I would like to ask where is the documentation on how to add/change the spawning of tree's and the like. I looked on the wiki but could not find any pages on this, perhaps I did not look hard enough?
I would also like some advice on how I might achieve my objective. I currently have downloaded an assortment of tree/feature packs from PlanetMinecraft, within each is a set of schematic files of different tree designs and types. I would like to be able to add some of the trees from these packs to my game with biome specific generation. For example, savanna type trees only spawn in a biome I specify, such as the standard savanna biome. I would like to do this for which ever trees I please. I would also like to modify each trees relative spawn frequency, or at the very least, the spawn frequency of trees of a particular type.
I' am using RTG, which includes custom trees, will the trees I add in cross check with their spawn algorithm and spawn instead based upon frequency? or do they have their own spawning algorithm and will spawn irrespective of RTG's spawning methods? Lastly, is it possible to replace RTG's tree's since there technically vanilla re-skins? and is it possible to disable/replace modded trees such as the ones from biomes'o'pleanty?
I know this is a lot to ask, but I would appropriate it if you can at least give some detailed answers to some of them
I have encountered a major issue with 1.10.2 and I would like to ask if anyone could help me figure out what is the problem.
The issue is with fps and loading shaders; I currently have 5,122mb of Ram allocated to MC and am running the Hermitpack with Optifine c4 pre-release.
Loading the game is as normal, but loading a save file is unusually slow (5+min) with in-game fps constantly freezing. When I try and load shaders the game crashes with an out of memory error.
These problems do not occur in my 1.7.10 Infinity FTB pack which has 20+ more mods and runs shaders & 2 texturepacks at 35-45fps with no freezing.
Did something happen to the game which made it significantly slower than previous versions?, or is it perhaps something wrong with my game set up?
Assuming the previous idea I gave you involving schematic files is off the table for now I would like to suggest a possible supplement, if its not possible thats a'ok, I just though I might as well try
How about you add the tree variants you think are good enough into the mod, like how you have done with the other trees, then add config options to enable/disable them. For example you might have the following for a Vanilla swamp biome; [ignore the brackets].
Each tree type might have a name, like 'Swamp Tree Big', 'Swamp Tree Small', etc.
Now if you want to get more complex it would be nice to have relative frequencies for each tree variant, but I guess that might be a bit excessive
I would like this specifically because you could really customize the look of your biomes quite a lot. A forest could have 6 tree types default, creating a thick forest style biome, with the player able to disable tree 2,5,6 to make the biome be less dense with an arrangement of their own preferred trees. I personally would make a forest have a mix of the large leafless trees which appear in the swamp biome mixed with the oak leafed tall trees and maybe a few medium ones just to mix it up.
Perhaps this could be done with features also, give oceans a options for 10 sea stone types (like in the pack I gave you), with the ability to disable the ones the player doesn't like.
I'm more or so posting this expecting these to maybe not get done for some time, as I believe this mod will not be finished for a while
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
Below I will describe what I'm trying to achieve with this mod, any advice would be greatly appreciated
I would like the landscape to occasionally have towns and the odd landmark scattered about with ~1,000 block distance. I'm using CC + BOP + RTG + HL + EBXL which I have configured to generate terrain in climate zones, the spawn area being warm/cool with the temperature decreasing north and increasing south, with this cycle begin continuous (warm, hot, warm, cool, snowy, cool, etc.) In the warm/cool areas I would like to have medieval style towns, with the occasional ruin. Snowy areas Nordic style, desert areas Persian style.
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:
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.
Hi, I looked at the FAQ and was confused as to how I can fine tune the rarity of the structures. I think that changing the ratio_B density will affect this, but I need some clarification on the functionality of the smoothing function (ratio_A) that goes along with it. Effectively, I want to increase the rarity of all structures so that they are half as common. I can't figure out if the functions are exponential or linear. Any advice would be greatly appreciated
0
I would like to ask where is the documentation on how to add/change the spawning of tree's and the like. I looked on the wiki but could not find any pages on this, perhaps I did not look hard enough?
I would also like some advice on how I might achieve my objective. I currently have downloaded an assortment of tree/feature packs from PlanetMinecraft, within each is a set of schematic files of different tree designs and types. I would like to be able to add some of the trees from these packs to my game with biome specific generation. For example, savanna type trees only spawn in a biome I specify, such as the standard savanna biome. I would like to do this for which ever trees I please. I would also like to modify each trees relative spawn frequency, or at the very least, the spawn frequency of trees of a particular type.
