1.10
1.8.9
1.7.10
Realism
Biomes
Curse
Forge
Open Source
Really impressive mod. The terrain generation is really nice to look at,and it's immersive.
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Yeah I absolutely agree, I just felt it loses a little Minecraft magic, if you get where I'm coming from
I know the title is "RealisticTG", I just thought it would keep those crazy and unique aspects of MC, but reduce them quite a bit.

Anyway, just my pence. Overall, the world is massively improved and I will be using RTG without fail plus continuing to monitor the thread daily in wait for awesome updates
I do see cave openings, although far less often than with vanilla. I also see flows from time to time, although almost never lava pools. Partly it may be that we've been trying to suppress WorldGenLakes because, frankly, the routine is buggy and makes quite a mess sometimes.
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.
All of that sounds awesome, thanks for the info and feedback
Ok, so I discovered a definite bug last night while trying to test the compatibility with Better Foliage.
An Ocean Temple generated in a very shallow ocean so the top of the temple was just 1 or 2 blocks below the surface, and extremely close to land, actually it was technically "under" the land. Where it generated was so close to land and so shallow, it actually made a huge cut-out in the land. I placed torches all around so you could see it properly. (Screenshot below)
Oh and to update the compatibility issue with Better Foliage. Yes, WhichOnesPink was indeed correct I think. I created a new world, all wood and trees looked normal, until I closed MC. When I loaded back into the world, all trees and wood became invisible. So I disabled the BF rounded wood feature and sure enough, all wood became visible again.
But one other thing I noticed that I really cannot explain, Sand was also invisible and giving an XRay effect with BF and RTG installed. But only while under water, sand on the beach was visible, but if I went under the water, sand became invisible.
Very weird as BF doesn't do anything at all to sand
An ice plateau with rocky mountains poking up is very doable. I'll try it with the Highlands Glacier. A point - I'm trying to do the different Glaciers from the different mods, well, differently. The EB Glacier is already a spreading ice sheet and actually is very nice IMO.
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.
Are there any plans to make this compatible with The Betweenlands? Right now the druid circles do not spawn. It would be awesome if they were compatible. I want my overworld to look purdy too!
And also - are there any shader packs that work with RTG 1.7.10? They all just give me a white screen.
Update to the latest version, they changed it so druid circles spawn in any biome tagged as "swamp"
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1441135-the-betweenlands-a-dark-hostile-environment-10-04?page=350
(Source)
http://mods.curse.com/mc-mods/minecraft/243363-angry-pixel-the-betweenlands-mod#t1:other-downloads
(download)
EDIT:
I see that it was your initial response in the thread I linked, I am fairly certain they are working properly. I will try and grab a screenshot for you. I believe they are more rare in general.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/1441135-wip-reboot-dimension-the-betweenlands-a-dark
Hi Pink, (hope it's ok to call you that).
So this is interesting, something weird happened last night when I tested a new world. I spawned on the beach, looked around me to see what resources I had around me and lo and behold, there was a flippin ravine opening no more than 20 blocks from me haha, and to make it worse, well better, a large cave opening 20 blocks passed that
I swear I'm not imagining it, previously I'd created something like 14-16 new worlds to test things, flown around looking for caves, lava pools and ravines for a dozen plus hours, and I had only seen a couple of caves openings on the surface, but zero lava pools and zero ravines.
The only things that are different with this new world that had a ravine and cave right next to the spawn point, was that I have Ticker's Construct and Biomes O'Plenty installed.
So I'll spend a bit of time testing tonight with and without those mods, especially BO'P to see if somehow they are effecting it.
On a slightly different subject if I may. What was your opinion of my post earlier, with the temple in shallow water and under the ground?? Do you think that might be a BO'P issue as I hadn't had that happen previously.
I'm relatively certain that they're only in the BL dimension. I think that the only Overworld thing added are the Druid circles.
That is amazing. RTG+CC is turning into the JAS of Biome customization.
Re: Ocean temples: *Please*, turn off shaders and custom texture packs when posting pics.
And: Have you tested 1.7.10 plus Et Futurum? Ocean temples will generate in 1.7.10 that way, and at least with a vanilla 1.7.10 map you get them in exactly the same locations as 1.8 does.
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(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?
The problem isn't with Ocean Monuments generating in the wrong locations, it's with the poor placement of the Deep Ocean biome, which, as per http://minecraft.gamepedia.com/Ocean_monument, is the only biome that Ocean Monuments generate in. This is more-or-less a vanilla issue as RTG doesn't handle biome layout. It should, however, be looked into why the Deep Ocean biome in these cases isn't being generated sufficiently deep.
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Seed? Coords? Pleaaase? I searched 10000 blocks in all 4 directions with my circle spawn rate set to 3x the default rate (500) and couldn't find a single one. I gave up and spawned in the talisman just so I could play the mod. I am also using Biomes O Plenty so perhaps that is the source of the problem, but I'm not sure why it should be since I still found plenty of vanilla swamps in my world.
I don't think there's any issue with BoP. The Betweenlands only checks the biome dictionary to see if the current biome is of Type.SWAMP in order to place Druid Circles. Source: WorldGenDruidCircle.java#L36
Druid Circles should also being showing up in these BoP biomes that are added as Type.SWAMP:
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Nope. I have found a ton of all those biomes even the rare ones, and while they spawn vanilla witch huts no circles.
Only things I have altered -
Biomes O Plenty biome ID's to avoid clashes with Betweenlands and Twilight Forrest
Biome O Plenty biome weights and climates using ClimateControl mod (however I did not think this should be a problem since I still have witch huts spawning?)
The Betweenlands druid circle spawn rate (increased it).
I have not touched anything else. Could it be my version of Forge? I am not using the latest because it won't run some of my other mods.
After looking at the code for Druid Circle generation, we believe there's an unusually low chance for them to generate. It's likely a combination of many factors, but mostly to do with their code (we believe).
Try changing the setting in the Betweenlands config: I:"Frequency of Druid Circles. Higher numbers de-crease rate."=1400
The default is 1400, try lowering it drastically to see if it helps.
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RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
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.
Why not use packed ice? Kristally clear ice looks unrealistic.
Maybe its just me, but I like the current look of the glaciers. they're very cave-y and where the ice meets the rock so you have ice ceilings with rock walls/floors, it's almost perfect
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/1441135-wip-reboot-dimension-the-betweenlands-a-dark
I finally got the druid circles to spawn in my BOP/RTG world by setting the frequency to 10. So no they are not incompatible just extremely rare, (I couldn't find one after exploring a good part of a 20 by 20 kilometer square). Even at frequency 10 they are still rare. I had to restart my world because just exploring further in the preexisting world didn't seem to work even after I'd lowered the frequency.
I could be wrong, but I somehow doubt the dev intended to make the circles THAT rare so it may be that RTG somehow makes it harder for these structures to spawn.