The little ponds are ponds and inherit their host biome. Somewhat confusingly, the vanilla equivalent is made by a routine called "WorldGenLakes" even though they're not remotely any kind of "lake". The RTG lakes, which we often call "scenic lakes" to distinguish them, are much larger, as you can see in the pic I posted above. They get assigned water biomes (River by default, or Ocean if close to the ocean), because we would like mods that do things with inland water to recognize them as such. Fish or docks would be great on the scenic lakes but implausible or ridiculous in the ponds.
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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 ponds are decorations, like trees. The scenic lakes and rivers are made by RTG with specialized routines separate from the GenLayer system. The river strength you could get from the ChunkManagerRTG with getRiverStrength and the lake pressure (analogous) from the local biome with lakePressure; but that needs a bunch of vars from RTG. The value at which that they actually make a lake or a river varies but I could look up what it is approximately for you.
Just a quick question; if I set the biome size to 4.5 in the CC config, will the biomes sizes be increased proportionally, or will it default to a value 4 or 5 and act accordingly?
I'm asking this because I find size 4 makes the biomes too small and size 5 makes then too big, something just in-between would create a perfect balance.
Just a quick question; if I set the biome size to 4.5 in the CC config, will the biomes sizes be increased proportionally, or will it default to a value 4 or 5 and act accordingly?
I'm asking this because I find size 4 makes the biomes too small and size 5 makes then too big, something just in-between would create a perfect balance.
I totally understand the sentiment, but the sizing system only allows integers. The system works by doubling the size at each step and there's no way to "half double" it. I'd expect it to crash with a biome size of 4.5, actually, because the Forge config system couldn't read 4.5 as an integer, although I've never tested and maybe they'll catch the error politely.
The closest you could do is that adding biomes decreases the average size of each biome you encounter, because it's less likely to be next to a twin. I'd guesstimate that biome size 5 with one of the biome mods would actually be pretty close to 4.5 with just the vanilla biomes.
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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.
Further improvements to the smoothing system coming in the next release candidate:
The old smoothing system would have largely squished that Highlands outcrop because it's so close to that swamp. In general, with the older smoothing system weighting, biomes tended to lose their "personality" as you got close to the borders. That "blah" zone is much narrower now, to the point that a lot of the time I can't even tell you where the transition zone is unless I'm clued in by the grass color. I'm really liking the effect and I think you will too.
To further back up the point, the pic is taken from a Forest Hills. Can you see where the Forest Hills ends and the Highlands begins? Not in the pic, and, honestly, even in the field it takes careful inspection. Worlds feel even more "seamless" now.
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.
Wow, this looks really great. I'm just wondering are hill like biomes more likely to connect to other non-vanilla like hill biomes for example HL Mountains?
Also the Forest-Hills ends by the green colored swamp trees.
RTG doesn't control where the biomes are placed - that's done by whatever is doing the biome layout (currently vanilla, CC, or BiomeTweaker). CC now has an option to make full biome mountains appear in chains but that doesn't affect sub-biomes, at least not currently. The smoothing system does often adjust heights to make things more "logical"; if there's a Hills sub-biome close to a mountain with a little bit of the host biome in between, that little bit will get raised up so the hill will "connect" to the mountain, with a saddle point in between. The smoothing has always done this but it does look better with this recent change.
(The smoothing algorithm doesn't "understand" that it's connecting up the two elevated biomes, but the large majority of the time what it does works out pretty well.)
But where does the Forest Hills end going towards the Highlands?
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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 am curious about the reasons behind this reasoning:
"RTG can also go outside of the Overworld, but it’s still not going to
hijack dimensions built by Mojang or mod authors. So there will be no
RTG in the Nether, The End, Twilight Forest, Betweenlands, Deep Dark,
etc. However, dimensions built by users via RFTools, for example, are
fair game."
What is the difference between modifying overwold biomes and non-overworld biomes?
I am curious about the reasons behind this reasoning:
"RTG can also go outside of the Overworld, but it’s still not going to
hijack dimensions built by Mojang or mod authors. So there will be no
RTG in the Nether, The End, Twilight Forest, Betweenlands, Deep Dark,
etc. However, dimensions built by users via RFTools, for example, are
fair game."
What is the difference between modifying overwold biomes and non-overworld biomes?
The overworld is whitelisted, the rest are not. RTG doesn't generate chunks in other dims because they would then have overworld terrain, which is the only thing RTG generates.
The latest version doesn't work on a forge server. clean setup, it's the only mod. Server works with default terrain gen and when i delete the world and generate a new one with RTG terrain gen the client crashes immediately on disconnect
Edit: nevermind, only when the mod is installed client side as well.
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It seems that when I try to disable certain biomes in the BOP config, when I load the "Realistic" generator, the entire game world stops loading and I have to force-shutdown.
When I tried it in the "BOP" generator, all was well, no freezing or anything.
EDIT: Hah, I created a new world and nothing happened, although I spawned in a jungle. It seems that it must only crash when trying to load those biomes that are disabled. Weird. Any advice?
It seems that when I try to disable certain biomes in the BOP config, when I load the "Realistic" generator, the entire game world stops loading and I have to force-shutdown.
When I tried it in the "BOP" generator, all was well, no freezing or anything.
EDIT: Hah, I created a new world and nothing happened, although I spawned in a jungle. It seems that it must only crash when trying to load those biomes that are disabled. Weird. Any advice?
What version are we talking about here? 1.7.10, 1.8.9, 1.9?
How are you trying to disable the biomes? Because BoP biomes can't be disabled internally, you need to use BiomeTweaker with it's .remove() method, or you need to set the biome's incedence to 0.
Question on the generation of the trees. If you plant a sapling like oak spruce ect.. Will it have chance to produce a tree from RTG, like the taller ones ect.
Question on the generation of the trees. If you plant a sapling like oak spruce ect.. Will it have chance to produce a tree from RTG, like the taller ones ect.
At present no, saplings make exactly the same kind of trees they do in vanilla. We are planning an addon that allows you to grow the RTG trees, but we want to get RTG going first.
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 just figured I'd mention this. In the 1.8.9 version I had a very hard time finding Birch trees in more than a few worlds. When I did find a large forest I only managed to find 3-4 scattered ones. I don't know if it was just extremely bad luck or if their generation is off.
I also use Highlands and haven't configured for it so it may be related to that. I haven't jumped into that yet so maybe I could get some pointers there (maybe a kind person could share their config since I think that is what is needed).
Has anyone made the jump fro 1.7.10 yet? Im thinking about its just a few mods i would miss alot i think, and not sure if i want to jump to 1.8.9 or 1.9.
I wouldn't do it, BoP has been stripped down to its bare bones in its 1.9 version. They removed so many biomes from it. From 90+ down to 63. And they made configuring it an extreme hassle.
Sludge
Highlands 1.8.9 seems to only have about 20 biomes too.
I was just noticing as I updated CC to 1.8.9 that the BoP folks had pulled most of the "ugly" and "boring" biomes - Sludgepit, Arctic, Tundra, Silkglades, etc. That might sound like a good thing, but I think having a few biomes like that adds spice to a world and make the showpiece biomes like Cherry Blossom Grove stand out and shine even more.
Highlands 1.8.9 is only 20 biomes, but it's basically 20 *new* biomes. Sdj64 changed to a completely new methodology for the terrain.
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 little ponds are ponds and inherit their host biome. Somewhat confusingly, the vanilla equivalent is made by a routine called "WorldGenLakes" even though they're not remotely any kind of "lake". The RTG lakes, which we often call "scenic lakes" to distinguish them, are much larger, as you can see in the pic I posted above. They get assigned water biomes (River by default, or Ocean if close to the ocean), because we would like mods that do things with inland water to recognize them as such. Fish or docks would be great on the scenic lakes but implausible or ridiculous in the ponds.
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 ponds are decorations, like trees. The scenic lakes and rivers are made by RTG with specialized routines separate from the GenLayer system. The river strength you could get from the ChunkManagerRTG with getRiverStrength and the lake pressure (analogous) from the local biome with lakePressure; but that needs a bunch of vars from RTG. The value at which that they actually make a lake or a river varies but I could look up what it is approximately for you.
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.
Just a quick question; if I set the biome size to 4.5 in the CC config, will the biomes sizes be increased proportionally, or will it default to a value 4 or 5 and act accordingly?
I'm asking this because I find size 4 makes the biomes too small and size 5 makes then too big, something just in-between would create a perfect balance.
I totally understand the sentiment, but the sizing system only allows integers. The system works by doubling the size at each step and there's no way to "half double" it. I'd expect it to crash with a biome size of 4.5, actually, because the Forge config system couldn't read 4.5 as an integer, although I've never tested and maybe they'll catch the error politely.
The closest you could do is that adding biomes decreases the average size of each biome you encounter, because it's less likely to be next to a twin. I'd guesstimate that biome size 5 with one of the biome mods would actually be pretty close to 4.5 with just the vanilla biomes.
