There is this: http://terrafirmacraft.com/f/topic/8733-api-and-visibility/ which may help you. As for TFC hemispheres, I don't think it will have to much an issue with RTG. The hemisphere system is independent of biomes, and based upon the z-axis. The only problem that I can imagine happening is snow/ice not being placed on initial generation in the colder climates, but even that I find that unlikely, and not a major issue.
I know how you feel, WhichOnesPink, I was very excited about RWG, and was greatly saddened to find that support for TFC and other mods wouldn't be added.
Possibly. Most mods search for vanilla stone to generate ores, which TFC has none of. Some mods (like glen's gases) search for an ore dictionary value for generating, in which the ore would generate, even in a standard TFC world. You can already add other mods ores to world gen in the TFCOres.cfg.
Shameless plug: click the image in my signature to see a bunch of mods working with TFC
Well folks, it's not looking good for TFC support. I certainly won't have it ready for the 0.0.13 release, so... I'm just gonna concentrate on improving the aesthetics of the vanilla biomes (including reducing the bias towards hilly/mountainous terrain) and trying to fix some of the bugs/crashes that are still outstanding.
Sorry if I got anyone's hopes up - I just think I might've bitten off more than I can chew trying to support TFC. It's still on my radar though.
Well good thing for me is I don't really care for TFC ;because I don't play with that mod anymore ,so I will be happy when .13 is out nun the less . BTW how is fixing / smoothing the transition from hot to cold biomes and vis versa coming ?
I think it's a good focus, another thing that is rare in most of the generatos are flat terrains, I don't know if it's confirmation bias, but it's really hard to find very flat areas, even though it would also add a sense of realism. Including that having such terrain diversity with mountains and plains would truly make this generator unique in my opinion !
Otherwise, keep up the great work !
I 100% agree with you on this . When me and my wife are flying around in creative on the start of every new world before we play in survival mode it is almost impossible with any terrain altering mods to find a nice flat area to build ,and if some nice flatter plains areas where added to this mod it would really really make this mod stand out of the crowd ,and most likely draw more attention to this mod ,and popularity ;because I am sure this is not the case for just me ,and would most likely benefit most people .
Only minor improvements have been made in that area (hot-to-cold transitions), but I've made good progress with reducing the excessive hills and mountains that are in the current version of RTG. I've also been making a lot of aesthetic improvements to the vanilla biomes, like improving the terrain landscapes & surface decorations, and even adding some custom decorations here and there, nothing overwhelming though.
If the response to the vanilla biomes is positive, I'll possibly carry over some of that stuff across to the modded biomes, adding a bit of RTG 'flair' to them - but only if it there's a good opportunity to do so. I don't just want to add things just to add them.
We're still on target for 0.0.13 being released this weekend, so watch this space!
My fav Biome adding mod Enhanced Biomes has some major issues with Hot n Cold Biome transition . I am sure you have seen the images I posted on here days ago . I would love that mod to be worked on when used with this mod . To me ,and I mean this TO me EnhancedBiomes adds the most Realistic biomes with Biomes o plenty while being "pretty" Thats about it its far from realistic although you can disable the fake looking biomes I know . EnhancedBiomes when used with this mod could use a lot of TLC with smoothening out the Cold ,and hot biomes borders.
I'm trying to enable the vanilla biomes to spawn based on there id that TFC overwrites. In the RTG config, I see no Extreme hills edge biome, which is the same biome id as high hills edge from TFC. Could this be the cause of MC complaining about not finding the spawn biome?
Hello, WhichOnesPink! I really like the work you and your team have done with this mod. I'm looking forward to whatever goodies you have in store for this weekend's release!
I do seem to have found an issue, however, and one that I'm not sure I've seen posted yet. Here's a pic for demonstration:
The biome is 'Pocket Plane" from Thaumic Horizons, a most excellent Thaumcraft addon. Pocket planes are not fully implemented yet, and were never supposed to spawn in the Overworld - only in their own dimensions. It seems RTG 0.0.12 is picking this dimension ID up (locked at 69, because the mod does not yet have a config file to change it). Unfortunately the author, TheKentington, seems to have stepped away from development for a while and an update, though highly anticipated, isn't certain. Would it be possible for you to sneak an internal blacklist entry in for this mod's biome for 0.0.13 please? Here is the NEI-generated dump info for this plane, if that helps: