1.10
1.8.9
1.7.10
Realism
Biomes
Curse
Forge
Open Source
I understand that completely, I will never going to rant like a entitled child to ask for a port. I wish CC and RTG be merged to the source code by mojang and you guys get hired hehe.
Looking forward to the 1.7.10 final version and future versions of those mods. Thanks.
bleh well it was .7, going to try the new version
yea works like a charm
Hello everyone!
I have a question. I'm using RTG with Thaumcraft and BiomeTweaker. I don't want to generate TaintedLAnd biome. I've disabled it in THaumcraft's config but it still gets generated in my worlds. How can I disable it?
In theory you could do subduction zones in RTG, but it would be a big project, more complex that rivers.
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.
RTG could do a subduction zone a few dozen blocks wide, but it would have a hard time placing mountains and such. Those need appropriate biomes, which are set outside of RTG. I've long thought about doing plate tectonics in Climate Control but the reverse issue would apply there - it could do mountains in irregular chains, but it would have a hard time putting in faults and cliffs.
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'm using this on a Forge 1.7.10 server, how do I change the world type to Realistic?
Thank you
Sneak peeks of what?
. .
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NOOOOOOOOO, i don't want to lose you to 1.8!!!! NOOOOO
Yaaaaaaaaaaay!!!!
Thanks Topisani!
And thanks for adding abyssalcraft support too, this mod is just getting better week by week.
Thanks for the reply, but I've found a solution by myself in Thaumcraft configs! There are some weird generation rates, which appear to work, despite you set TaintBiome generation to "false"
And I have another question.
As I venture through my RTG-world, I start to notice rather sharp edges between different biomes. Will you do something in upcoming versions to "smoothen" or may I say "blur" the line between biomes? It looks basically like there is a line of snow/ice next to line of green grass/liquid water
How about shelves?
We have shelves now with at least most of the biome layout systems (vanilla and Climate Control for sure, and I think Biome Tweaker and Enhanced Biomes). Oceans near land are usually the Ocean biome, and Oceans away from land are usually the Deep Ocean biome, which is currently about 15 blocks deeper on average IIRC.
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.
You know one thing I'd love to see RTG+CC do? Create 'Zones' intelligently.
Essentially a configurable climate zone width, where you are guaranteed to get nothing but 'Hot' biomes for X: -500-500, Warm for 500-1500, Cool for 1500-2500, Cold for 2500-3500, Cool for 3500-4500, Warm for 4500-5500, Hot from 5500-6500.... And exactly the same into the negatives, over and over and over again. configurable of course, including completely leaving out certain biome types.
(Could also be magical to use this as a way to loop the world, but I don't believe that is within the scope of RTG or CC)
WOOOOHOOOOO!! You guys are awesome! As much as I like 1.7.10 I really like to see more and more mods going to 1.8.9.
Somehow this seemed appropriate to the conversations going on.
Definitely a CC project - not in RTG's domain at all. That's doable in theory in CC although it might be tricky in practice. I'll take a look at it.
I've done some thinking on "looping worlds" and while it's hypothetically possible it would be an enormous undertaking. There are three things you'd need;
Rewriting the chunk loader to do the looping
Rewriting the entity management to essentially modulo all entity locations all the time
Rewrite ALL terrain generation to loop.
So you'd need major rewrites to RTG, CC, the chunk loader, the entity collision detector, and anything else doing terrain generation. Yipe!
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 idea I had for plate tectonics would be to generate "plates" as regions (possibly using something like the vanilla code for river-bordered areas) and give each "plate" a direction of motion. At the edge of a plate in the direction it's moving you'd have a preference for placing mountain regions (including islands in oceans), and possibly you'd have a preference against mountains elsewhere. That would get you fairly attractive mountain chains. Having plate boundaries tend to coincide with ocean/land boundaries, which happens in the real world, is harder and I didn't have ideas for that.
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.
That's amazing! Uhm... Start with the zones and move to greatly ridiculous things? Even the Bedrock supports it. "Why can't you go through the earth to get to the other side?" Because long ago, someone, somewhen, decided that the nether needed to be locked away. Bedrock is a magical thing.
Also -> While you're cogitating on that whole 'world looping' thing, talk to the guy who does Stellar Skies. You could add in 'changing starscapes' dependent on where you were.
Don't do a "looping" / "wrap-around" world.
Do a "looping climate zones" system.
ATG has an option for this. If 0 is cold, then you get warmer as you head north/south. 10,000 blocks brings you back to cold, so at 5,000 you are at hot, and at 2500 you are at medium. 1250 gives you cool. Etc.
So you go from snowy, to cold, to medium (biomes that are both cool and warm, I guess), to warm, to hot. And then back down.
It only affects what biomes show up where, because you are just doing cyclic temperature zones.
* 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?