A while back, I commissioned the great texture artist Alvoria to make some textures for me. The idea was to make a range of expanded blocks in the default style but not modified defaults. I was going to make a mod from them, but that never quite panned out. But the textures are really super high tier, and I'd like them to get some kind of use. So I'm hereby releasing them, posting them here for anyone to use. I've posted a screenshot of some of them, but there are far more than this. There are textures for 4 tiers of grinders & furnaces (brick through purpur) along with animations for them, textures for tools and machines and a variety of nuggets for the ores and ingots.
Legal Disclaimer: I hereby release all of the textures contained within this .zip file into the Public Domain. This act frees these works of all copyright and allows them to be used in any way and without any restriction for whatever purpose anyone should choose. The details of this release are in the proper legal text below.
There's no release date yet for 1.12, but Srs is working hard on it at the moment, and I'm about to get my hands dirty with it again as well, so hopefully not long now.
There are no plans for RTG after 1.12... however... if I'm still playing modded Minecraft after 1.12 and there isn't a mod that provides the kind of realistic terrain generation that RTG does, then I will do what I can to remedy that.
.
I cannot tell you how happy that makes me. I truely love the kind of terrain that RTG creates, and I would love to see it in action with the new biomes provided in 1.13+.
Speaking for myself, this forum thread was unavailable for quite some time. The link on the mod page doesn't lead to this thread, indeed it says it doesn't exist, and the link I had previously to this thread refused to operate, so perhaps that's what's going on?
Hello, I'm looking for some help. (I'm sure everyone is shocked.)
I've found that when I drop a "deny" argument into spawn.json I get a crash.
{
"dimension": 0,
"mob": ["minecraft:horse", "minecraft:polar_bear", "minecraft:blaze"]
"result": "deny"
}
or this
{
"dimension": 0,
"mob": "minecraft:blaze"
"result": "deny"
}
Both seem to cause a crash on my end.
Caused by: com.google.gson.JsonSyntaxException: com.google.gson.stream.MalformedJsonException: Unterminated object at line 5 column 6 path $[0].mob
That's the location where the "deny" is, and I don't understand. Does anyone have any advice?
And now for the praise. Thank you for making this mod, I've been wanting a way to control creature spawns to specific biomes and dimensions for a long time, ever since "just another spawner" went kaput in 1.7. I want to have pegasus in the aether darn it! I want unicorns in my flying sky islands!
Oh sorry. Disregard my last message. Refering to a biome by it's registry name is something that was only added in newer versions of BiomeTweaker. In 1.10 you will still have to refer to biomes by their IDs.
you should first verify that the correct biome IDs match up with the script entries. (Any mod the initializes before BoP and adds biomes could potentially skew the IDs.)
Then all you need to do is add bayou.remove() at the bottom of the script.
Those example configs should only be used a reference at this point, though, as they are quite old and could use a rewrite. (In future versions of RTG, BiomeTweaker or GeographiCraft won't be neccessary.)
The news about not needing BiomeTweaker or GeograhiCraft is really cool, but what do you mean "future versions'. There's only ever going to be one more version before you cease development entirely, as you've pointed out. Once 1.13 hits, you're never going to touch this mod again. At least going by your commentary about the rewrite of the terrain generation in 1.13 meaning that you would have to rewrite the whole mod.
Hey folks. Looking for a little assistance with my config files. I have and understand how to make biomes o plenty work with RTG, but what I'm trying to understand is how to set the config files so that certain BoP biomes don't spawn. For instance, I'm not a fan of the BoP Bayou when RTG generates swamps with rivers flowing into them, which is, you know, a bayou without a dedicated biome for that.
Can someone give me a quick and dirty rundown on what to modify so that I can remove certain biomes from spawning, but the rest do?
Ok. Thank you for the update @srs_bsns. I will be taking online java courses to attempt to learn. Is there anything I should attempt to focus on, so that I might assist in moving the project forward with the heavy rewrite coming for 1.13?
Will you be able to speak to the possibilities of 1.13 update before the release of 1.13? With the new biomes being added, I'm curious if you know what changes will be needed, or if it's unknown at this time?
Hey Dev team. I finally figured out what I was doing wrong with my RTG server-side. I wasn't letting the world start up and generate the spawn area in RTG. I had a preexisting chunk of world there, and somewhere in the code of Forge or Minecraft or something, once you've started the world, it doesn't matter what's in the server config file, it just rolls out with the original startup. So, I finally figured out why my RTG worlds weren't RTG despite having set them up. Dunno if this will help anyone, or if it's just a good laugh, but thought I'd post it just as a heads up.
Have you started a new world after changing that setting?
Is the server you are starting a Forge server and does RTG actually get loaded by Forge?
Yes, I have started a new world after changing the setting, the server is a forge server, I do not know if RTG gets loaded by forge, I'll check the server startups.
In order to use RTG on a dedicated server, you need to set level-type=RTG in your server.properties file. As long as it is the standard Overworld (Dim 0) it should work.
Srs_bsns, that is the command I have in my server.properties file, as I mentioned in my original post. My server worlds are not generating with RTG landscape. What other configurations can I check?
Hey srs_bsns, thanks for replying. I'm aware that in an already generated world you get horrible (and amusing) chunk boundaries, so i wasn't planning on switching over in midgame. I'm just trying to get a server to use rtg.
I'm not generating a world outside of dim 0, it's the standard overworld.