I' am using RTG, which includes custom trees, will the trees I add in cross check with their spawn algorithm and spawn instead based upon frequency? or do they have their own spawning algorithm and will spawn irrespective of RTG's spawning methods? Lastly, is it possible to replace RTG's tree's since there technically vanilla re-skins? and is it possible to disable/replace modded trees such as the ones from biomes'o'pleanty?
I know this is a lot to ask, but I would appropriate it if you can at least give some detailed answers to some of them
0
I have encountered a major issue with 1.10.2 and I would like to ask if anyone could help me figure out what is the problem.
The issue is with fps and loading shaders; I currently have 5,122mb of Ram allocated to MC and am running the Hermitpack with Optifine c4 pre-release.
Loading the game is as normal, but loading a save file is unusually slow (5+min) with in-game fps constantly freezing. When I try and load shaders the game crashes with an out of memory error.
These problems do not occur in my 1.7.10 Infinity FTB pack which has 20+ more mods and runs shaders & 2 texturepacks at 35-45fps with no freezing.
Did something happen to the game which made it significantly slower than previous versions?, or is it perhaps something wrong with my game set up?
1
Removing Extra-utilities 2 fixed the previous crash.
New crash when trying to load shaderpack.
http://pastebin.com/BXuUSNhr
0
Crash Report: http://pastebin.com/5GZCeRvq
Appears to be a rendering error, occurs with tconstruct and many other mods.
I have tried the same with pre-C4, same crash.
Advice?
0
Crash Report: http://pastebin.com/5GZCeRvq
The issue seems to be with the flat colored blocks mod, but I'm not sure what's causing it, can anyone help?
(occurs when loading game)
1
Thanks Pink for adding in my suggestion thumbs up
2
I've just had an idea
Assuming the previous idea I gave you involving schematic files is off the table for now I would like to suggest a possible supplement, if its not possible thats a'ok, I just though I might as well try
How about you add the tree variants you think are good enough into the mod, like how you have done with the other trees, then add config options to enable/disable them. For example you might have the following for a Vanilla swamp biome; [ignore the brackets].
vanilla {
beach {
# [default: true]
B:"RTG Decoration: (tree variant 1)"=true
B:"RTG Decoration: (tree variant 2)"=true
B:"RTG Decoration: (tree variant 3)"=false
B:"RTG Decoration: (tree variant 4)"=true
Each tree type might have a name, like 'Swamp Tree Big', 'Swamp Tree Small', etc.
Now if you want to get more complex it would be nice to have relative frequencies for each tree variant, but I guess that might be a bit excessive
I would like this specifically because you could really customize the look of your biomes quite a lot. A forest could have 6 tree types default, creating a thick forest style biome, with the player able to disable tree 2,5,6 to make the biome be less dense with an arrangement of their own preferred trees. I personally would make a forest have a mix of the large leafless trees which appear in the swamp biome mixed with the oak leafed tall trees and maybe a few medium ones just to mix it up.
Perhaps this could be done with features also, give oceans a options for 10 sea stone types (like in the pack I gave you), with the ability to disable the ones the player doesn't like.
I'm more or so posting this expecting these to maybe not get done for some time, as I believe this mod will not be finished for a while
1
Pink if your thinking of adding trees could you add some of the ones I sent you?
0
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
1
Below I will describe what I'm trying to achieve with this mod, any advice would be greatly appreciated
I would like the landscape to occasionally have towns and the odd landmark scattered about with ~1,000 block distance. I'm using CC + BOP + RTG + HL + EBXL which I have configured to generate terrain in climate zones, the spawn area being warm/cool with the temperature decreasing north and increasing south, with this cycle begin continuous (warm, hot, warm, cool, snowy, cool, etc.) In the warm/cool areas I would like to have medieval style towns, with the occasional ruin. Snowy areas Nordic style, desert areas Persian style.
0
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.
0
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.
1
Hi, I looked at the FAQ and was confused as to how I can fine tune the rarity of the structures. I think that changing the ratio_B density will affect this, but I need some clarification on the functionality of the smoothing function (ratio_A) that goes along with it. Effectively, I want to increase the rarity of all structures so that they are half as common. I can't figure out if the functions are exponential or linear. Any advice would be greatly appreciated
0
Crash report (different)
http://pastebin.com/brATK18n
Crash occurred while randomly exploring the world (ProjectRed removed)
0
Crash Report:
http://pastebin.com/su8ihWEe
Crash occurred while exploring new chunks (random event).