Mainly because I set the Patch Biome to -1, but... I have kept clear the 128-167 range of non-overworld viable biomes. What's happening is when the mutated biome is selected for some of the BoP biomes listed in the sub-128 range, it's going up to the 180s-200s range and trying to pull a non-overworld biome like a twilight forest one.
Should I re-map the BoP biomes to >167 ids, and stick my stuff that won't get generated in the overworld down in the <128 range? I am using Biome Tweaker so it's easy enough to add/remove things to generation, but I haven't seen anything in there that prevents this biomeId+128 lookup issue. Or, should I just use the patch biome (which would generate some weird terrain if I set it to e.g. 1 - plains and it patches that in instead of a mutated highlands biome)?
Yes, if BiomeTweaker is using the M-biome +128 business (I'm a little surprised they do) you have to make sure every overworld biomes either has its +128 spot clear *or* you have a biome that can show up as a sub-biome in that spot (so, say, you could have Xeric Shrubland in 100 and Dunes in 228 and you'll be fine).
Putting all the non-overworld biomes below 128 is one way to get that.
Yes, you probably should actually fix the problem, precisely because the patch biome isn't always going to look good.
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.
Yes, if BiomeTweaker is using the M-biome +128 business (I'm a little surprised they do) you have to make sure every overworld biomes either has its +128 spot clear *or* you have a biome that can show up as a sub-biome in that spot (so, say, you could have Xeric Shrubland in 100 and Dunes in 228 and you'll be fine).
Putting all the non-overworld biomes below 128 is one way to get that.
Yes, you probably should actually fix the problem, precisely because the patch biome isn't always going to look good.
Any way to tell if it's Biome Tweaker vs. ...? that is doing the +128 stuff?
Any way to tell if it's Biome Tweaker vs. ...? that is doing the +128 stuff?
It's vanilla. I would have expected BT to change it, because it's pretty clunky, but I guess it doesn't. Climate Control doesn't do the +128 business, and Enhanced Biomes has an option not to (although that's not useful for you). I'm pretty sure BoP also fixes it, but they haven't made their biome layout available for RTG.
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.
Is there any way, with a mod like RSG, to address how village structures spawn? Too many times, even in 1.9, you come across a village that, though randomly spawned, looks like it was done so by an angry Minecraft deity that wishes to spread zombie death on the land
How hard would it be to take a potential village spawn site and write in a method where by the landscape is leveled, cleared of obstruction, and filled from the designated "surface level" down so that you could have villages spawning in other terrain like forests or hills and not have them look like Rube Goldberg machines designed to kill villagers?
Witchery kind of did this with their stone circles. Occasionally you ended up with a stone circle that was raised above the landscape in a silly way, but frankly that might be preferable to the current village generation.
Some way of looking at the map, seeing a massive chasm in the middle of the chunk and going "Nope"
I really don't know the mechanics by which Minecraft generates villages so perhaps my question is naive, but I am curious if such a thing is even possible given its current design. Is that beyond the scope of what the RSG mod would do? IOW is it only to replace building materials with biome specific ones?
Thanks again for the mod, keep up the good work. Looking forward to using it in any new modded worlds.
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What I would like for RSG is that you can disable Village buildings. That would be realy great if that would be possible, because I use another mod that adds own buildings to a village. So that I can have a custom church and so on without the vanilla buildings
Is there any way, with a mod like RSG, to address how village
structures spawn? Too many times, even in 1.9, you come across a village
that, though randomly spawned, looks like it was done so by an angry
Minecraft deity that wishes to spread zombie death on the land
How hard would it be to take a potential village spawn site and write in
a method where by the landscape is leveled, cleared of obstruction, and
filled from the designated "surface level" down so that you could have
villages spawning in other terrain like forests or hills and not have
them look like Rube Goldberg machines designed to kill villagers?
Witchery kind of did this with their stone circles. Occasionally you
ended up with a stone circle that was raised above the landscape in a
silly way, but frankly that might be preferable to the current village
generation.
Some way of looking at the map, seeing a massive chasm in the middle of the chunk and going "Nope"
Quote from Topisani
Me wanting to do this is one off the things that made us decide it was
outside RTG's scope. In some ways, this is definately the plan. How
exactly, only time will tell
Maybe you should take a look at Millenaire as whenever it creates its villages it always levels the area, its as though their village is "conatined" in an invisible cube which is placed down on the landscape and anything in its way is removed our flattened, many a time I have come across a millenaire village where a chunk of mountain has been carved out to allow for this invisible cube round the village.
