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

    Hi Zeno410 (And TimBurton).


    Okay, I've found a reproducible case. Took me a while to binary chop down to something more manageable and find the mods that seem to make a difference.


    Mods I used:


    Forge 10.13.4.1566

    BiomesOPlenty 2.1.0.1609

    ClimateControl 0.4.beta38

    CodeChickenCore 1.0.7.47

    Enchiridion 2 2.0.2a

    JourneyMap 5.1.3 unlimited

    Mariculture Deluxe 1.2.4.2a

    NotEnoughItems 1.0.5.118

    RTG 0.5.0


    Change config/climatecontrol/biomesoplentyInCC.cfg:


    BoPBiomesOn=true


    Change config/climatecontrol.cfg


    PercentRiverReduction=100


    Create realistic world with seed: 1829934433

    /tp 1883 100 -1121


    There's a transition here with between Desert and Praire that shows the problem.


    If I disable Mariculture and dependency Enchiridion 2 the problem seems to go away.


    TimBurton had Mariculture in his list too.


    Hope that helps somehow, of course the simple solution is to not use Mariculture.

    Posted in: Minecraft Mods
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    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes

    Trying out 0.5.0 now, and it's so much awesome! Great work guys. So much to see and works really well with CC.


    I noticed that on desert to non-desert edges, it looks like the block choice (not the terrain) has the x-y axis flipped in each chunk, so the pattern looks wrong.


    First attachment shows an example, the chunk boundaries are highlighted. Notice the sand/non-sand edges look weird. But it's only the choice of sand/grass that's wrong


    Second attachment has a red outlined area where I manually did an x-y flip (ie. swap x with z) in each chunk, now the edges look right (the terrain is wrong since I had to rotate everything)

    Posted in: Minecraft Mods
  • 0

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

    Woah, that Farland terrain is more Minecrafty than Minecraft! :-D


    I wonder if you look hard enough if you'll find Santa's Grotto and elves... Hrm... checking Github...

    Posted in: Minecraft Mods
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    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes

    Woah, RTG + CC enabled looks fantastic! I love it when two mod developers work together so well.


    Hopefully that'll be released before Christmas :-D


    I'm having lots of fun just starting an RTG random map, playing for a couple of hours and repeating several times. Especially after each release.


    Perhaps some lovely RTG style ravines? Based on the experiments you teased - only in a few biomes that make sense. Even if they're filled with lava and water. Rare things make for delightful surprise finds. I find caves and ravines very useful earlier in the game (and mountains/cliffs) for finding ores - especially with Custom Ore Gen.


    For other complimentary mods: I've found RTG working well with Rogue-like Dungeons, Ruins, Recurrent Complex and Dungeon Pack for added variety of surface features and fun finds. I found having all of them need their spawn frequencies halved (or more, easy to do).


    I've also have about 90 other popular mods; RTG seems to play well with everything I can throw at it without issue/crashes. Marvellous.

    Posted in: Minecraft Mods
  • 2

    posted a message on [1.7.10 - 1.16.5]Sildur's shaders [PC/MAC/INTEL] Vibrant shaders v1.283+Enhanced Default v1.12 released! (January 19-20, 2021)

    Hey Sildur thanks for your hard work on these shaders. I've been using them as my go-to shaders for several years now. They seem to be the best looking and reasonably performing shaders I've found.


    I'll be trying out 1.10 later today.


    Cheers!

    Posted in: Minecraft Mods
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    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes

    Is that UBC stone on the surface? Or is that BOP stone? Hmm, not the flowers, aren't they BOP? Or is it that you're using BOP trees and/or flowers? I see a tiny bit of surface lava lake? Is that new? Hmm, I can't keep track of the all the things in all the mods. Nope I have no idea.


    Whatever it is, it all looks great together. :-D

    Posted in: Minecraft Mods
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    posted a message on Reasonable Realism - It's a pack, its a mod, it makes things hard! Updated for 1.11 and 1.12!

    I noticed that copper is extremely rare in testing.


    Looking at HarderExtraOres.xml, line 458 in layeredVeins copper distribution, the frequency should multiplied by 4 not 1, which matches the comment. I think that was a change by Keybounce that didn't make it?

                        <Setting name='MotherlodeFrequency' avg=':= 4 * hic2CopperFreq * _default_'/>

    That makes copper much less rare, more on par with iron. I think most mods need copper to be quite abundant (certainly Greg Tech does).

