The idea with RTG is to keep it as simple as possible.. to do one thing (realistic vanilla biomes) and do it really really well. And then for everything else, mod authors can add extra stuff through the API. This is great for mod authors because they can tap into the RTG 'engine' without having to release and maintain an RTG clone. And it's great for the users (especially modpack creators) because they can choose to include only the addons they want without all the extra bloat of the features they don't want.
I'm not quite sure what you mean... could you elaborate please? Maybe some screenshots would help?
Have you seen the Desert biome? It generates massive dunes, but it also generates quite a large mass of flat desert as well.
Also, RTG already generates big valleys of grass and flowers between mountaintops... are you requesting for even bigger valleys? If so, there will likely be an option in a future release that allows you to choose the size of the biomes, similar to the way vanilla does it (e.g. 'Large Biomes' world type), so hopefully that will help.
I think I know what you're saying, and to a large extent I agree. RTG at the moment is generating way too many massive mountains. This is something that will be resolved when we enter Beta.
Sorry! I'm not good at wording things. My current RTG experience (which is only a few days or so) has mostly consisted of rapid elevation changes, so that's why I posted. >.<
Please don't remove the tropical islands and volcanoes! They would be so cool to have without an addon. By the way, you may want to work with Enviromine and The Seasons Mod...they would make your mod look more...unique
When trying to get Terrafirmacraft to work with this, the game crashes since TFC hates all biomes, basically. So I tried disabling in the RTG config all biomes that TFC doesn't have, this works to an extent, but then RTG crashes with this: http://pastebin.com/hcb6jwCb
Tropical islands & volcanoes are almost certainly going to become an addon mod for RTG, but don't worry... we'll probably release it alongside the first post-Beta release (if not before) to serve as an example of how RTG addons work.
As for the two mods you mentioned, if by 'work with' you mean 'be compatible with', then I would say that RTG probably already is compatible with both of those mods, but let me know if that's not the case and we'll look into it.
I've updated our issue tracker with this new information, but unfortunately I don't have time to look into this too much right now. However, the crash that you experienced looks similar to some of the other crashes we've been seeing, so there's a good chance this will get resolved in a future release, in which case you might have found a decent workaround to get TFC working with RTG! Just out of curiousity, how many biomes did you have to disable?
On a sidenote, as I was skimming through your crash report, I noticed the Stellar Sky mod (which I hadn't heard of before), and I just have to say... what a cool mod! I'll definitely be giving that a try when I get back into actually playing Minecraft again.
Yeah, stellar sky is awesome. Good luck with playing MC again :). I hope a work around is possible, I really want to add RTG to my pack, because TFC world gen is very "been there, done that." I had to disable what feels like most vanilla biome gen, basically all biomes not in this list.
Just tried with the new update, seems to throw the error back to TFC's end with it complaining about the ocean biome. I tried disabling the ocean biome, but MC just locks up, won't even begin to generate the world.
Well... if anything's intentional, it's the shape of the terrain, which is using the same algorithms that RWG used for its terrain.
What's definitely not intentional is the merging of biomes. That's just a side effect of adding the vanilla biomes without giving much thought to the dozens of noise parameters involved in 'painting' the surface of the terrain. But that's definitely something I'll be looking into more when all of the non-vanilla biomes have been removed.
Speaking of removing the non-vanilla biomes... it's taking longer than I thought it would, so to keep things interesting, I'll try to work on other things from the issue tracker at the same time, like feature requests, config options, etc, and maybe even tweak the look of some of the biomes. I know MainFlava's been working on a much better version of the desert, so maybe when that's ready we can include that in the next release.
Hey man how is the waterfall idea coming ? I would love that added to the mod .
Thought I'd post some of the strage stuff I've found while testing generation with RTG (0.0.11) + Enhanced Biomes in the last couple of days..
Here's some broken generation with some strange height offsets that is occuring at chunk boundries. I only noticed such formations occuring with EB, but I didn't test the other mods (BoP/EBXL/HL) as thoroughly. Also, please note that in the maps in which these screenshots were taken, there were only 3 or 4 EB biomes enabled at a time and vanilla biomes were disabled (while I was testing for issue #218):
Saved the best (worst?) one for last
Some extreme sand formations that should probably be normalised, since sand doesn't normally form like this in nature:
Strips of ice being formed in hot biomes:
There were a few biomes (volcano being one) that were spawning Natura's nether mobs (both the heatscar spider, and the imp):
I'm sure some of this is already known.. just being thorough.
The only issue you showcased that isn't related to the low number of enabled biomes is the Natura nether mobs spawning in the overworld... no idea what's going on there. I'd love to know if they still spawn with more biomes enabled. Very bizarre indeed!
My fault there. The Volcano biomes in v2.5 of EB were registered in the BiomeDictionary as 'Nether' type. Yes, I hadn't properly thought this through (It was fine with the vanilla Nether mobs, but not mods' Nether mobs), and it was one of the first fixes I made for the still unreleased next update. RTG has nothing to do with that problem.
Whenever I use this mod, I get a weird chunk flicker that occurs all over my view at random.
That chunk flicker sounds like an issue with Optifine and Multi-thread chuck loading. When I turn that on (and don't adjust the video cards settings as described here) I get chunks that flicker in and out.
Hey there! Good work on the mod so far its pretty neat. I just wanted to clarify that traditional oceans biomes aren't working yet, and that will be addressed in the continental map option? I've had no luck finding any in the 0.11 release. I'm also having no luck finding villages with the mod on.
I've got Archimedes ships and I need somewhere to sail about