Is rsg intended only to alter current vanilla buildings or to also add new buildings on villages ? I would like to see a more evenly distributed lighting around the place and a couple extra buildings like some sort of food storage building, maybe with a chest containing only crops?
I use http://mods.curse.com/mc-mods/minecraft/230570-restructured for new buildings. The buildings can have the materials of the biome and you can even tell the mod what villagers can spawn in the new buildings, even chestloot can be configured for each building. It comes with a few Structures for villages and a few others.
Hello, WhickOnesPink! I'm currently making a compatibility list [to save modpack creators some work]! Thus ,I would like to ask if your vision of the mod will also apply to R.T.G 1.7.10 version. If so, should I better wait until the Official "Green" release of R.T.G mod [1.7.10] with all the modifications you announced? I already created a world with your mod and it's working wonderfully! So many nice views. Yet, I dislike the idea of deleting my worlds [I'm pretty attached to them as if they were my sons]...maybe should I wait? This new world I'm talking about was created yesterday
It will be a while yet before we have backward compatibility. The worlds are playable at this point, but if you start a world now you should expect to stay with the same RTG version permanently. The big issue is that you won't get bugfixes. At this point those are mostly directed at intermod bugs and clashes.
You don't actually have to *delete* the worlds, just make sure you only run them with the matching version of RTG. Multiple minecraft folders is a good way to handle that - I have dozens.
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.
Looks like there is a weird issue with Dense Ores and RTG:
Plus I think there's some sort of memory leak but I have no idea if that is anything to do with RTG, as this is a 1.8.9 unstable pack...so all bets are off.
You don't actually have to *delete* the worlds, just make sure you only run them with the matching version of RTG. Multiple minecraft folders is a good way to handle that - I have dozens.
MultiMC is a great launcher for just this reason.
Also, thanks for all your work on the mods, guys!
Just curious, though, would it be possible to add config options to disable some of the stones in UBC?
Say, for example, I wanted Gneiss, black granite, red granite, blue schist, and green schist type rocks to generate their biome types, but not chert, chalk, or ecolite.
Would it be possible to add config options to stop certain ones from world gen (similar to the way you can opt regular minecraft stone biomes on or off).
Say, for example, I wanted Gneiss, black granite, red granite, blue schist, and green schist type rocks to generate their biome types, but not chert, chalk, or ecolite.
Would it be possible to add config options to stop certain ones from world gen (similar to the way you can opt regular minecraft stone biomes on or off).
That would be nice, hmm what also would be great if you could decide what type of stone should generate in which biome or biome type.
I have question about change RTG config after world have been generated by using RTG.
For example I change the config about cave factors, does it takes effect in my world when the new chunks created or Should I need to create a new world?
Using RTG + BoP + Thaumcraft + Aether 2 + Twilight Forest + Buildcraft. (I think that's all the biome-adding mods)
I'm getting a crash related to this issue: https://github.com/Team-RTG/Realistic-Terrain-Generation/issues/455
Mainly because I set the Patch Biome to -1, but... I have kept clear the 128-167 range of non-overworld viable biomes. What's happening is when the mutated biome is selected for some of the BoP biomes listed in the sub-128 range, it's going up to the 180s-200s range and trying to pull a non-overworld biome like a twilight forest one.
Should I re-map the BoP biomes to >167 ids, and stick my stuff that won't get generated in the overworld down in the <128 range? I am using Biome Tweaker so it's easy enough to add/remove things to generation, but I haven't seen anything in there that prevents this biomeId+128 lookup issue. Or, should I just use the patch biome (which would generate some weird terrain if I set it to e.g. 1 - plains and it patches that in instead of a mutated highlands biome)?
Yes, if BiomeTweaker is using the M-biome +128 business (I'm a little surprised they do) you have to make sure every overworld biomes either has its +128 spot clear *or* you have a biome that can show up as a sub-biome in that spot (so, say, you could have Xeric Shrubland in 100 and Dunes in 228 and you'll be fine).
Putting all the non-overworld biomes below 128 is one way to get that.
Yes, you probably should actually fix the problem, precisely because the patch biome isn't always going to look good.
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.
Any way to tell if it's Biome Tweaker vs. ...? that is doing the +128 stuff?
I take it RSG isn't intended to replace things like Recurrent Complex or Ruins? Or is that part of the eventual process as well?
It's vanilla. I would have expected BT to change it, because it's pretty clunky, but I guess it doesn't. Climate Control doesn't do the +128 business, and Enhanced Biomes has an option not to (although that's not useful for you). I'm pretty sure BoP also fixes it, but they haven't made their biome layout available for 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.