Hey RTG fans. WOPink, I'm having some trouble with setting this mod up on a server. I can get RTG to work fine on single player, but when I move to a server, I can't seem to make the RTG terrain generate. I have set the "level-type=RTG" in server.properties but I still generate the default terrain layouts. I'm using biomes o' plenty, is there something I need to include to allow RTG to do it's thing on a server? I used the configuration files for biome tweaker and RTG that worked on my single player world.
3
A while back, I commissioned the great texture artist Alvoria to make some textures for me. The idea was to make a range of expanded blocks in the default style but not modified defaults. I was going to make a mod from them, but that never quite panned out. But the textures are really super high tier, and I'd like them to get some kind of use. So I'm hereby releasing them, posting them here for anyone to use. I've posted a screenshot of some of them, but there are far more than this. There are textures for 4 tiers of grinders & furnaces (brick through purpur) along with animations for them, textures for tools and machines and a variety of nuggets for the ores and ingots.
Legal Disclaimer: I hereby release all of the textures contained within this .zip file into the Public Domain. This act frees these works of all copyright and allows them to be used in any way and without any restriction for whatever purpose anyone should choose. The details of this release are in the proper legal text below.
Download Linky link.
1
I cannot tell you how happy that makes me. I truely love the kind of terrain that RTG creates, and I would love to see it in action with the new biomes provided in 1.13+.
Speaking for myself, this forum thread was unavailable for quite some time. The link on the mod page doesn't lead to this thread, indeed it says it doesn't exist, and the link I had previously to this thread refused to operate, so perhaps that's what's going on?
0
Hello, I'm looking for some help. (I'm sure everyone is shocked.)
I've found that when I drop a "deny" argument into spawn.json I get a crash.
Both seem to cause a crash on my end.
Caused by: com.google.gson.JsonSyntaxException: com.google.gson.stream.MalformedJsonException: Unterminated object at line 5 column 6 path $[0].mob
That's the location where the "deny" is, and I don't understand. Does anyone have any advice?
And now for the praise. Thank you for making this mod, I've been wanting a way to control creature spawns to specific biomes and dimensions for a long time, ever since "just another spawner" went kaput in 1.7. I want to have pegasus in the aether darn it! I want unicorns in my flying sky islands!
0
Fixed, Deleted Post.
0
The news about not needing BiomeTweaker or GeograhiCraft is really cool, but what do you mean "future versions'. There's only ever going to be one more version before you cease development entirely, as you've pointed out. Once 1.13 hits, you're never going to touch this mod again. At least going by your commentary about the rewrite of the terrain generation in 1.13 meaning that you would have to rewrite the whole mod.
0
Hm, thank you. I was thinking I needed to set the gen weight, like so
bopCherryBlossomGrove.set("genWeight", 0)
So, I need to call the remove function at the end of the RTG.cfg file. Thank you. I assume I also need to remove references to those biome numbers?
0
I use Biome Tweaker.
0
Hey folks. Looking for a little assistance with my config files. I have and understand how to make biomes o plenty work with RTG, but what I'm trying to understand is how to set the config files so that certain BoP biomes don't spawn. For instance, I'm not a fan of the BoP Bayou when RTG generates swamps with rivers flowing into them, which is, you know, a bayou without a dedicated biome for that.
Can someone give me a quick and dirty rundown on what to modify so that I can remove certain biomes from spawning, but the rest do?
0
Ok. Thank you for the update @srs_bsns. I will be taking online java courses to attempt to learn. Is there anything I should attempt to focus on, so that I might assist in moving the project forward with the heavy rewrite coming for 1.13?
0
Will you be able to speak to the possibilities of 1.13 update before the release of 1.13? With the new biomes being added, I'm curious if you know what changes will be needed, or if it's unknown at this time?
2
Hey Dev team. I finally figured out what I was doing wrong with my RTG server-side. I wasn't letting the world start up and generate the spawn area in RTG. I had a preexisting chunk of world there, and somewhere in the code of Forge or Minecraft or something, once you've started the world, it doesn't matter what's in the server config file, it just rolls out with the original startup. So, I finally figured out why my RTG worlds weren't RTG despite having set them up. Dunno if this will help anyone, or if it's just a good laugh, but thought I'd post it just as a heads up.
0
Yes, I have started a new world after changing the setting, the server is a forge server, I do not know if RTG gets loaded by forge, I'll check the server startups.
0
In order to use RTG on a dedicated server, you need to set level-type=RTG in your server.properties file. As long as it is the standard Overworld (Dim 0) it should work.
Srs_bsns, that is the command I have in my server.properties file, as I mentioned in my original post. My server worlds are not generating with RTG landscape. What other configurations can I check?
0
Hey srs_bsns, thanks for replying. I'm aware that in an already generated world you get horrible (and amusing) chunk boundaries, so i wasn't planning on switching over in midgame. I'm just trying to get a server to use rtg.
I'm not generating a world outside of dim 0, it's the standard overworld.
0
Hey RTG fans. WOPink, I'm having some trouble with setting this mod up on a server. I can get RTG to work fine on single player, but when I move to a server, I can't seem to make the RTG terrain generate. I have set the "level-type=RTG" in server.properties but I still generate the default terrain layouts. I'm using biomes o' plenty, is there something I need to include to allow RTG to do it's thing on a server? I used the configuration files for biome tweaker and RTG that worked on my single player world.