1.10
1.8.9
1.7.10
Realism
Biomes
Curse
Forge
Open Source
So 0.0.14 will have All the Biomes in EnhancedBiomes Enabled With the Biomes in EnhancedBiomes that look weird Fixed ?
Thank you ! I am loving this mod ,and everything about it . Glad you ,and your team Could/Have managed to keep this mod alive ,and kicking . BTW man How about getting some banners made that us folk can toss into our Sigs . :-)
-CrunK
Boo
Well, with that in mind does anyone have ideas for mods that fix ore generation by block level?
I just tested WTFOres-1.65 with RTG-0.0.13, works great!
"This is a fairly simple mod that does primarily 3 things. It generates
ores in shaped veins, rather than just blobs (by default, they are of
approximately the same size, just shaped). It adds 3 levels of ore
density for each ore... And, custom ore blocks from other mods
can be added to this via a configuration option. Additionally,
generation scales to the surface height- so ore density is maintained in
mountainous biomes."
Was there any settings you had to fiddle with? I'm trying it in RTG and having no luck with mountain ore gen. (Or even in vanilla maps)
This sentence is exciting.
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My attempt at a banner for the mod: http://imgur.com/5EszSui
I would think it is this line:
B:"Use dense ores during vein generation"=true
Try setting that to false :-)
Perfect, that got it. I wonder what that percentage is of? It doesn't seem to correspond to sea level or the total map height.
On an unrelated note good job on 0.13. I've had a request from some of my players to see if you can add an option to reduce the hills even further. Or even just the chance for vanillaish levels of flatness.
Other than those few BoP biomes that I and some others have mentioned (crag, volcano) I've found one odd issue with Better Villages (http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1287599-gotolink-updates-formivores-options-2015-08-01#Villages) where it will not create the fences around fields or put lily pads on the water. I'm also not sure if the wood type changing in specific biomes is going on with it either as its hard to find one in the vanilla biomes. I'd ask Gotolink but he's allready moved the mod to 1.8.
If I may offer my opinion:
I like the concept of Deep Oceans going to near bedrock, as in Y=3-6, because I use the Coral Reef mod and it relies on ocean floor cover to place its blocks (specifically it looks for dirt, sand & gravel to replace in blobs). If you make the Deep Oceans have large swaths of bedrock at best it'll be barren and at worst I fear crashes. Additionally, something I always noticed with CoFHCore (which also has flat bedrock options) is that though it works as intended, the bottom 4 or so world layers end up being vanilla stone and generally not much in the way of ores or even dirt. Though I am no coder, this always made sense to me as some sort of workaround to replace what would have been bedrock blocks with something natural to keep there from being gaping holes everywhere in those layers (aesthetics, performance issues from flowing lava or entities, etc). If the deep ocean floor is generated in this vicinity and this was a design choice you also made, could you place a layer of dirt/sand/gravel down to ensure mods like the one mentioned above can function properly please?
Speaking of deep oceans, I saw this picture posted in the ATG thread some months back and have been in love with it ever since.. and have never found a deep ocean that had scalloped sides like this:
If ever you want to tweak the look of that biome, I'd like to cast my vote for the above.
Finally, I found a Chunky render of a killer-looking plateau/valley area that I thought wouldn't look completely out of place in a mod like this:
In case you want ideas for how a lower terrain could transition into a higher one. I think once the biome temperature transition issues are fixed I'll be replacing ATG with this..
.. which also got me thinking. ATG adds some biomes as well - would adding support for those be a possibility down the road? It'd be interesting to see your folks' interpretation of a volcano, especially.
Hey man on the deep oceans going to bedrock could you at least make it not quit to bedrock but almost with just a few layers of dirt ,and stuff for the mods that add stuff to the bottom of oceans that require dirt, and sand . What I was thinking is a config option to make the ocean as deep as we want like "OcenFloorThickness = 3 " And the 3 would be the amount of layers above the bedrock of normal dirt ,and sand . Thanx
BTW I would also love some special support for Underground Biomes Construct mod be added as well . Like the fella above was saying if this mod is installed you could have it use some of these blocks instead of stained clay . Also man EnhancedBiomes adds blocks like this also like the Underground Biomes Construct mod that you could use to decorate your mountains if its installed alongside this mod as well . This is just a thought man ,and would be awesome .
-CrunK
That's great! Feel free to use the banner however you want!
I just compiled RTG 0.0.14 from the source on your Git ,and have been using it for a little bit now ,and I must say thank you . Its running good ,and just keeps getting better & better. Good job.
Thanx man .
Great work! Appreciate that you guys release new updates fairly regularly, which is a great way to get feedback.
I'm having lots of fun just creating worlds and test flying over them (while I try to get other mods to work together).
Question: Wondering if any of the Water Lakes might generate at y != 64? Future plan?
And yes, I realize that's non-trivial to do well (find local minima in a chunk generated random landscape). Although perhaps this is more a thing for the Streams mod to do? Possibly a mountain lake would be a blended feature - ie. the lake region overwrites existing terrain, and the edges are blended in (like Applied Energetic meteor sites?)
Cheers!
Also I'd suggest connecting lakes with rivers where possible
Hey, could you make this compatible with the Ridiculous World mod? Link here: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2152723-ridiculous-world-for-those-who-like-their-biomes
I go by AquaBuzzardHR on my YouTube Channel. Link here: https://www.youtube.com/channel/UCyrxj072mhHlrhiv6RoZcWw
It is a channel about building and being creative, currently playing on the Lake Laogai SMP.
That's on the list! https://github.com/Team-RTG/Realistic-Terrain-Generation/issues/236
Perfect! COG is actually the reason I was asking about disabling ore gen. It's a lot easier on the server if COG is the only one generating ores; the substitution step can be turned off entirely. Otherwise, COG has to undo all the work of other generators... and to do that it has to scan every non-air block in the chunk and replace it with stone (by default) before it starts its own generation. As you might imagine, it's a little bit computationally intensive.
I'm against the idea of a large Tainted Land biome. A large Magical Forest would be pretty cool but a large Tainted Land would be difficult to control. Early-game in Thaumcraft, the only real option for dealing with Tainted Land is to ensure that its chunks don't get loaded. Otherwise, it spreads. Controlling/cleaning even small areas can be quite an endeavor, and things can get out of hand pretty quickly.
(Whoops.)
May they be bugs?
P.S.:
How to disable non-vanilla (without individual seedlings) trees?
He said that he will add them as at add-on in the future. However, I must disagree. The islands that his mod generate are too good to be added as mere add-ons
Minecraft Fan! And modder wanna be!
WhichOnesPink, like this: