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  • 55xAnonymusx55
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  • Member for 6 years, 8 months, and 24 days
    Last active Tue, May, 3 2022 16:49:56
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  • View 55xAnonymusx55's Profile

    1

    Dec 16, 2018
    55xAnonymusx55 posted a message on Animated avatar not working

    Thank you, it works now

    Posted in: Forum Discussion & Info
  • View 55xAnonymusx55's Profile

    1

    Mar 21, 2018
    55xAnonymusx55 posted a message on MC+ Mods - Satchels, Turtles, Quivers, and More!

    Aaand thats why i wish minecraft only had one version, that is updated of course but this happens everytime with mods

    Posted in: Mod Packs
  • View 55xAnonymusx55's Profile

    1

    Jul 19, 2017
    55xAnonymusx55 posted a message on Oceancraft Mod - with whales, sharks, lobsters and more - 1.8

    Are you updating this mod to 1.10.2 or 1.12 or something?

    Posted in: Minecraft Mods
  • View 55xAnonymusx55's Profile

    1

    Jul 18, 2017
    55xAnonymusx55 posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!

    Awesome mod i tried it. Will you update it to 1.12? And if you do, will foxes be remodelled in it? They look damn next to thoose realistic bigcats.I know this would be really hard but,are you planning to make realistic moving animations like in JurassiCraft?

    Posted in: Minecraft Mods
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  • View xaero96's Profile

    19

    Feb 27, 2016
    xaero96 posted a message on Xaero's World Map 1.20 Forge (+ Fabric | 1.19.4 | 1.18.2 | 1.17.1 | 1.16.5 | 1.15.2 | 1.14.4 | 1.12.2 and more)


    DOWNLOAD

    The mod adds a self-writing fullscreen map to your Minecraft client. Works as a separate mod but is a lot better with Xaero's Minimap. The reason why it's available separately is to keep Xaero's Minimap as light-weight as possible. This mod is mostly client-sided. Installing it on the server side is optional for some additional features like world identification.

    The mod is still in development! Please report any bugs that you encounter or otherwise they won't get fixed. You can private message me to report bugs.


    Make sure your world is optimized (Singleplayer - Edit - Optimize World) for the Minecraft version you're playing (repeat after every Minecraft update). It takes A LOT longer to generate singleplayer maps from unoptimized world saves.


    Install by dropping the jar into the Minecraft Forge's mods folder, as usual. A step-by-step guide is available on the download page.

    Follow me on Twitter? twitter.com/xaero96
    Support me on Patreon? patreon.com/xaero96 (in-game rewards, goals for removing ads and more)

    Current Mod Features:

    • A self-writing world map (as opposed to manual paper maps). You can create multiple maps on the same server address and switch between them either manually or automatically.
    • Works in Singleplayer, Multiplayer and on Realms.
    • Intuitive interface. Open the map screen by pressing M. Move the map around with your mouse and zoom in/out using the mouse wheel, similar to Google Maps. All relevant controls are listed in a tooltip on the map screen and you can customize a lot of them.
    • Optional automatic multiple world detection on servers.
    • Displays chunk claims and ally players from the Open Parties and Claims mod. Lets you claim or forceload chunks directly from the map.
    • Resource pack support. Changing the resource packs causes the whole world map to regenerate.
    • Cave dimensions support (for example the Nether).
    • Optional vanilla maps mode, which makes the world map look like the vanilla paper maps.
    • Terrain shading customization.
    • "Footsteps" that show you your most recent path taken.
    • Settings that can help improve the performance of the mod when necessary. Although in most cases the mod should perform great by default.
    • Xaero's Minimap integration. The minimap mod will display chunks provided by the world map. The world map mod will display waypoints from the Xaero's Minimap mod. Also works with the Better PVP mod. You can create, edit and teleport to the waypoints without leaving the map interface.
    • Potion effects to control the usage of the world map for the players on your server/map. The following potion effects exist as of writing this: xaeroworldmap:no_world_map. The effects are of the neutral type by default, but you can also specify a harmful type by appending _harmful to the end of the effect ID, for example xaeroworldmap:no_world_map_harmful.
    • Since version 1.14.0 of the mod, you can open an on-map waypoint menu by clicking the icon in the bottom right corner of the map screen. In the waypoint menu, you can see a list of all your map waypoints from the rendered sets, interact with them with the mouse cursor, filter them by name in a text field. The menu also lets you toggle the visibility of disabled waypoints, toggle rendering all sets and change the current waypoint set. Hovering over the waypoints in the menu also acts as hovering over them on the map: they are highlighted on the map and you can use the right-click or hover controls to interact with them.
    • An option to export a map as a PNG image file. The mod tries to export the whole map, so it might not work, if the map is millions of blocks in length. I'm planning to give more options for exporting the map in the future!
    • Option to limit your map access by binding it to an item required in your hotbar or to be equipped. For example, add mapItemId:minecraft:compass anywhere in the config file to bind it to the compass item. This way the map will not work unless you have the compass in your hotbar or equipped.

    Videos:

    Screenshots:




    How to install the Fabric version:

    • Download and install the Fabric Loader.
    • Download Fabric API and put it in the "mods" folder in the Minecraft game directory.
    • Download the Fabric version of the map mod for your Minecraft version and put it in the mods folder.
    • Start the Fabric game "installation" using the Minecraft launcher.

    FAQ

    How do I restore pre 1.30 update Nether maps in multiplayer to be displayed in the "full" cave mode type?

    First, exit the server and locate the Minecraft game directory that you're using to play on the server. In the game directory, go into XaeroWorldMap/Multiplayer_[server_address]/DIM-1/[map_folder]. If such doesn't exist already, create a folder called "caves", without the quotation marks, and go into it. Inside the caves folder, create a folder called "-2147483648", without the quotation marks, if such doesn't exist already. Go back into the folder that contains the "caves" folder and move all ".zip" files to the caves/-2147483648 folder. Feel free to delete the cache folders or also move them with the ".zip" files.

    How do I set up cave mode to behave like it used to pre 1.30 before cave mode was introduced?

    You can fully achieve this only when using the normal version of the minimap or no minimap at all. The fair-play version of the minimap now disables world map cave mode in the Nether and you can't toggle that, so it won't be exactly like it used to be.


    If you have Nether map data from before 1.30, please start by moving it in the correct folder as explained under "How do I restore pre 1.30 update Nether maps in multiplayer to be displayed in the "full" cave mode type?" on this page.
    After you're done with that, join a world/server and open the world map settings. Locate "Default Cave Mode Type" and set it to OFF and then set "Legible Cave Maps" to ON. Next, open the world map screen and click the cave icon in the bottom left of the screen. In the menu that opens, set the "Cave Mode Top Y" to absolutely any number. If you are in the overworld, set the "Cave Mode Type" to OFF. When you are in the Nether later, set "Cave Mode Type" to Full. The cave mode type is stored per dimension, so you can set it to Full for any nether-like dimension and keep it on OFF for anything else. You can also switch between displaying below and above bedrock roof by toggling it.

    How do I discover the map without manually walking?

    In singleplayer, the map is loaded directly from the world save. This means that you can pregenerate the world using whatever tools you prefer, relog and use the "Reload Regions" option in the world map settings to fix any conflicts in the map cache. In multiplayer, there is no official way to do that. Copying cache from a singleplayer map will not work.

    Why are multiple worlds on the same server address/IP using and writing to the same map?

    This mod lets you have multiple maps on the same server address. You can freely switch between maps and create new ones at any time. Map overwriting can be prevented by choosing the right "Map Selection" mode for the type of server that you are playing on. Map selection is done in a special menu by clicking the bottom left icon on the world map screen (if the menu isn't open by default). In the menu you can switch between Manual, World Spawn and Single modes and select/create maps by using the top-center dropdown menu. If you hover over the Map Selection option, you can read everything you need to know about each map selection mode, including Server mode. World Spawn mode is the equivalent of what was used by the world map pre 1.6. So you don't have to downgrade the mod to still use it. Server mode is the best option for most cases because the server automatically controls your map selection based on server-side level IDs. It requires the mod to be installed on the server side. If changing the map selection mode switches your map to an empty one, you can always rebind the map that you want to be used by selecting it from the dropdown menu and confirming.

    Why does the world map ask for confirmation?

