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    posted a message on Underground Biomes Constructs

    Well, there's only so much metadata per block (and not much), and both mods use all of it.

    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

    Per Robynvogel's comment, your WTF-Expedition is probably written to an older version of RTG. That looks like a pretty old version as the oldest one on the curse page is 1.4 and yours is version 1.2. Try updating to WTF-Expedition 1.4.1 or 1.5.1.

    Posted in: Minecraft Mods
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    posted a message on Underground Biomes Constructs

    Chisel and UBC both use the same metadatas so they can't work on the same blocks. This isn't changeable until Minecraft completely overhauls the blockstate system - which might actually happen in 1.13, but if so there will be big delays on mod conversions.


    Having rock formations use UBC stone requires recoding the biome decorators. I hacked the Highlands decorators for 1.7, but there were only three biomes, and Highlands used a subclass of the standard decorator. BoP uses its own decoration system, so I think any compatibility changes would have to be done on their end. It's not too hard - I have an API for it, and that's how RTG does it.

    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

    The reason I was asking about Climate Control is that Climate Control has a spawn rescue procedure and I can modify it to not spawn on leaves. I'm pretty sure I just copied that choice from vanilla so dropping CC won't fundamentally solve the problem of spawning on the leaves. The absurd trees are from some mod; I don't know which and there's not much RTG or CC could do about them.

    Posted in: Minecraft Mods
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    posted a message on GeographiCraft - Stop chunk walls, control size and frequencies of climate zones, oceans, land, and biomes, and more

    There's no way to stop specific sub-biomes from generating. I am thinking about adding a method. For Oasis, you could use BiomeTweaker, which can convert one biome into another, and, yes, GC won't interfere with that (most of the BT layout changes don't work with CC/GC, but that one does).

    Posted in: Minecraft Mods
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    posted a message on Highlands - Uncharted Territory (finally for 1.8.9!)

    The original modder is inactive. The RTG team is working on a port to 1.10.2, but we are just not going to be able to support older versions. We'll look at whether this happens with the port.

    Posted in: Minecraft Mods
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    posted a message on GeographiCraft - Stop chunk walls, control size and frequencies of climate zones, oceans, land, and biomes, and more

    If you want to add additional biomes to CC/GC on your own, use the external biomes config. Set


    S:externalBiomeNames=IceSpikes,GravelBeach,Oasis


    (the exact names aren't important, it's only internal to GC)

    Start Minecraft and then quit. CC/GC will create configs for three biomes with those names, which you can set to the appropriate IDs and whatever incidences/climates/etc you want. This will make them show up as full-sized biomes.

    Oasis should appear as a sub-biome in Desert already. Gravel Beach isn't used. Gravel Beach as a full biome would be awful though. If you want Gravel Beach to show up as a beach for BoP biomes that would require some significant recoding inside GC (the beach code is inherited from vanilla and is a special-case mess).

    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
    Quote from Daihok41»

    Ok so i am having problem with island biomes spawning on mainland, would i just change the variables and add the island variable to the ocean and deepocean in Biome tweaker and then blacklist the island biomes variables for the mainland?


    Complex stuff with Biome Tweaker should be addressed in the Biome Tweaker thread. We provide basic setups to use BT for non-vanilla biomes, but we aren't BT experts.
    Quote from reddvilzz»

    Hi there, I'm having this issue where sometimes when I create a world using RTG world gen it will put me up in the sky where this floating trees are. It is not every time though only sometimes. What maybe causing this?


    If you need anything just let me know, I'll try and provide it.


    I'm on 1.7.10 btw. Thank you.


    Are you using Climate Control? If not, then it's a limitation of the vanilla spawner and not easily fixed in RTG. Are you spawning on log blocks or leaves?
    Posted in: Minecraft Mods
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    posted a message on Underground Biomes Constructs
    Quote from TomberWolf»

    Hoped, the latest beta17 for 1.10.2 fixed this issue with OBC Ore Registrar mod.


    Could you please fix it?



    That looks like a problem on the Ore Registrar's end (which I don't do.) I'm guessing there's a double registration for the IC2 ores.

    Posted in: Minecraft Mods
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    posted a message on Underground Biomes Constructs

    1.10.2 version updated with fixes for ore registration and not including the overworld dimension. 1.11.2 version updated for all recent 1.10.2 fixes. See the OP for links.

    Posted in: Minecraft Mods
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    posted a message on Climate Control - change climate zones sizes, ocean sizes, and more
    Quote from 2714491883MP»



    And one BUG?if true the mountains chains, many places will be very flat.


    There are largish areas without mountains, but they're not problematically flat. Most flattish vanilla biomes have hilly sub-biomes. If you have mod biomes, you'll get some hills that way as well. Some big sort-of-flat areas are IMO desirable anyway, for variety and for large builds. You can stay away if you don't like them.
    Quote from TomberWolf»

    Sorry, it's me again. The version of amidst doesn't work for me. I need the Forge version for 1.10.2.
    Could somebody tell me where to find it?


    There's a link in the OP of the Geographicraft thread.
    Posted in: Minecraft Mods
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    posted a message on The Palace of Alaryen City!

    Spectacular! Have you decorated the interior?

    Posted in: Creative Mode
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    posted a message on GeographiCraft - Stop chunk walls, control size and frequencies of climate zones, oceans, land, and biomes, and more

    I don't think BoP can update from 1.7.10 to 1.10.2. The biome set changed, and it would crash trying to make now non-existent biomes. Geographicraft itself could work but you'd have to set up the biome IDs manually. Biomes set up differently so the IDs will change, so you'd need to copy the IDs from a 1.10 config file and the rest of the data from a 1.7 config file.


    On top of everything else, BoP has overhauled its terrain generation so you'll still get chunk walls in at least some biomes.


    Honestly, don't plan to start in 1.7.10 and update to 1.10.2. Even when it's the same mod generally there have been drastic enough changes an update won't work.

    Posted in: Minecraft Mods
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    posted a message on GeographiCraft - Stop chunk walls, control size and frequencies of climate zones, oceans, land, and biomes, and more

    ForgeAmidst isn't needed, it's just a good way to quickly look at the effects of config settings. All you have to do to use it is put it in your mods folder. Config changes are needed only if you want a particular type of world.

    Posted in: Minecraft Mods
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    posted a message on Survival Tips

    Fence your yard as soon as you can, branch mine at y=11, and never dig straight up or down.

    Posted in: Survival Mode
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