So far, I have only noticed "pretty much flat", "low-slope hills", and "big, tall mountains".
Special casing for swamps, ocean floors (a combination of hills plus something else), and the structures in Mesa and Savannah.
I've consistently seen 6-block thick sand/gravel/dirt (have not checked deserts yet for sand thickness), which really hurts the mesa-clay pillars from being nearly as good a base location (smaller to start with, and now the top floor is unusable).
My question: You've said that you have a large variety of ground types, and you've made the add-on biome mods look different than the vanilla ones (so the BoP swamp is not the same as the vanilla swamp, etc). My quick question: Even if there is a great deal of variety in a pack with lots of biome mods, is the variety in just vanilla mods something you are OK with, or would you redo it at this point if you were not locked down?
====
Separate question: If your caving/ravining code is used, with frequencies to match vanilla, should I see about the same level of "ocean floor breaking" as in vanilla, or do you reduce that effect?
(RFO has reached a "Stable enough to release" point, and was released yesterday; I should resume my comparison today, with a look at the ice biomes in the newest RTG).
What is RFO? i can't figure it out what it stand for? and what you say about ocean floor breaking, i would like to increase the level of ocean floor in "ocean" and "deep ocean" so it should be more realistic. the reason is that i am using a ship mod in my server, where the ocean floor may have severely limit the build of my ship or my friend's ship enough to make it look less realistic than it is.
Would it be possible for you to add an option to change/add new tree/boulder types into the terrain gen? For example I would like to have natural generation for some of the tree and boulder types in this pack:
What is RFO? i can't figure it out what it stand for? and what you say about ocean floor breaking, i would like to increase the level of ocean floor in "ocean" and "deep ocean" so it should be more realistic. the reason is that i am using a ship mod in my server, where the ocean floor may have severely limit the build of my ship or my friend's ship enough to make it look less realistic than it is.
(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 Meaning of Life, the Universe, and Everything.
Location:
My Mind Palace
Join Date:
3/15/2014
Posts:
120
Minecraft:
Patrick13542
Member Details
I'm not sure if this is just me, but the trees in RTG don't look quite as good as they did in Ted's version. I'm absolutely in love with this mod, but my friend doesn't want to play a modpack with it because of the trees, and I hate to say it, but I kinda agree with him on the tree thing. Is it possible for you guys to make the trees look a bit better, because although the trees are realistic in height and shape, the leaf shape and tendency to have leaves hanging by block corners off trees is a little ugly and not very realistic. It kinda looks like the shape of the leaves is determined using noise or something. Other than that I think you guys have done an amazing with this mod.
P.S. You might want to take a look at the way villages generate. I've had a few go right into the side of mountains leaving huge holes in them.
We like the trees pretty much as is. We are working on ways for people to swap out our trees for other designs in the 1.9+ version, but no promises we'll actually be able to do it.
Diagonal leaves are a common tactic for diagonal branches, for example the BoP Palm.
Could you post a seed and pic for villages going through mountains? I've never seen it, and as far as I know our villages only go up from pre-existing terrain. You sure it wasn't another mod like Ancient Warfare?
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.
Thanks for the Placemod suggestion, but I've been using it for a while and it just isn't possible for it to create the kind of effect I'm going for. For example I might want 3 different custom tree variants spawning randomly alongside the vanilla RTG trees in a particular biome. Placemod will only allow me to (possibly, not 100%) spawn them either in clusters (village type gen) or singular points (normal gen), the tree will also be crudely buried most likely, and not smooth too well with the terrain like the normal RTG ones. Now I could decrease the rarity and decrease the submersion depth in the config, but that would also affect all other structures, which would create more problems than it solves. BiomeBundle is a good example of what I would like to see with RTG, schematics that the player can add and remove, allowing structures/features to be customised, these being placed very well and applied appropriately. The only reason why I don't just use that mod is because the terrain gen is ugly (compared to RTG) and its very slow (RTG runs 3x faster for me).