Is there any way, with a mod like RSG, to address how village structures spawn? Too many times, even in 1.9, you come across a village that, though randomly spawned, looks like it was done so by an angry Minecraft deity that wishes to spread zombie death on the land
How hard would it be to take a potential village spawn site and write in a method where by the landscape is leveled, cleared of obstruction, and filled from the designated "surface level" down so that you could have villages spawning in other terrain like forests or hills and not have them look like Rube Goldberg machines designed to kill villagers?
Witchery kind of did this with their stone circles. Occasionally you ended up with a stone circle that was raised above the landscape in a silly way, but frankly that might be preferable to the current village generation.
Some way of looking at the map, seeing a massive chasm in the middle of the chunk and going "Nope"
I really don't know the mechanics by which Minecraft generates villages so perhaps my question is naive, but I am curious if such a thing is even possible given its current design. Is that beyond the scope of what the RSG mod would do? IOW is it only to replace building materials with biome specific ones?
Thanks again for the mod, keep up the good work. Looking forward to using it in any new modded worlds.
What I would like for RSG is that you can disable Village buildings. That would be realy great if that would be possible, because I use another mod that adds own buildings to a village. So that I can have a custom church and so on without the vanilla buildings
Nether Biomes for 1.7.10: Netherlicious
Maybe you should take a look at Millenaire as whenever it creates its villages it always levels the area, its as though their village is "conatined" in an invisible cube which is placed down on the landscape and anything in its way is removed our flattened, many a time I have come across a millenaire village where a chunk of mountain has been carved out to allow for this invisible cube round the village.
I use http://mods.curse.com/mc-mods/minecraft/230570-restructured for new buildings. The buildings can have the materials of the biome and you can even tell the mod what villagers can spawn in the new buildings, even chestloot can be configured for each building. It comes with a few Structures for villages and a few others.
Nether Biomes for 1.7.10: Netherlicious
Hello, WhickOnesPink! I'm currently making a compatibility list [to save modpack creators some work]! Thus ,I would like to ask if your vision of the mod will also apply to R.T.G 1.7.10 version. If so, should I better wait until the Official "Green" release of R.T.G mod [1.7.10] with all the modifications you announced? I already created a world with your mod and it's working wonderfully! So many nice views. Yet, I dislike the idea of deleting my worlds [I'm pretty attached to them as if they were my sons]...maybe should I wait? This new world I'm talking about was created yesterday
Check the list out! > http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mod-packs/2630749-pseudohumans-compatibility-list-1-7-10?comment=1
Minecraft Fan! And modder wanna be!
It will be a while yet before we have backward compatibility. The worlds are playable at this point, but if you start a world now you should expect to stay with the same RTG version permanently. The big issue is that you won't get bugfixes. At this point those are mostly directed at intermod bugs and clashes.
You don't actually have to *delete* the worlds, just make sure you only run them with the matching version of RTG. Multiple minecraft folders is a good way to handle that - I have dozens.
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.
Looks like there is a weird issue with Dense Ores and RTG:
Plus I think there's some sort of memory leak but I have no idea if that is anything to do with RTG, as this is a 1.8.9 unstable pack...so all bets are off.
MultiMC is a great launcher for just this reason.
Also, thanks for all your work on the mods, guys!
Just curious, though, would it be possible to add config options to disable some of the stones in UBC?
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/1441135-wip-reboot-dimension-the-betweenlands-a-dark
What exactly do you mean by disabling UBC stones?
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.
Say, for example, I wanted Gneiss, black granite, red granite, blue schist, and green schist type rocks to generate their biome types, but not chert, chalk, or ecolite.
Would it be possible to add config options to stop certain ones from world gen (similar to the way you can opt regular minecraft stone biomes on or off).
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/1441135-wip-reboot-dimension-the-betweenlands-a-dark
That would be nice, hmm what also would be great if you could decide what type of stone should generate in which biome or biome type.
Nether Biomes for 1.7.10: Netherlicious
I have question about change RTG config after world have been generated by using RTG.
For example I change the config about cave factors, does it takes effect in my world when the new chunks created or Should I need to create a new world?
http://minecraft.curseforge.com/projects/dense-ores/files/2286705
Changelog
- Fixed Silk touch working
- Massively reduced frequency of overworld deposits.
- Added misc config options.
Is this what you were trying to point out?
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
Hi, I just wanted to as whats the ETA for the next release (V1.8 for MC 1.7.10).
First Rule of asking for ETA:
You don't ask for ETA.
It will be done when it is done, and people generally don like being asked when they publish the next release.