    A single server address can have multiple overworlds, nethers etc. It can be due to multiple sub-servers or just multiple world saves, for example a "Lobby" world and a "Game" world. Different worlds don't have any unique identifiers on the client side, which makes it impossible to reliably differentiate between them. Because of this, the world map mod lets you have multiple world maps for each dimension on the same server address. In older mod versions, by default, map selection is Manual, which means that you are asked to confirm which map to use every time you switch dimensions/worlds/sub-servers. You can also choose one of the 2 automatic modes. Map selection is done in a special menu by clicking the bottom left icon on the world map screen (if the menu isn't open by default). In the menu you can switch between Manual, World Spawn and Single modes and select/create maps by using the top-center dropdown menu. If you hover over the Map Selection option, you can read everything you need to know about each map selection mode, including Server mode. World Spawn mode is the equivalent of what was used by the world map pre 1.6. So you don't have to downgrade the mod to still use it. Server mode is the best option for most cases because the server automatically controls your map selection based on server-side level IDs. It requires the mod to be installed on the server side. If changing the map selection mode switches your map to an empty one, you can always rebind the map that you want to be used by selecting it from the dropdown menu and confirming.

    Why can't I see my minimap waypoints on a server after the installation of the world map?

    Your currently confirmed map affects which waypoints sub-world in the minimap mod is considered automatic. This allows each created map to have separate waypoints data. At any point in time, you can select and view any non-automatic waypoints sub-world by going to the waypoints menu (press U) and selecting it from top-right dropdown menu. You can make any sub-world automatic for your currently confirmed map by selecting Options -> Make Sub-World Auto.

    Why has my world map "reset" for a specific server?

    Do not panic. It's almost certainly not actually deleted (this has never happened as far as I know). Old world map versions use a world spawn-based system to separate a server into multiple maps. This system often breaks because of servers adding custom functionality to the vanilla compass item by sending fake world spawn coordinates to your game client. Make sure you update the mod to the latest version. There are now multiple map selection modes you can choose between, Manual being the default one. You can now view any world map you have on the current server address. Click the bottom left icon on the world map to open the map selection menu, if it's not open by default. The top center dropdown menu allows you to select existing or create new world maps. You can hover over the map selection mode setting (bottom left) to read about how each mode works. Server mode is the best option for most cases because the server controls your map selection based on server-side level IDs. It requires the mod to be installed on the server side. Manual mode is the safest alternative and should work on every other server. There are also 2 additional automatic map selection modes when Server mode isn't an option. Read more about them in the tooltip of the setting.

    Old map is not in the map menu? This can mean 2 things: the server address has changed or the dimension IDs have changed.

    Let's start with the dimension ID change. Each dimension on the server has a separate directory in the game directory -> XaeroWorldMap directory. Please backup the XaeroWorldMap directory before you begin doing anything with it. In older mod versions, the dimension directory name contains the server address and the dimension key, for example XaeroWorldMap/Multiplayer_127.0.0.1_DIM1. In newer versions the dimension directory is a sub-directory, so something like XaeroWorldMap/Multiplayer_127.0.0.1/DIM1. For compatibility reasons, default overworld, nether and the end dimensions are named null, DIM-1 and DIM1. Other dimensions should have their name be based on the original dimension ID, for example Multiplayer_127.0.0.1/minecraft$overworld_creative. In 1.16+, you can see your current dimension ID on the F3 screen ingame to figure out which directory is meant for which dimension (for example "minecraft:overworld"). Please exit to the game title screen or close the game before editing files/directories.
    Each dimension directory contains sub-directories, one for each map that you have in the dimension (for example mw$default or mw-4,0,-4) as well as a file named dimension_config.txt that contains the actual display names of the maps. You can use the file to help you find a specific map directory that you want. Moving/copying a map directory between dimension directories should move/copy it between dimensions. You can give it a name later ingame. The most common case would be something like moving a map from /null to /minecraft$overworld_survival. It is needed when a 1.16+ server starts using a unique dimension ID for each sub-world.

    For server address changes, you would first have to remove all directories inside game directory -> XaeroWorldMap that contain the new server address. There is usually only 1 such directory if you are using the latest mod version. Please backup the whole XaeroWorldMap directory before you do that. Also, exit the game at least to the title screen. Then you would have to rename each old server address directory (in XaeroWorldMap) to the new address, replacing ONLY the address part.

    Message me or leave a comment if you have questions!


    Here's the old explanation if you can't update the mod to 1.6.1 or newer:


    Do not panic. It's almost certainly not actually deleted (this has never happened as far as I know). It's likely caused by a server plugin changing the behavior of the vanilla compass item and interfering with the mod's "multiworld" detection. In most such cases the compass item points to your bed instead of the global spawn point. Sleeping in the right bed again should bring everything back for you if sleeping in another one was the cause of the map "resetting".
    If the map "reset" because of a new plugin being added (and if removing it is not an option for you), then here's how you can restore your map (and hope the plugin doesn't do it again):


    Make sure Minecraft is NOT RUNNING.

    1. Go to the game directory


    2. Go to the XaeroWorldMap directory


    3. Find directories that represent the dimensions you have visited on the server. These directories contain the address of the server in their name. The one that ends with _null is the overworld, _dim-1 is Nether etc.


    4. Open the overworld directory (_null).


    5. You should see multiple directories that start with mw.


    6. Find the one that is the biggest in file size. Copy the name of it somewhere so you don't lose it.


    7. Now find the newest mw directory (likely the emptiest or just check the creation date). Move this directory somewhere else. Don't delete it just yet.


    8. Rename the directory from step 6 to the name of the backed up directory from step 7.


    9. Open Minecraft and test if the overworld world map is back.


    10. If it's not, exit Minecraft and restore the old name of the directory that you have renamed + restore the backed up folder. Reread all the steps to make sure you're doing everything right.
    If overworld is now fixed, proceed to step 11.


    11. Rename and backup the directories with the same names as overworld for every other dimension that you'd like to restore.


    Contact me if you have questions!

    Why have my waypoints not restored after restoring the map?

    Please read the "Your waypoints are no longer shown for a specific server?" section on the minimap description page. It should cover most cases. Contact me, if it doesn't help.

    Download:

    Xaero's World Map for Forge/Fabric + Forge Install Guide


    You are allowed to make videos using this mod.

    Using it in your modpacks is allowed with the following conditions:

    • Only monetization of the modpack through CurseForge is allowed (which includes sponsored links/banners in your modpack description), unless I have given you written permission to monetize it elsewhere. Feel free to private message me about it. I'm more likely to give you permission than not.
    • If the modpack is distributed outside of CurseForge, then you must credit me by providing an easily accessible link to one of my official pages for the mod, to the users outside of CurseForge.
    • The name and/or description of the modpack must not be easily confused with the names/descriptions of my mods.
    • If I have given you written permission to monetize the modpack outside of CurseForge, then, if I request you to, you must remove monetization outside of CurseForge.
    Posted in: Minecraft Mods
  • View TheSexyYeti's Profile

    1

    Jan 18, 2020
    TheSexyYeti posted a message on Mod idea:enhanced player model/animations

    I've always wanted this. But then you have to create a whole host of Compatibility mods or resource packs so armors from other mods would work properly with this. I've had this same issue with the Mo' Bends and emoticon mods. They added better animations for walking, swimming and combat. But damn near every armor your wore looked messed up. Like torn up textures.

    Posted in: Requests / Ideas For Mods
  • View TheSexyYeti's Profile

    1

    Jan 12, 2020
    TheSexyYeti posted a message on Vanilla Lore friendly magic mod (IDEA FOR A MOD)

    This just dawned on me the other day. But why hasn't experience orbs been used as the primary source of magic in Minecraft?. I mean they're used for enchanting. So why not create a whole new magic mod based around experience orbs for fuel?. There could be a whole research advancement system.


    Mod ideas


    Ambient Nodes: Just like Thaumcraft nodes. Every chunk would have a certain level of ambient XP based on what's is generated in that chunk. Certain rare items Every randomly generated block in a certain chunk has a set value that attributes to it's ambient XP. This value can also be used to prospect valuable chunks. High levels of ambient XP can mean there could be diamonds, emeralds, gold exc.


    Divining Meter: It's simply a meter that tells you the level of ambient XP in the chunk you're standing in.


    Orb Condenser: In this mod new types of XP Orbs are added to balance this mod so it's not abused to stockpile XP. So this machine is used to convert these new orbs into the XP orbs needed to create the items and spells that are in this mod. It has GUI that allows for automation allowing you to change input, output. But requires some kind of redstone power for it to convert anything.


    Unattuned Orbs: These are basic Tier 0 orbs that most of the machines in this mod produce. They have to be placed in the Orb Converter in varying amounts to create the other orbs. Green Orbs are special and can only be broken down into Unattuned Orbs.


    Yellow Orbs: Tier 1 Orbs used in Beginner crafting and spell work.


    Orange Orbs: Tier 2 Orbs used in Intermediate crafting and spell work.


    Red Orbs: Tier 3 Orbs used in Advanced crafting and spell work.


    This is just the start of my ideas. I think it could be used to create an XP based energy system. And that energy can be put through a energy converter to work with other mods.


    EDIT: I had put some other ideas on here. But for some reason they were deleted after I posted this. So I'm not gonna put them back in because it was quite a lot. And would take forever to do so.

    Posted in: Requests / Ideas For Mods
  • View Robijnvogel's Profile

    1

    Jan 8, 2020
    Robijnvogel posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes
    Quote from 55xAnonymusx55»

    As I remember they've said they would update to 1.13 but not to 1.14


    Your information is very outdated, kind sir.
    To keep up with the latest trends, I suggest you join the Discord. :)

    Posted in: Minecraft Mods
  • View mrbysco's Profile

    1

    Dec 14, 2019
    mrbysco posted a message on Taking mod requests for simple to medium ideas (even porting mods)

    If the source code is available I wouldn't mind taking a look at updating

    Posted in: Requests / Ideas For Mods
  • View Sneaky_Silly_Fox's Profile

    2

    Oct 14, 2019
    Sneaky_Silly_Fox posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!

    Hello, Dr.Zhark!


    Have you ever thought about a new texture for foxes?
    I just did especially for this mod. they are available in 3 variants, I know that for a long time no one wrote here but maybe the new texture will be useful to you in the game :)


    https://minecraft.novaskin.me/skin/3388843100/Cherry-red-fox-by-Sneaky_Silly_Fox

    https://minecraft.novaskin.me/skin/3401973087/Brigiht-red-fox-by-Sneaky_Silly_Fox

    https://minecraft.novaskin.me/skin/3401453238/Red-fox-by-Sneaky_Silly_Fox

    Posted in: Minecraft Mods
  • View WhichOnesPink's Profile

    1

    Aug 4, 2019
    WhichOnesPink posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes
    Quote from 55xAnonymusx55»

    I know this is the most annoying question you can get, but are you going to update to 1.14.2?

    Another question: do you think it might be compatible with dynamic trees? https://www.curseforge.com/minecraft/mc-mods/dynamictrees




    There are no plans to update RTG to 1.14, but... it's not completely off the table.


    As for adding support for Dynamic Trees, I don't think support will ever be added to RTG itself, but there's nothing stopping anyone from making a 'compatibility' mod, similar to the ones for BOP and Traverse , should somone want to do so.

    .

    Posted in: Minecraft Mods
  • View XenoMustache's Profile

    1

    Apr 23, 2019
    XenoMustache posted a message on Iron Furnaces - Minecraft 1.7.10 and 1.12.2 mod (Legacy thread)

    New update to the mod, fixing the Obsidian furnace recipe to be the one shown above.

    Posted in: Minecraft Mods
  • View WhichOnesPink's Profile

    79

    Sep 14, 2015
    WhichOnesPink posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes



    Overview


    Realistic Terrain Generation (RTG) is a mod that adds a new world type which generates realistic terrain. It doesn't add new blocks. It doesn't add new mobs. It doesn't even add new biomes. It simply generates more realistic-looking terrain for existing Overworld biomes (including those added by other mods).


    Credits


    This mod is a re-branded fork of the revolutionary Realistic World Gen mod by ted80. It was created as a new project because it was expected to deviate from ted80's original vision for RWG, and the author of this mod didn't want to interfere with that vision.


    RTG is brought to you by Team RTG and contains a number of contributions from various members of the Minecraft modding community. It also uses KdotJPG's OpenSimplex Noise to generate its terrain.


    Downloads


    1.12 Downloads


    We are planning to update RTG to 1.12, but there is no estimated release date. Please be patient.


    1.11.2 Downloads


    We are planning to update RTG to 1.11.2, but there is no estimated release date. Please be patient.


    1.10.2 Downloads


    All downloads for 1.10.2 can also be found in the Releases section on GitHub.


    Important! You will also need to install either Climate Control OR BiomeTweaker if you wish to control the way vanilla biomes generate (e.g. enable/disable, change biome weight, change biome size, etc.), or if you want to use any of the following biome-adding mods:


    • Biomes O' Plenty

    (Note: All other biome-adding mods that RTG supports do NOT require Climate Control or BiomeTweaker.)



    1.8.9 Downloads


    All downloads for 1.8.9 can also be found in the Releases section on GitHub.


    Important! You will also need to install either Climate Control OR BiomeTweaker if you wish to control the way vanilla biomes generate (e.g. enable/disable, change biome weight, change biome size, etc.), or if you want to use any of the following biome-adding mods:


    • Biomes O' Plenty

    (Note: All other biome-adding mods that RTG supports do NOT require Climate Control or BiomeTweaker.)


    (Please note that RTG for 1.8.9 is currently in beta, which means that it should primarily be used for testing purposes. If you plan to use RTG for 1.8.9 in a 'live' environment, be sure to generate a new world, and be aware that newer versions may not be backwards-compatible.)


    1.7.10 Downloads


    All downloads for 1.7.10 can also be found in the Releases section on GitHub.


    Important! You will also need to install either Climate Control OR BiomeTweaker if you wish to control the way vanilla biomes generate (e.g. enable/disable, change biome weight, change biome size, etc.), or if you want to use any of the following biome-adding mods:


    • Biomes O' Plenty
    • Highlands
    • Alternate Terrain Generation (ATG)

    (Note: All other biome-adding mods that RTG supports do NOT require Climate Control or BiomeTweaker.)



    Did you know? Whilst not required, it is strongly recommended that you also install FastCraft for increased performance.


    Installation



    1. Download and install the RECOMMENDED version of Forge for 1.10.2 (the one on the right).
    2. Download this mod and place it in your 'mods' folder.
    3. If you want to use Biomes O' Plenty, you will also need to install either Climate Control or BiomeTweaker.
    4. For singleplayer... create a new world, click the [More World Options] button, choose 'Realistic' from the [World Type] button, then click [Create New World]
    5. For servers... use level-type=RTG in server.properties

    1. Download and install the RECOMMENDED version of Forge for 1.8.9 (the one on the right).
    2. Download this mod and place it in your 'mods' folder.
    3. If you want to use Biomes O' Plenty, you will also need to install either Climate Control or BiomeTweaker.
    4. For singleplayer... create a new world, click the [More World Options] button, choose 'Realistic' from the [World Type] button, then click [Create New World]
    5. For servers... use level-type=RTG in server.properties

    1. Download and install the RECOMMENDED version of Forge for 1.7.10 (the one on the right).
    2. Download this mod and place it in your 'mods' folder.
    3. If you want to use Biomes O' Plenty, Highlands, or ATG, you will also need to install either Climate Control or BiomeTweaker.
    4. For singleplayer... create a new world, click the [More World Options] button, choose 'Realistic' from the [World Type] button, then click [Create New World]
    5. For servers... use level-type=RTG in server.properties

    Did you know? RTG is only required server-side, so if you're hosting a modded server or putting together a mod pack, your users don't even need to have RTG installed! In fact, if your server is using server-side mods exclusively (no client-side mods), then your users can connect to your FORGE server using a VANILLA client (without Forge installed).


    Configuration


    RTG configuration


    When you launch Minecraft after installing RTG for the first time, a folder called RTG gets created in your config folder. The RTG folder contains the main configuration file (rtg.cfg) and another folder called biomes which contains separate config files for each of the biome-adding mods that RTG supports (as well as a config file for vanilla biomes).


    Inside RTG's config files, you'll find options for tweaking various aspects of your Minecraft world: biomes, caves, dungeons, mineshafts, strongholds, villages, and more. Each option contains a brief description about what the setting does, but if you're still not sure about a particular setting, feel free to post your questions in the thread.


    Climate Control configuration


    When you launch Minecraft after installing Climate Control (CC) for the first time, the main configuration file (climatecontrol.cfg) gets created in your config folder, along with a folder called 'ClimateControl' which contains some additional config files. If you installed a supported biome-adding mod, there will also be a config file in the 'ClimateControl' folder that is specific to that mod.


    CC's default settings should be fine for most users. However, if you're not sure about a particular option, feel free to post your questions in the thread.


    BiomeTweaker configuration


    When you launch Minecraft after installing BiomeTweaker for the first time, a folder called 'BiomeTweaker' gets created in your config folder. Inside that folder you will find the main configuration file (BiomeTweaker.cfg), an example config file (ExampleTweaks.cfg), and a folder called 'output' which contains a .json file for each registered biome.


    If you're comfortable using mods like MineTweaker and ModTweaker, then you'll have no problem with BiomeTweaker. However, if you're new to the art of 'tweaking', then we would recommend that you use Climate Control instead, as it's much easier to configure.


    To make it easier for everyone to get up and running with RTG & BiomeTweaker, we've created a set of working tweaks that you can use to get started. To use the tweaks below, just download the 'BiomeTweaker.cfg' and 'RTG.cfg' files for your relevant mod setup and move them to your BiomeTweaker folder. (If you're using more than one biome-adding mod, you will need to create your own tweaks.)


    (Note: Only Biomes O' Plenty, Highlands, and ATG require BiomeTweaker, but we have included working tweaks for all supported mods should you still want to use it for any of those.)


    Example tweaks for 1.10.2

    Example tweaks for 1.8.9

    Example tweaks for 1.7.10


    Public chat


    Join the official RTG Discord Server to chat with Team RTG and other members of the RTG community!


    Videos


    [1.10.2] Mod showcase by 7ERr0r using RTG-1.10.2-4.1.1.2:



    [1.9] Mod showcase by MrLonelydwarf using RTG-1.9-2.0.0-alpha.4 (Alpha):



    Screenshots


    Click here to view the screenshots on the Imgur website.


    Biome support


    RTG currently generates realistic versions of all vanilla biomes, as well as the biomes from these mods:


    • Biomes O' Plenty (version 5.0.0.2068 or later) - REQUIRES Climate Control or BiomeTweaker
    • AbyssalCraft (version 1.9.2 or later)
    • Agricultural Revolution (version 0.8.7 or later)
    • Better Agriculture (version 0.16 or later)
    • Flowercraft (version 5.02 or later)
    • Oh the Biomes You'll Go! 3 (version 4.0.0 or later)
    • Mine World Mod (version 0.7.1 or later)
    • Mithwood Forest (version RMF1.01 or later)
    • More Chinese Minecraft (version 1.2.1 or later)
    • SugiForest (version 1.2.2 or later)
    • Ars Magica (version 1.5.012 or later)
    • Jikou (version 3.2.0 or later)
    • Rockhounding: Surface (version 1.07 or later)

    • Biomes O' Plenty (version 3.0.0.1924 or later) - REQUIRES Climate Control or BiomeTweaker
    • AbyssalCraft (version 1.9.2 or later)
    • BuildCraft (version 7.2.3 or later)
    • Flowercraft (version 3.02 or later)
    • Highlands (version 3.1.0 or later)
    • Minestrappolation (version 4.3.0 or later)
    • Thaumcraft (version 5.2.4 or later)
    • Afraid of the Dark (version 1.1.2 or later)

    • Biomes O' Plenty (version 2.1.0.1387 or later) - REQUIRES Climate Control or BiomeTweaker
    • ExtraBiomesXL (version 3.16.2 or later)
    • Enhanced Biomes (version 2.5 or later)
    • Highlands (version 2.2.3 or later) - REQUIRES Climate Control or BiomeTweaker
    • Thaumcraft (version 4.2.3.4 or later)
    • BuildCraft (version 7.1.7 or later)
    • Ars Magica 2 (version 1.4.0.008 or later)
    • Alternate Terrain Generation (ATG) (version 0.11.0 or later) - REQUIRES Climate Control or BiomeTweaker
    • ChromatiCraft (version V9b or later)
    • AbyssalCraft (version 1.9.1.2 or later)
    • GrowthCraft (version 2.5.0 or later)
    • Ridiculous World (version 0.1 or later)
    • Vampirism (version 0.7.8.5 or later)
    • LotsOMobs (version 3.2.0 or later)
    • TofuCraft (version 2.1.6 or later)
    • Forgotten Nature (version 1.6.11 or later)
    • The Ice Cream Mod (version 1.5.0 or later)
    • SushiCraft (version 14.4 or later)
    • Industrial Technologies & More (snapshot 16w19a or later)
    • Flowercraft (version 1.8 or later)

    Mod compatibility


    RTG is compatible with most mods, including (but not limited to):


    Actually Additions, Applied Energistics 2, AgriCraft, Ancient Trees, Animals+, Ars Magica 2, Alternate Terrain Generation (ATG), Battle Towers, Better Villages, Biomes O' Plenty, BiomeTweaker, Blood Magic, Botania, BuildCraft, Butterfly Mania, Chocolate Quest, Climate Control, Deadly World, Deep Resonance, Dense Ores, DoggyStyle, Dooglamoo Cities Mod, Doomlike Dungeons, Draconic Evolution, Ender Zoo, Enhanced Biomes, EnviroMine, Et Futurum, Ex Nihilo, ExtraBiomesXL, Forestry, Fossils and Archeology, Galacticraft, Gany's Mods, GrowthCraft, Highlands, Immersive Engineering, Just a Few Fish, Lycanite's Mobs, Magnanimous Tools, Magneticraft, Mariculture, Metallurgy, Millenaire, Minechem, MineFactory Reloaded, Mo' Creatures, Mutant Creatures, Natura, Nevermine, Oceancraft, OreSpawn, Pam's HarvestCraft, Plant Mega Pack, Primitive Mobs, Project Red, Quark, RailCraft, ReactorCraft, Recurrent Complex, Reika's Mods, RFTools, Roguelike Dungeons, Ruins, Streams, Thaumcraft, Thermal Expansion, Tinkers' Construct, Tough as Nails, Twilight Forest, Underground Biomes Constructs, Wild Caves, Witchery, WTF's Mods, and many more!


    Unfortunately, however, RTG is not compatible with the following mods:


    • Wildycraft - crashes on startup
    • TerraFirmaCraft - deviates too far from standard biome generation
    • Terrain Control / Biome Bundle - Incompatible terrain generators

    Changelog


    To see the full history of changes, please refer to the Releases section on GitHub.


    Known issues


    RTG's list of known issues can be found here.


    dormantChunkCacheSize=0 - Please be advised that some users have reported problems with entities despawning when changing the Forge config setting dormantChunkCacheSize. As such, we recommend that you use the default value for this setting (dormantChunkCacheSize=0).


    No realistic version of biome X - If you disable biome patching, you may experience crashes that contain this message: "java.lang.RuntimeException: No realistic version of biome X", where X is a biome ID. This crash is usually caused by either a biome ID conflict of some sort, or by a mod that adds a biome which RTG doesn't support. Here are some things you can do to help prevent this crash from happening:


    • If you're using Climate Control, make sure you're using v0.5.beta45 or later.
    • If you're using a mod that adds a biome which RTG doesn't support (see the 'Biome support' section above for a full list of supported biome-adding mods), you can either remove the unsupported mod or use BiomeTweaker to prevent the biome from generating.
    • Make sure you don't have any biome ID conflicts. Each biome-adding mod has a section in its configs that allows you to customise its biomes' IDs. Since each biome ID has to be unique across all mods, sometimes conflicts arise between mods. To avoid conflicts, make sure all of your biome IDs are different. If you're using NEI, you can make the process easier by exporting a list of all the biomes in your mod pack. If you don't know how to do this, just follow these instructions.
    • When configuring biome IDs, try to avoid using IDs 128 through 167, as these are reserved for vanilla's 'mutated' biomes and can cause strange behaviour even when mutated biomes are disabled. (You should also avoid ID 255 if possible.)

    Frequently asked questions


    When will RTG be updated for X.Y.Z?

    Please be patient.


    May I use RTG in my public/private mod pack?

    Please see 'Mod pack policy' section below.


    Does RTG add any new blocks/items to the game?

    No.


    Does RTG add any new biomes?

    No. RTG only affects vanilla biomes and biomes that have been added by other mods.


    Does RTG add any dimensions?

    No.


    Does RTG add any mobs?

    No.


    Does RTG generate realistic terrain in non-Overworld biomes (e.g. The Nether, The End, etc.)?

    No. RTG only affects the Overworld.


    How should I report issues/bugs/crashes?

    You may report issues in this thread, but please use spoiler tags or pastebin for crash reports, and please describe what you were doing immediately before the crash. The more information you provide, the easier it will be to resolve the issue.


    How do I prevent a biome from generating?

    RTG does not provide a way for you to disable biomes. To prevent a biome from generating, you must disable it via the config files of the mod that adds it. In the case of vanilla biomes, you must use either Climate Control or BiomeTweaker.


    Mod pack policy


    You may use RTG in your public or private mod pack as long the following conditions are met:


    • You understand and accept that RTG is in active development, which means that it could change radically from version to version, with no guarantee of backwards-compatibility.
    • You understand and accept that only the latest version of RTG per Minecraft version will be supported at any given time.
    • You must credit 'Team RTG' as the author of this mod and link back to this forum thread.
    • Your mod pack must be made available to everyone, free of charge. If your modpack is private, it must be made available free of charge to whomever is given access to it.

    License


    RTG is licensed under the GNU General Public License.


    .

    Posted in: Minecraft Mods
  • View Parzivail's Profile

    1

    Feb 3, 2018
    Parzivail posted a message on Parzi's Star Wars Mod is now Galaxies: Parzi's Star Wars Mod!
    Quote from 55xAnonymusx55»

    So can i post a thread to request the revival of this mod?


    No need. I'll try to record the video tomorrow and edit it within the next few days, and I hope to answer all of the community's questions
    Posted in: Minecraft Mods
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