I hope in the future structure gen will become a fundamental part of RTG
ah ok got it. thank you and have RTG or ClimateControl got the setting where i can determine the level of the ocean floor?
Biome Tweaker can adjust the root height of the biome -- that determines the floor height.
One unit of root height is somewhere between 17 and 17.5 blocks.
A root height of -2 triggers a bug that removes everything but the bedrock -- this is why some people think the scale is -2 to +2 for 0 to 128, but that doesn't hold up to any more testing.
The thing is, there's already a decent amount of variation in vanilla biomes - it all depends on the seed and which biomes are surrounding it, as different biomes affect each other in different ways because of the smoothing involved. If you've only tested a handful of seeds, you've only seen a very limited set of variation within any given biome. If you test dozens of worlds/seeds, you'll get a better idea of the variation involved.
So, are you actually relying on border interactions? What do people with large biomes, or single-biome worlds expected to see?
I have been testing with large biomes, relying on the seeds from the large biome thread (normal biome world, but a lot of the same biome in one place), primarily because you had warned me that using seeds with smaller-than-normal biomes, such as the "all within 2K blocks" type of map, would give inaccurate biome pictures.
(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?
Well there is no 1.10 version yet right even though it has the tag in title?
Though I guess it can still help pinpoint issues for the maker.
actually, 1.9.4 version works on 1.10.2 just fine.. i even used RTG 1.9.4 on 1.10.x, no problem. but still there are some issues that RTG have. is still being looked in. and thats the reason why it has the tag in ttile.
Hello RTG Team, quick question! is there any noticeable difference between the 1.7.10, 1.8.x, 1.9.x, or 1.10.2 versions, in the terrain generation in Vanilla? and then between the Mod terrain generation? I ask because i plan to make a massive Mod review for RTG, where i show every biome in vanilla and in RTG, and then go in-depth in configs, and I don't particularity want to do that for each version, but I will if there is noticeable differences
p.s: I will do a full review, including configs for Climate Control, and BOP, for a full overview of the lovely mod interconnection we got here
Hello RTG Team, quick question! is there any noticeable difference between the 1.7.10, 1.8.x, 1.9.x, or 1.10.2 versions, in the terrain generation in Vanilla? and then between the Mod terrain generation? I ask because i plan to make a massive Mod review for RTG, where i show every biome in vanilla and in RTG, and then go in-depth in configs, and I don't particularity want to do that for each version, but I will if there is noticeable differences
p.s: I will do a full review, including configs for Climate Control, and BOP, for a full overview of the lovely mod interconnection we got here
I would put it more strongly than Pink. There are differences between 1.7, 1.8, and 1.9/1.10. They are currently unintentional. The 1.8.9 version will probably eventually be very close to the 1.7.10 version. The 1.9/1.10 version we intend to be substantively different, and hopefully in a good way. However, the personality should be similar, just with more variation within biomes, sometimes more small-scale ruggedness, and possibly other features like overhangs and melding in non-RTG biomes.
Edit: I don't really think the 1.9 deserves a mod review except as an "in process" thing. It's not playable or likely to be forward-compatible. If it does get reviewed, it deserves a separate review from 1.7.10.
(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?
I'm looking to start a server with this mod. What kind of hardware should I be looking for to get good performance?
i am not sure what is the minimum requirement of hardware to run RTG.. but i have no problem running this mod with 580GTX and 8GB RAM but i have allocated 3GB to minecraft.
you must know this mod is in alpha for 1.9.4 to 1.10.2.. but there is a full release for 1.7.10 (its not in alpha or beta), so i would suggest that you use 1.7.10 version if you want to start a server with this mod and play with your friend, but i am not sure what is the state that 1.8 to 1.8.9 is in.
I'm looking to run this for 1.10.2. I've tested it on an AWS t2.micro server, which has a single core and 1 GB RAM. Obviously not enough, however for one person the game was playable. The server mentioned in the main post seemed to operate just fine on 1.10.2, so I might give this a shot I've found a very cheap VPS host, which offers a server with dual core and 2 GB RAM.
ah i see. alright. like i said 1.10.2 is still in alpha which mean its still having some issues.. it may not run smooth as you would expect. anyway i hope you got it working as you would like it to be.
If you are still having that problem with RTG not showing up, try downloading it again. Sometimes, when your connection is bad, the jar may be corrupted and therefore not picked up by Minecraft
Rollback Post to RevisionRollBack
If I seem megalomaniacal, chances are I'm just kidding
The Meaning of Life, the Universe, and Everything.
Location:
Germany
Join Date:
12/12/2015
Posts:
95
Location:
Germany
Minecraft:
DelirusCrux
Member Details
I finaly know why my worlds don't look the way they should. The newer versions of RTG are a little bit incompatible with MineFactoryReloaded.
When MineFactoryReloaded is installed the plateau biomes are mostly flat and merged in the ground. This is only with the new versions. That's why I said that 0.7 looked better it wasn't affected.
Savanna Plateau is just grass and dirt and mesa plateau just a colored clay mess. Well even if I like the old mesa way better it looks good now.
But without MineFactoryReloaded everything works fine.
The Meaning of Life, the Universe, and Everything.
Location:
Germany
Join Date:
12/12/2015
Posts:
95
Location:
Germany
Minecraft:
DelirusCrux
Member Details
Well I personally like MFR even with the rubber trees well I like the rubber trees they are not realy that bad. I don't get why anyone hate the sacred rubber trees I think it's cool to have big trees in your worlds.
Would be nice if that bug could be fixed like I said it seems that it's only in the newer versions.
I finaly know why my worlds don't look the way they should. The newer versions of RTG are a little bit incompatible with MineFactoryReloaded.
When MineFactoryReloaded is installed the plateau biomes are mostly flat and merged in the ground. This is only with the new versions. That's why I said that 0.7 looked better it wasn't affected.
Savanna Plateau is just grass and dirt and mesa plateau just a colored clay mess. Well even if I like the old mesa way better it looks good now.
But without MineFactoryReloaded everything works fine.
I'm pretty sure that MFR's world gen is restricted to only decoration events, strictly for it's trees and ponds; It shouldn't have any effect on terrain gen at all.
If you were using RTG-1.7.10-1.1.0 when you noticed the terrain irregularities, it may have been related to issues with our Event Manager in that version (which is why it has been taken down).
I haven't checked this myself, but I can't see there being any issue using the latest MFR with RTG-1.7.10-1.1.1. However, if this is something that you can reproduce easily with the latest RTG, we'd certainly like to know about it. Just open an issue on our Issue Tracker.
The Meaning of Life, the Universe, and Everything.
Location:
My Mind Palace
Join Date:
3/15/2014
Posts:
120
Minecraft:
Patrick13542
Member Details
When you update to actual 1.10, is it possible for you to add support for Tech Reborn? Since I have yet to find a rubber tree from that mod in RTG world type, I have come to the conclusion that they are either extremely scarce or they just don't generate at all. Is it possible for you to change this, and maybe add realistic versions of them if possible? The trees act like the old ones from IC2 where those weird spots will be randomly generated on the tree, and you can tap it, so I'm not sure if the realistic versions of those trees will work or not but at least you could poke around and try to get them to spawn.
What is RFO? i can't figure it out what it stand for? and what you say about ocean floor breaking, i would like to increase the level of ocean floor in "ocean" and "deep ocean" so it should be more realistic. the reason is that i am using a ship mod in my server, where the ocean floor may have severely limit the build of my ship or my friend's ship enough to make it look less realistic than it is.
Would it be possible for you to add an option to change/add new tree/boulder types into the terrain gen? For example I would like to have natural generation for some of the tree and boulder types in this pack:
http://www.planetminecraft.com/project/final-release-of-spanish-complex-repository-107-plants-45-rocks-/
As a suggestion in the master config file (rtg.cfg) you could have a list of all the custom RTG tree types used in the basic pack;
tree variations {
#Jungle (customtree 1 name)
S: (nameoffile)
Above is a possible example, where the name following the S: could be a replaced with schematic file name located in a RTG schematic folder.
