb, :)) and when using a mod like UndergroundBiomesConstructs or WTFOres it's impossible to get just ores with the nice custom stone backgrounds.. all of the EB generated ores look out of place and ugly. Not to mention there's no way to customise the EB ore generation. Kind of puts me off of using it.
The best thing though is that it's open source, so it can always be forked and updated.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
Well, it's not like Mojang cares much about backward compatibility, as anybody who accidentally loaded a 1.7 world in 1.8 once and had their items wiped can attest.
The reason Mojang doesn't do it is that *Mojang* isn't planning to do anything with more biomes. They rarely make changes for the benefit of modders. I think they feel they got their fingers singed with the problems with the 1.6->1.7 crossover and just don't want to fiddle with worldgen anymore.
Being very familiar with the innards of RTG and CC, I'm pessimistic on using AIC. They're both littered with direct references to "256"; it will be a good deal of work to make them work with AIC. And if BoP and EB are having trouble moving IDs around within the conventional numbers, I don't see them working well with expanded biome IDs.
BoP at least *used* to be able to shuffle biome IDs around and after I got some thorny timing issues EB+CC seemed to do OK with a couple of reassigned biomes as well.
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.
Small reminder that the default world generation doesn't really allow 256 biome IDs, in fact it only allows 128 -- simply because any biome IDs above those are considered alternate versions of < 128 biomes. For example, if you have BoP's mountain biome on ID 100 and garden on 228, whenever the map tries to generate a mountain, it might generate a garden instead, because Minecraft is just that amazing I guess. I've seen that problem happen quite a few times, mostly with TF biomes generating in the overworld for that reason.
Of course that can be solved with a different world generator, but in that case you might only get BoP biomes, or only EBXL and so on.
I'm having a little trouble with the Kelp forest and coral reef biomes from BoP. They just don't want to spawn at all. I checked the RTG settings and they say they're spawning. The CC ones I had set high, still with no luck.
Is there another setting I'm missing somewhere?
Also I noticed that in some areas of ocean it is going below 30y. I'm not sure if that will effect those oil spawns or if they're only deep ocean.
Kelp Forest and Coral Reef as sub-biomes require NoBoPSubBiomes be off, although that may have been causing some generation trouble. They should be fine as full biomes though.
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.
Thanks for the responses guys.
I tried the NoBoPSubBiomes and that seemed to fix it but I still wasn't able to get them to spawn them by themselves otherwise.
Is it really Minecraft?
Hi,
I've been testing your mod out with the aquatic abyss and mo' creatures mod.
With both mods it seems that RTG or CC stop sea creatures from spawning. Only squid spawn. Its also strange that land animals spawn and not sea animals.
BTW I've tested every possible option in the config files so I know its not mo' creatures or aquatic abyss.
can't file is too big
How do I upload a zipped file?
I recommend you to look at Google how to upload a zip file to Dropbox or any other hosting site. The developers of this mod are very busy working on the mod. As a tip in general I recommend you to cultivate the habit of investigate by yourself, this is going to help you trough your life.
I usually do, I just wanted a quick and easy answer, I'm feeling a little tired after gym, anyway I figured it out.
WhichOnesPink here is the link: http://www.filedropper.com/fml-client-latest
Does optifine make only underwater mobs invisible, because I'm using optifine and the mo' creature land animals are perfectly visible.
Kdot is actually looking at ways to do that without the painful slowdown you get with the current cave generator. It's not a short-term project, however.
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.
Also, cloud you tell me your config setting for JAS as I just tested it with mo' creatures but this time I'm not getting any spawns, on land and in the water.
RTG nor CC is mentioned anywhere in that stacktrace.
A quick google search returned links of people blaming old Optifine for this and your Optifine is outdated. The version you are using is from 2014/12/19. Try: OptiFine_1.7.10_HD_U_D1
I just tried Oceancraft 1.4.1 with RTG 0.6.0 and CC Beta 45 and it seemed to be working fine.
(Edit: Updated link to correct version of Oceancraft for 1.7.10)
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub