I've been testing your mod out with the aquatic abyss and mo' creatures mod.
With both mods it seems that RTG or CC stop sea creatures from spawning. Only squid spawn. Its also strange that land animals spawn and not sea animals.
BTW I've tested every possible option in the config files so I know its not mo' creatures or aquatic abyss.
I would like to ask wherever it is possible that this could become part of reality in terms of begin implemented into the RTG terrain generator. This is conditional of course as I'm not sure wherever you guys actually like this terrain.
Ok, well I'm very busy, so I would appreciate it if someone gave me clear instructions on how to disable a specific structure already included in this mod (such as the clockwork one).
I've been looking at the wiki and I fail to see what you mean, I've check both the RC wiki and my conflig file and I'm yet to see anything concerning a 'structureloadmanager'.
Hi, I just wanted to know if you can disable the structures included in the mod for world-gen. For example I think the clockwork thing is ugly and I would liek to remove the eye sore from my worldgen.
WhichOnesPink I would like to ask you wherever the terrain featured in the screenshots linked here is possible to generate in MC naturally.
BTW the terrain was created in world machine as part of the Aloud Peak custom map on Planet Minecraft. Considering the terrain generator could generate these kinds of mountains I hope maybe it could help you make such beauty in MC possible
Thanks for the hint concerning the picture. I just looked at the Y value and saw that it was at Y21. Well I guess the BOP Canyon biome really is a Canyon now isn't it. I assume the edges of the biomes contain cliffs and not slopes to maintain realism right
WhichOnesPink, I love this mod and think the terrain generation is excellent, but I refuse to use this mod because the biome generation is terrible. For example I was testing out this mod yesterday with BOP and came across a rather abrupt transition between a snowy coniferous forest and a vanilla mesa biome. As you can imagine the transition was very ugly. Half the side of the mountains was stripy orange and white with random circles of snow weaving through it. I also often find my lovely acacia trees being swamped by snow layers from a nearby snow-like biome. And lastly, as I have mentioned before my beloved mesa biomes always seem to have stone stripes between the transition from one biome to the next. i figured out through observation that this is caused by one biome particularly intersecting with the mesa biome, which therefore decorates the cliff sides with stone and not clay. To fix this particular issue you could create a small transition biome, like the extreme hills edge, in order to ensure the cliffs only are decorated with clay. This transition biome would be fairly flat, maybe be decorated with a mix or red and normal sand. This way if a transition does occur the new biome, such as a forest, only integrates into the flat transitional biome and so doesn't affect the cliff sides. As for the hot/cold transitions I guess you could at least, for the time being, create a large transition biome at only generates between hot biome and cold biomes, this could simply be a shrubland (modified plains, or something else.
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can't file is too big
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Hi,
I've been testing your mod out with the aquatic abyss and mo' creatures mod.
With both mods it seems that RTG or CC stop sea creatures from spawning. Only squid spawn. Its also strange that land animals spawn and not sea animals.
BTW I've tested every possible option in the config files so I know its not mo' creatures or aquatic abyss.
0
Here is a nice example of what a desert transition could look like:
http://www.planetminecraft.com/project/desert-and-jungle-terrain/
I would like to ask wherever it is possible that this could become part of reality in terms of begin implemented into the RTG terrain generator. This is conditional of course as I'm not sure wherever you guys actually like this terrain.
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Ok, well I'm very busy, so I would appreciate it if someone gave me clear instructions on how to disable a specific structure already included in this mod (such as the clockwork one).
0
I've been looking at the wiki and I fail to see what you mean, I've check both the RC wiki and my conflig file and I'm yet to see anything concerning a 'structureloadmanager'.
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You know, maybe we can make an addon mod that adds structure generation like this with Ivorius's help who makes the mod Recurrent Complex.
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Hi, I just wanted to know if you can disable the structures included in the mod for world-gen. For example I think the clockwork thing is ugly and I would liek to remove the eye sore from my worldgen.
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Hi guys, back again with more screenshots, and this time I'm actually using RTG
http://imgur.com/a/1JA2H
BTW feel free to use these screenshots WhichOnesPink for your main page
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Got this crash when loading up a world in Infinity 2.3.3.
http://pastebin.com/p6AjFZEz
I'm using RTG snapshot 0.5 and climate control beta 4.33
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By graphics pack I think you mean shader pack right? Well if that is what you mean I'm using Kuda shaders v5.
If you are referring to my resourcepack then I'm using sourtex fanver and R3Dcraft simultaneously.
BTW the terrain I'm using in the screenshots is not from RTG, it was created using worldmachine and is used in the custom map 'Aloud Peak'.
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Here is a little update for those who are interested in my base. Includes a new train track as well as a huge cave within the mountain. Enjoy
http://imgur.com/a/9ZQQJ
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Hi again
WhichOnesPink I would like to ask you wherever the terrain featured in the screenshots linked here is possible to generate in MC naturally.
BTW the terrain was created in world machine as part of the Aloud Peak custom map on Planet Minecraft. Considering the terrain generator could generate these kinds of mountains I hope maybe it could help you make such beauty in MC possible
http://imgur.com/a/1O8fv
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Some awesome pics I took while exploring my world
http://imgur.com/a/txDyp
http://imgur.com/a/VeNER
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Thanks for the hint concerning the picture. I just looked at the Y value and saw that it was at Y21. Well I guess the BOP Canyon biome really is a Canyon now isn't it. I assume the edges of the biomes contain cliffs and not slopes to maintain realism right
0
WhichOnesPink, I love this mod and think the terrain generation is excellent, but I refuse to use this mod because the biome generation is terrible. For example I was testing out this mod yesterday with BOP and came across a rather abrupt transition between a snowy coniferous forest and a vanilla mesa biome. As you can imagine the transition was very ugly. Half the side of the mountains was stripy orange and white with random circles of snow weaving through it. I also often find my lovely acacia trees being swamped by snow layers from a nearby snow-like biome. And lastly, as I have mentioned before my beloved mesa biomes always seem to have stone stripes between the transition from one biome to the next. i figured out through observation that this is caused by one biome particularly intersecting with the mesa biome, which therefore decorates the cliff sides with stone and not clay. To fix this particular issue you could create a small transition biome, like the extreme hills edge, in order to ensure the cliffs only are decorated with clay. This transition biome would be fairly flat, maybe be decorated with a mix or red and normal sand. This way if a transition does occur the new biome, such as a forest, only integrates into the flat transitional biome and so doesn't affect the cliff sides. As for the hot/cold transitions I guess you could at least, for the time being, create a large transition biome at only generates between hot biome and cold biomes, this could simply be a shrubland (modified plains, or something else.