I must admit this might be going outside of the realm of RTG and into RSG (realistic structure generation) which I assume is still in dev.
Realistic Fluids Overhaul. Makes water and lava finite, and flow downhill. 4HeadTiger wrote it, I'm doing maintenance, he's doing a re-write. http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2158282-realistic-fluids-overhaul-finite-water-and-stuff
Oceans plus holes in the ocean floor = massive flooding.
* 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?
ah ok got it. thank you and have RTG or ClimateControl got the setting where i can determine the level of the ocean floor?
I'm not sure if this is just me, but the trees in RTG don't look quite as good as they did in Ted's version. I'm absolutely in love with this mod, but my friend doesn't want to play a modpack with it because of the trees, and I hate to say it, but I kinda agree with him on the tree thing. Is it possible for you guys to make the trees look a bit better, because although the trees are realistic in height and shape, the leaf shape and tendency to have leaves hanging by block corners off trees is a little ugly and not very realistic. It kinda looks like the shape of the leaves is determined using noise or something. Other than that I think you guys have done an amazing with this mod.
P.S. You might want to take a look at the way villages generate. I've had a few go right into the side of mountains leaving huge holes in them.
We like the trees pretty much as is. We are working on ways for people to swap out our trees for other designs in the 1.9+ version, but no promises we'll actually be able to do it.
Diagonal leaves are a common tactic for diagonal branches, for example the BoP Palm.
Could you post a seed and pic for villages going through mountains? I've never seen it, and as far as I know our villages only go up from pre-existing terrain. You sure it wasn't another mod like Ancient Warfare?
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 Placemod suggestion, but I've been using it for a while and it just isn't possible for it to create the kind of effect I'm going for. For example I might want 3 different custom tree variants spawning randomly alongside the vanilla RTG trees in a particular biome. Placemod will only allow me to (possibly, not 100%) spawn them either in clusters (village type gen) or singular points (normal gen), the tree will also be crudely buried most likely, and not smooth too well with the terrain like the normal RTG ones. Now I could decrease the rarity and decrease the submersion depth in the config, but that would also affect all other structures, which would create more problems than it solves. BiomeBundle is a good example of what I would like to see with RTG, schematics that the player can add and remove, allowing structures/features to be customised, these being placed very well and applied appropriately. The only reason why I don't just use that mod is because the terrain gen is ugly (compared to RTG) and its very slow (RTG runs 3x faster for me).
I hope in the future structure gen will become a fundamental part of RTG
Biome Tweaker can adjust the root height of the biome -- that determines the floor height.
One unit of root height is somewhere between 17 and 17.5 blocks.
A root height of -2 triggers a bug that removes everything but the bedrock -- this is why some people think the scale is -2 to +2 for 0 to 128, but that doesn't hold up to any more testing.
So, are you actually relying on border interactions? What do people with large biomes, or single-biome worlds expected to see?
I have been testing with large biomes, relying on the seeds from the large biome thread (normal biome world, but a lot of the same biome in one place), primarily because you had warned me that using seeds with smaller-than-normal biomes, such as the "all within 2K blocks" type of map, would give inaccurate biome pictures.
* 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?
Seems great, but crashes occasionally in MC 1.10. I've reported the issue on GitHub
actually, 1.9.4 version works on 1.10.2 just fine.. i even used RTG 1.9.4 on 1.10.x, no problem. but still there are some issues that RTG have. is still being looked in. and thats the reason why it has the tag in ttile.