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.
Further improvements to the smoothing system coming in the next release candidate:
The old smoothing system would have largely squished that Highlands outcrop because it's so close to that swamp. In general, with the older smoothing system weighting, biomes tended to lose their "personality" as you got close to the borders. That "blah" zone is much narrower now, to the point that a lot of the time I can't even tell you where the transition zone is unless I'm clued in by the grass color. I'm really liking the effect and I think you will too.
To further back up the point, the pic is taken from a Forest Hills. Can you see where the Forest Hills ends and the Highlands begins? Not in the pic, and, honestly, even in the field it takes careful inspection. Worlds feel even more "seamless" now.
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 doesn't control where the biomes are placed - that's done by whatever is doing the biome layout (currently vanilla, CC, or BiomeTweaker). CC now has an option to make full biome mountains appear in chains but that doesn't affect sub-biomes, at least not currently. The smoothing system does often adjust heights to make things more "logical"; if there's a Hills sub-biome close to a mountain with a little bit of the host biome in between, that little bit will get raised up so the hill will "connect" to the mountain, with a saddle point in between. The smoothing has always done this but it does look better with this recent change.
(The smoothing algorithm doesn't "understand" that it's connecting up the two elevated biomes, but the large majority of the time what it does works out pretty well.)
But where does the Forest Hills end going towards the Highlands?
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.
Hi
I am curious about the reasons behind this reasoning:
"RTG can also go outside of the Overworld, but it’s still not going to
hijack dimensions built by Mojang or mod authors. So there will be no
RTG in the Nether, The End, Twilight Forest, Betweenlands, Deep Dark,
etc. However, dimensions built by users via RFTools, for example, are
fair game."
What is the difference between modifying overwold biomes and non-overworld biomes?
The overworld is whitelisted, the rest are not. RTG doesn't generate chunks in other dims because they would then have overworld terrain, which is the only thing RTG generates.
I'm getting a bit confused. What version of Minecraft is this new release for?
Began playing during Alpha 1.2.6.
Okay, thanks. I wasn't sure if that was just the version name of it or if it was the name of the Minecraft version it was for.
Began playing during Alpha 1.2.6.
The latest version doesn't work on a forge server. clean setup, it's the only mod. Server works with default terrain gen and when i delete the world and generate a new one with RTG terrain gen the client crashes immediately on disconnect
Edit: nevermind, only when the mod is installed client side as well.
It seems that when I try to disable certain biomes in the BOP config, when I load the "Realistic" generator, the entire game world stops loading and I have to force-shutdown.
When I tried it in the "BOP" generator, all was well, no freezing or anything.
EDIT: Hah, I created a new world and nothing happened, although I spawned in a jungle. It seems that it must only crash when trying to load those biomes that are disabled. Weird. Any advice?
What version are we talking about here? 1.7.10, 1.8.9, 1.9?
How are you trying to disable the biomes? Because BoP biomes can't be disabled internally, you need to use BiomeTweaker with it's .remove() method, or you need to set the biome's incedence to 0.
. .
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Question on the generation of the trees. If you plant a sapling like oak spruce ect.. Will it have chance to produce a tree from RTG, like the taller ones ect.
At present no, saplings make exactly the same kind of trees they do in vanilla. We are planning an addon that allows you to grow the RTG trees, but we want to get RTG going first.
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 just figured I'd mention this. In the 1.8.9 version I had a very hard time finding Birch trees in more than a few worlds. When I did find a large forest I only managed to find 3-4 scattered ones. I don't know if it was just extremely bad luck or if their generation is off.
I also use Highlands and haven't configured for it so it may be related to that. I haven't jumped into that yet so maybe I could get some pointers there (maybe a kind person could share their config since I think that is what is needed).
Has anyone made the jump fro 1.7.10 yet? Im thinking about its just a few mods i would miss alot i think, and not sure if i want to jump to 1.8.9 or 1.9.
Is there anyway this could be made into a bukkit plugin?
I was just noticing as I updated CC to 1.8.9 that the BoP folks had pulled most of the "ugly" and "boring" biomes - Sludgepit, Arctic, Tundra, Silkglades, etc. That might sound like a good thing, but I think having a few biomes like that adds spice to a world and make the showpiece biomes like Cherry Blossom Grove stand out and shine even more.
Highlands 1.8.9 is only 20 biomes, but it's basically 20 *new* biomes. Sdj64 changed to a completely new methodology for the terrain.
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.
YEESS!!!!! finally this mod has been updated! been waiting for this!