    Posted in: Minecraft Mods
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    posted a message on Streams - Real Flowing Rivers!

    I also think this mod is marvellous, and much looking forward to the rewrite as I plan to mix it with RTG and hopefully Realistic Fluid Overhaul also. Seems a few other people will too.


    Just know that the rewrite will be very much welcome whenever it's done.


    :wood: :D :wood:

    .. :wood: :wood:

    :Water: :Water: :Water:

    :stone: :stone: :stone: :Water: :Water: :Water:

    :stone: :stone: :stone: :stone: :stone: :stone: :Water: :Water: :Water:

    Posted in: Minecraft Mods
  • 0

    posted a message on Reasonable Realism - It's a pack, its a mod, it makes things hard! Updated for 1.11 and 1.12!

    Ore flowers are a great game mechanic - reminds me of the rocks from TFC, but there's the gamification of searching and recognizing the flower types as you learn/search. Mix in more flowers from other mods and it's actually better - it's less obvious in a good way, but gives you a reason to ride a horse or walk around more.


    I read that the ores work of the ore dictionary strings, but I'm looking to get RR working with GregTech (with some tweaking of the COG configs).


    Question: How exactly does that lookup work? I read on this forum that it's keying off ore dict strings which contain "iron" or "oreIron"?


    Depending on how it works I may have to intersperse Harder Ores with similar GregTech ores (eg. magnetite with harder iron) for it to work well. The extra RR ores cover most of the ores that GregTech uses - for ones that don't the COG configs tend to mix major ores with minor ones anyway (eg. Chromium is present in some COG GregTech Iron/Copper veins).


    I don't think there needs to be any changes in code; just knowing how it works is probably enough. Bonus points if one day you have a configurable list of predict strings (or substrings) for each flower.


    In initial testing I think there seems to be lots of evening primrose (Uranium) where there was any GregTech ores; using X-Ray mods and debugging. I couldn't quite work out why that was. Still investigating, probably my fault. :-D


    If anyone else has got RR & GregTech working, perhaps they could chime in - quite happy to share configs and/or contribute on github/bitbucket.

    Posted in: Minecraft Mods
  • 0

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

    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! :D

    Posted in: Minecraft Mods
  • 0

    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes
    Quote from MainFlava»

    ... and a addon version (if ever finished we will make a cool name for it).

    How about "Radical Tectonic Overload"? (RTG + RTO)
    Posted in: Minecraft Mods
  • 0

    posted a message on Custom Ore Generation: First Revival

    Hey noogenesis - Firstly thanks so much for all your hard work on this great mod. I always include COG when I play Minecraft, I love the fact that it makes you explore more, the excitement of finding ore (especially diamonds) and that it encourages infrastructure builds.


    I've recently upgraded my mods (which includes GT5) on 1.7.10 and noticed a recent change in COG 1.2.18 on the ore hardness (harvest levels). This seems to have made GT5 progression really really hard (GT is hard, but yeah, hmmm, too much hardness (haha) for me).


    An example being BandedIron needs a level 4 pickaxe, which is one above diamond! While there are other sources of iron, (sand deposits) these are rare and require cauldrons to process, which while entirely possible, doesn't quite match the GT progression tree. Copper, Tin, Diamon, Certus Quartz and a lot of other ores seem to be much higher than the GT 5 equivalents.


    I've written a python script to change Gregtech.xml to match the materials in GT5 exactly, except it leaves sand deposits as-is.


    Pull request is here, which includes the scripts and the Gregtech.xml config file with modified harvest level meta values.


    https://github.com/lawremi/CustomOreGen/pull/65


    The changes under "gregtech" directory don't need to be merged, it includes the python script. Feel free to modify/use.


    Feel free to tweak the harvest levels, but my suggestion would be to have at least one main source of an ore matching GregTech's harvest level. Supplemental/rarer sources could be one level harder perhaps. You might also want to add some other source of iron into sand deposits as Magnetite requires a cauldron to process in GT5, this is possible early on, but can be quite hard depending on what other mods are installed. BandedIron would be my suggestion as it can be smelted to iron for early game.


    For anyone using GT5 and COG 1.2.18 or later, they can copy the Gregtech.xml in the above pull request into modules/custom and override the COG config.


    Cheers!

    Posted in: Minecraft Mods
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