1.10
1.8.9
1.7.10
Realism
Biomes
Curse
Forge
Open Source
I honestly don't remember what version it was. I was using an older version in an experimental modpack, but my computer got a nasty virus and I had to wipe the hard drive. All I remember is that it was doing something odd to BOP. This was maybe 3 or 4 months ago so I assume there have been a lot of releases since then. I'll have to test it with a new version.
Hey guys, I accidentally ran my modded server as a non-forge server. All my modded items disappeared, which is kinda OK, but what is not OK is that all new chuncks that generate doesnt generate as a Realistic Terrain Generated chunck. Is there any way to make my world generate properly?
this is not for 1.10 at all
RTG doesn't do anything with rendering. Can you confirm if there are invisible leaves on those trees? Do you get the same results without using Optifine and shaders?
RTG-1.9.4-2.0.0-alpha.6 works fine with Forge 1.10.2.
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That aside, after performing some more tests with alpha.6, it has been discovered that there are still some issues with RTG decorations which causes poor server performance in certain biomes. In the meantime, while we come up with a fix, you can set B:"Enable RTG biome decorations" to false in RTG.cfg.
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I did not see any response to this issue mentioned earlier. The 1.7.10 ground is exceptionally smooth, especially in the hills and mountains. There is no water drainage erosion/channels; there is none of the wavy sub-hills seen in real world hills and mountains.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
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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?
Erosion via noise functions would be a major mathematical accomplished and if I could do it I'd be a candidate for the Fields Prize. That's not going to happen. Erosion by later modifications is doable in theory but the generation time would be insane. Try back in 10 years.
There are some very rough mountains. Try playing in BoP Mountain or HL Snow Mountain. There will be more of that in the next iteration of the mod.
Sub-hills create a problem with deadvalleys. There will be more of those if I can find a solution.
To clarify vis-a-vis Pink's comment: We're not making changes to the existing mod terrain functions unless dealing with some kind of bug. We will be releasing future versions where the terrains may change. The 1.9.4/1.10.2 version will probably have changed terrain when it's finalized.
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, I actually had no idea that natural-looking hill erosion was that hard. Seriously.
* 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?
Yes. If you are interested here I share with you an article about mathematical modelling of erosion so you can confirm by yourself.
http://pages.geo.wvu.edu/~wilson/geomath/ErosionLab/Erosion.pdf
Didn't solve it. Made a new world on my server, and I'm getting cobblestone streams, even with fresh configs.
Yes, but that's a simulation-based model (actually having erosion happen, in a sense). That's VERY timeconsuming. Nobody's ever developed a way to do good eroded landscapes using MC generation, which only has local noise functions. It might not even be possible, as small changes in the pre-eroded map can produce large changes after erosion (so, basically, it might not be possible to do it locally).
There might well be a way to "fake" erosion, (i.e. not really right but you can pretend much of the time, like current RTG river courses) and that would possibly be a lot easier. But even on that I haven't had any good ideas.
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.
Hello,the short case is:i have generated a 5000x5000 land with "minecraft land generator".. the mod are:RTGBiome O plentyTconstructand few other mods. but its irrelevant.I have enabled the RTG to use BOP but it created a large ocean and it have some lands and 1 or 2 island.. its almost like a realistic ocean.. but the reason why its "almost" is because there are village.. like a dozen of them is generated on these ocean.. they are supposed to be on lands.. not on ocean?the question is there a setting in config that can fix this?EDIT: never mind.. i thought it was RTG but its not this mod.. it was Geographicraft that did the village in ocean... Sorry i made a mistake.. so just ignore the post above..
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This is for the Author:
My suggestion=
i am sure you know its not realistic for village to be on ocean.. some village are above the water around the swamp or lake (some can be seen in few movies).. .. wood pole (you can use these woods as a pole in minecraft) are used to hold these houses or small houses (its very extremely small house, my guess their size would similar to a house in africa, very small one) above the water.. you could included it in RTG.
do you mind explaining how? the only way i know to force the game to generate biomes in the location you want them to is with the mod painted biomes. (what i think was disused earlier) but it has a lot of problems with rtg streams and mods in general. i have used world painter before and couldn't find out how to just paint the biome and let the game generate it because when you create a new world in it it creates the terrain automatically.
When will the 1.10.2 version be available?
after i installed this and create a new world all biomes that i see is always snowy biomes covered in snow
can someone help me?
Hello,
Thanks for all your hard work on this project.
I'm using "RTG-1.7.10-1.0.1.jar".
I've noticed a couple things:
1. Extreme hills looks very sparse. Is that intentional?
2. Birch forests look ok sometimes, but sometimes they look like a golf course
What other mods do you have? Have you tried different seeds? If you're using vanilla layouts, it can have quite large climate zones.
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.
Thanks for the prompt reply.
I checked the config and they were both enabled.
I always remove my configs when I install a new version, so it should all be defaults.
I switched back to "RTG-1.7.10-0.8.1" and it looks fine now.
Maybe it's one of my other mods conflicting. Hmm...
ooooouuuuuuwwwwwwwuuuuuuooooooooouuuuuuuuuuuuu *wolf howling*
Hello community, greetings from vienna / austria
i 'm testing things out with the RTG mod and climate control ... now i ask myself, if there is a way to force my firstspawn in a new world on a big continent
i startet a few times a new world on RTG and every time i startet on a medium sized island. i thought maybee it could be easier to find other biomes, which fits better für my building projekts.
in the CC configs i changed the biom size to 6 ... so it will fit to my big big buildings ... but i never find agood spot, because i always spawn on a island with one biom and if i will cros the oceans i need years for finding another landmass
i put cc and RTG in the resonante rise modpack, so i play also with mods like thaumcraft, tinkers, biomes o plenty, and stuff ... if that is importand for anwering my question
greetings ... Wolve
Yes, there's a "forceStartContinent" option in the CC configs which forces at least a small continent around start. With recent versions it *should* be the default. On occasion it will not work due to the randomness of generation, but that should be rare. If it's set and you're still getting frequent island starts, post the spoilered configs and seeds to the Climate Control thread (not here; this is not an RTG problem at all.)
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.
What happens if you generate surface four times and keep the lowest points?That probably wouldn't get you nice water flow erosion, but might simulate surface erosion fairly well. Although the pure-noise surfaces are already pretty good and it might not be worth it.
I wonder if there might be something to do with chunk borders as well, where you could "fake" flow channels which happen to exist between chunks.