Click his link from my quote ^ to see pictures of their biomes and descriptions of them. They actually look like something I would be interested in using!
Although It is only for 1.7.10 currently, not sure if it is possible to support though.. quote from their forum post: "A completely custom world generator" Just thought I would clarify this persons post for them since it seems to have gone unnoticed.
It wouldn't really be possible to support Biome Bundle as what it does is make basically vanilla presets for the biomes and uses the Terrain Control mod to place the presets into the world in a logical location. It doesn't actually create new biomes the way for instance biomes o' plenty or EBXL does so it isn't something that can really be supported. The only thing RTG could do to support it would be to add new biomes themselves which is outside the scope of RTG.
Click his link from my quote ^ to see pictures of their biomes and descriptions of them. They actually look like something I would be interested in using!
Although It is only for 1.7.10 currently, not sure if it is possible to support though.. quote from their forum post: "A completely custom world generator" Just thought I would clarify this persons post for them since it seems to have gone unnoticed.
Essentially what JetStorm said is correct. Biome Bundle is more-or-less a collection of scripts that manipulates Terrain Control (Included with the bundle). This is a completely different system than RTG and is incompatible.
Furthermore, we have moved our focus to 1.9.4 and any updates made to RTG for 1.7.10 will likely only be maintenance (bug-fixes, etc.., no more additions).
Just a minor bug I noticed, the Canyon biome from BOP in 1.7.10 RTGv1.1 seems to ignore biome climate placement, I have seen 4 cases now here it has spawned adjacent to Snowy type biomes as seen in the image below.
Obviously this mod is going to create some lag, but I can tell you from experience, I had much less lag and less problems in general when I stopped using Optifine. I am using fastcraft now, much better. And biomes with many many trees (jungle, roofed forest), do cause a bit more of a pause when generating.
Just a minor bug I noticed, the Canyon biome from BOP in 1.7.10 RTGv1.1 seems to ignore biome climate placement, I have seen 4 cases now here it has spawned adjacent to Snowy type biomes as seen in the image below.
RTG doesn't control biome placement, it just generates the terrain.
I lag so bad.(My frame rate is fine, but it take me 10 second to get out a boat. It is like having 1000 command block running in 1 chunk.)
Is there any plan to increase performance of this mod?
I'm assuming you are refering to the current alpha release for 1.9.4? Did you notice the part saying that it's 'alpha'?
RTG is being rewritten for newer Minecraft and currently the mod has some performance issues that are being worked on. Alpha releases are for testing purposes and not for normal gameplay.
Is there anything in RTG 1.0.1 that would *disable* the ice plain spike biome completely?
Two worlds now, either have ice plains spike in vanilla or in 1.0.0, but not in 1.0.1. (Just ice plains instead)
EDIT: NO! It's actually affecting vanilla worlds if I re-create them now. What the actual huh?
EDIT2: Confirmed. I'm trying to look at the 1.0.1 worldgen in ice plains spikes, and it's now broken even in the same seed in vanilla, same modpack as last week's jungle spotlight. ARGH.
Sigh. Guess I'll go back to captive minecraft 4 ...
(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?
(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?
Dragon API issue: Turns out that vanilla has two different ways of handling vanilla mutant biomes. Dragon API, in resolving the +128 biome issue (so you could have more than 127 biomes), assumed they all followed one pattern.
(Some of the vanilla mutants are subclasses of BiomeGenMutant; others are subclasses of the main biome.)
---
Mesa observations, in 101, now that I have worldgen working:
# Plain mesa has no grass, just dirt and sand
# Non-variant Plateau's have just clay (hardened and colored), no grass/sand/dirt.
# Variant Plateau's: No difference seen between F and FM
# FM and F seems to have less dirt/grass than M. F/FM is supposed to be the forest mutant plateau, right? So why do they get less dirt/grass? See imgur album, first two images.
# Cactus now generates on yellow sand, not on red sand. (Intentional?)
# Some area of mesa (plain, plateau, bryce, M) near water (river/ocean/beach) has solid green grass instead of clay. The sharp end of the solid grass when M switches to FM (right on the biome line!) tells me that F/FM don't do this.