Hello RTG Team, quick question! is there any noticeable difference between the 1.7.10, 1.8.x, 1.9.x, or 1.10.2 versions, in the terrain generation in Vanilla? and then between the Mod terrain generation? I ask because i plan to make a massive Mod review for RTG, where i show every biome in vanilla and in RTG, and then go in-depth in configs, and I don't particularity want to do that for each version, but I will if there is noticeable differences
p.s: I will do a full review, including configs for Climate Control, and BOP, for a full overview of the lovely mod interconnection we got here
I would put it more strongly than Pink. There are differences between 1.7, 1.8, and 1.9/1.10. They are currently unintentional. The 1.8.9 version will probably eventually be very close to the 1.7.10 version. The 1.9/1.10 version we intend to be substantively different, and hopefully in a good way. However, the personality should be similar, just with more variation within biomes, sometimes more small-scale ruggedness, and possibly other features like overhangs and melding in non-RTG biomes.
Edit: I don't really think the 1.9 deserves a mod review except as an "in process" thing. It's not playable or likely to be forward-compatible. If it does get reviewed, it deserves a separate review from 1.7.10.
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 have been doing some effort for a full 1.7.10 review/comparison to vanilla, but I keep getting new versions ... :-)
(Mesa has been the biggest difference I've seen so far; Ice was filmed, but mic died half-way, and I need to re-film the RTG version)
* 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?
i am not sure what is the minimum requirement of hardware to run RTG.. but i have no problem running this mod with 580GTX and 8GB RAM but i have allocated 3GB to minecraft.
you must know this mod is in alpha for 1.9.4 to 1.10.2.. but there is a full release for 1.7.10 (its not in alpha or beta), so i would suggest that you use 1.7.10 version if you want to start a server with this mod and play with your friend, but i am not sure what is the state that 1.8 to 1.8.9 is in.
I hope this help you out a lot.
ah i see. alright. like i said 1.10.2 is still in alpha which mean its still having some issues.. it may not run smooth as you would expect. anyway i hope you got it working as you would like it to be.
@The_Chosen_One
If you are still having that problem with RTG not showing up, try downloading it again. Sometimes, when your connection is bad, the jar may be corrupted and therefore not picked up by Minecraft
If I seem megalomaniacal, chances are I'm just kidding
I finaly know why my worlds don't look the way they should. The newer versions of RTG are a little bit incompatible with MineFactoryReloaded.
When MineFactoryReloaded is installed the plateau biomes are mostly flat and merged in the ground. This is only with the new versions. That's why I said that 0.7 looked better it wasn't affected.
Savanna Plateau is just grass and dirt and mesa plateau just a colored clay mess. Well even if I like the old mesa way better it looks good now.
But without MineFactoryReloaded everything works fine.
Nether Biomes for 1.7.10: Netherlicious
Well I personally like MFR even with the rubber trees well I like the rubber trees they are not realy that bad. I don't get why anyone hate the sacred rubber trees I think it's cool to have big trees in your worlds.
Would be nice if that bug could be fixed like I said it seems that it's only in the newer versions.
Nether Biomes for 1.7.10: Netherlicious
I'm pretty sure that MFR's world gen is restricted to only decoration events, strictly for it's trees and ponds; It shouldn't have any effect on terrain gen at all.
If you were using RTG-1.7.10-1.1.0 when you noticed the terrain irregularities, it may have been related to issues with our Event Manager in that version (which is why it has been taken down).
I haven't checked this myself, but I can't see there being any issue using the latest MFR with RTG-1.7.10-1.1.1. However, if this is something that you can reproduce easily with the latest RTG, we'd certainly like to know about it. Just open an issue on our Issue Tracker.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
When you update to actual 1.10, is it possible for you to add support for Tech Reborn? Since I have yet to find a rubber tree from that mod in RTG world type, I have come to the conclusion that they are either extremely scarce or they just don't generate at all. Is it possible for you to change this, and maybe add realistic versions of them if possible? The trees act like the old ones from IC2 where those weird spots will be randomly generated on the tree, and you can tap it, so I'm not sure if the realistic versions of those trees will work or not but at least you could poke around and try to get them to spawn.