# This coastal grass area will get oddball sand + cactus growth.
# The coastal grass has very little tall grass -- seems very odd for a well-watered ground.
# Aha! Sometimes there are pockets of lots of tallgrass in the moist areas. It's pockets of grass, and empty spaces.
### Where vanilla generates rivers, you don't always remove them. See picture of a 2x2 "beach" with a second and third segment of beach nearby. The 2x2 was originally a river; the others were inland on the vanilla mesa. (third and 4th image in that album)
# UMM ... A section that looks like either a cave or a ravine that ran along the surface in the mesa area removed colored stained clay, and left dirt and hardened clay. This was in a Mesa (plain) biome, so no sand. This is with both Enable Cave Modifications and Enable Ravine Modifications false (so, whatever you are doing seems to be confusing the vanilla caving/ravining code). In comparison, vanilla has no trouble taking out most of the blocks in the area (colored, dirt, sand) for both caves and ravines. (NB: Vanilla ground seems to be almost all orange stained clay. The "orange" looks the same as"red sand".)
NB: Vanilla Worldgen, Caves and ravines leave hardened clay. They don't leave dirt (tested in mesa). But in the RTG world, they are leaving dirt.
And, RTG caving in RTG worldgen: caves are leaving dirt in the Mesa. Caves do not remove hardened (uncolored) clay.
# There is still 5 meters of sand on top of the mesa hills in the F/FM/M biomes.
# The top of the mesa hills have oak trees when they have trees. There are also short oak and acacia "bushes", like deserts.
But, there are Acacia trees on the "ground" in areas.
Some areas have none, others have it near beach/moist areas.
---
Other biome quick notes:
# The "shadowing" in dessert M mountains is not just surface layer -- the colored clay goes *DEEP* under the sandstone.
# I'm looking at a sunflower plains that is almost all super tall oak and dark oak. At first I thought it was a roofed forest. It is next to a plains, flower forest and a normal forest. I am not expecting to see giant trees in a sunflower plains, even with a forest next to it. Extra normal trees? Sure. Extra giant trees? No.
(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?
# Cactus now generates on yellow sand, not on red sand.
Was there a Desert biome nearby? This could be decoration bleeding, but maybe it's a bug in the cactus gen code.
Large mesa seed. Nothing but various mesas, rivers, beach, ocean. Was happening far, far away from the beach area -- all the cacti I looked at had yellow sand.
Speaking of decoration bleeding, please, reduce tree heights when trees bleed into adjacent biomes.
(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?
This post ^ was confusing, but what he was asking was if you guys could support another biome adding mod called Biome Bundle:
http://minecraft.curseforge.com/projects/biome-bundle
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2588586-biome-bundle
Click his link from my quote ^ to see pictures of their biomes and descriptions of them. They actually look like something I would be interested in using!
Although It is only for 1.7.10 currently, not sure if it is possible to support though.. quote from their forum post: "A completely custom world generator" Just thought I would clarify this persons post for them since it seems to have gone unnoticed.
Join us at our website: AIM Gaming
It wouldn't really be possible to support Biome Bundle as what it does is make basically vanilla presets for the biomes and uses the Terrain Control mod to place the presets into the world in a logical location. It doesn't actually create new biomes the way for instance biomes o' plenty or EBXL does so it isn't something that can really be supported. The only thing RTG could do to support it would be to add new biomes themselves which is outside the scope of RTG.
Any idea if it will be updated to 1.10?
Asked and answered. (on this page even): comment #3061
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
Essentially what JetStorm said is correct. Biome Bundle is more-or-less a collection of scripts that manipulates Terrain Control (Included with the bundle). This is a completely different system than RTG and is incompatible.
Furthermore, we have moved our focus to 1.9.4 and any updates made to RTG for 1.7.10 will likely only be maintenance (bug-fixes, etc.., no more additions).
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
None of that has been tested, so it is unknown at this time.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
Just a minor bug I noticed, the Canyon biome from BOP in 1.7.10 RTGv1.1 seems to ignore biome climate placement, I have seen 4 cases now here it has spawned adjacent to Snowy type biomes as seen in the image below.
I am surprised to see how BAD this mod perform.
It take me 4 minute to create a new world.
It take me 1-2 second to load 1 chunk.
My render distance is 6 chunk.
I have optifine.
I located 4 GB of ram.
I lag so bad.(My frame rate is fine, but it take me 10 second to get out a boat. It is like having 1000 command block running in 1 chunk.)
Is there any plan to increase performance of this mod?
Obviously this mod is going to create some lag, but I can tell you from experience, I had much less lag and less problems in general when I stopped using Optifine. I am using fastcraft now, much better. And biomes with many many trees (jungle, roofed forest), do cause a bit more of a pause when generating.
You can use streams mod for that
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2346379-streams-real-flowing-rivers
You are way too extragerating.
If your ram is already enough for stable RTG,maybe its because your pc is too hot or other issues with your pc.
RTG doesn't control biome placement, it just generates the terrain.
I'm assuming you are refering to the current alpha release for 1.9.4? Did you notice the part saying that it's 'alpha'?
RTG is being rewritten for newer Minecraft and currently the mod has some performance issues that are being worked on. Alpha releases are for testing purposes and not for normal gameplay.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
You shouldn't even been allocating 4GB of RAM in the first place
Is there anything in RTG 1.0.1 that would *disable* the ice plain spike biome completely?
Two worlds now, either have ice plains spike in vanilla or in 1.0.0, but not in 1.0.1. (Just ice plains instead)
EDIT: NO! It's actually affecting vanilla worlds if I re-create them now. What the actual huh?
EDIT2: Confirmed. I'm trying to look at the 1.0.1 worldgen in ice plains spikes, and it's now broken even in the same seed in vanilla, same modpack as last week's jungle spotlight. ARGH.
Sigh. Guess I'll go back to captive minecraft 4 ...
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(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?
in my opinion the savannah biome looks very not savannah-ish
AHA! DragonAPI v15a is causing the "no ice spikes" issue. Reporting to Reika now.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(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?
plant mega pack does a great job with the foliage....
i mean, in general... off the top of my head i can't confirm how well it fills out the savanna specifically
Dragon API issue: Turns out that vanilla has two different ways of handling vanilla mutant biomes. Dragon API, in resolving the +128 biome issue (so you could have more than 127 biomes), assumed they all followed one pattern.
(Some of the vanilla mutants are subclasses of BiomeGenMutant; others are subclasses of the main biome.)
---
Mesa observations, in 101, now that I have worldgen working:
http://imgur.com/a/bweiY
# Plain mesa has no grass, just dirt and sand
# Non-variant Plateau's have just clay (hardened and colored), no grass/sand/dirt.
# Variant Plateau's: No difference seen between F and FM
# FM and F seems to have less dirt/grass than M. F/FM is supposed to be the forest mutant plateau, right? So why do they get less dirt/grass? See imgur album, first two images.
# Cactus now generates on yellow sand, not on red sand. (Intentional?)
# Some area of mesa (plain, plateau, bryce, M) near water (river/ocean/beach) has solid green grass instead of clay. The sharp end of the solid grass when M switches to FM (right on the biome line!) tells me that F/FM don't do this.
# This coastal grass area will get oddball sand + cactus growth.
# The coastal grass has very little tall grass -- seems very odd for a well-watered ground.
# Aha! Sometimes there are pockets of lots of tallgrass in the moist areas. It's pockets of grass, and empty spaces.
### Where vanilla generates rivers, you don't always remove them. See picture of a 2x2 "beach" with a second and third segment of beach nearby. The 2x2 was originally a river; the others were inland on the vanilla mesa. (third and 4th image in that album)
# UMM ... A section that looks like either a cave or a ravine that ran along the surface in the mesa area removed colored stained clay, and left dirt and hardened clay. This was in a Mesa (plain) biome, so no sand. This is with both Enable Cave Modifications and Enable Ravine Modifications false (so, whatever you are doing seems to be confusing the vanilla caving/ravining code). In comparison, vanilla has no trouble taking out most of the blocks in the area (colored, dirt, sand) for both caves and ravines. (NB: Vanilla ground seems to be almost all orange stained clay. The "orange" looks the same as"red sand".)
NB: Vanilla Worldgen, Caves and ravines leave hardened clay. They don't leave dirt (tested in mesa). But in the RTG world, they are leaving dirt.
And, RTG caving in RTG worldgen: caves are leaving dirt in the Mesa. Caves do not remove hardened (uncolored) clay.
# There is still 5 meters of sand on top of the mesa hills in the F/FM/M biomes.
# The top of the mesa hills have oak trees when they have trees. There are also short oak and acacia "bushes", like deserts.
But, there are Acacia trees on the "ground" in areas.
Some areas have none, others have it near beach/moist areas.
---
Other biome quick notes:
# The "shadowing" in dessert M mountains is not just surface layer -- the colored clay goes *DEEP* under the sandstone.
# I'm looking at a sunflower plains that is almost all super tall oak and dark oak. At first I thought it was a roofed forest. It is next to a plains, flower forest and a normal forest. I am not expecting to see giant trees in a sunflower plains, even with a forest next to it. Extra normal trees? Sure. Extra giant trees? No.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(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?
BTW,This has been a huuuuuuuuuuuuuuuuuuuuuuuuuuuuuuge problem for RTG.....THE LEAVES DONT DECAY!!!
Large mesa seed. Nothing but various mesas, rivers, beach, ocean. Was happening far, far away from the beach area -- all the cacti I looked at had yellow sand.
Speaking of decoration bleeding, please, reduce tree heights when trees bleed into adjacent biomes.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(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?