Well technically it is about 1.13 but can I ask if the mod will be allowed to be continued to by other people in the future? This is the only mod of its kind as far as I know, I mean there are other biome mods and such but not with the generation aspect as well as here.
I know some mods have had a long lifespan through multiple people taking over from eachother after the person lost interest/didn't have time/got a kid/etc.
Either way a short thanks for the work that was put in to the mod.
I don't understand why everyone is so incessant that RTG be continued after 1.12. With the state that RTG is in code-wise, and the complete rewrite of Forge for 1.13, and the complete reworking of chunk generation in Minecraft in 1.13, RTG will have to basically be rewritten from scratch. It would be a feat of futility to try and port the current code.
On top of that futility, a lot of the current codebase was written by someone that is no longer involved with the mod and his code is overly complex, confusing, and has no documentation, which is partly why the 1.12 update is taking so long. Anyone coming into the project would likely want to rewrite everything anyways, in which case, they may as well make their own mod.
Just because the current RTG codebase might be coming to an end doesn't mean there won't be other mods like it in the future. And I already have plans for a similar mod for 1.13, but that is something that is MONTHS away before it even gets started due to Forge being rewritten.
People that play Minecraft need to remain focused on 1.12 and forget about 1.13 for the foreseeable future, because it will be a while before Forge has a stable version for 1.13.
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.
I meant future releases for 1.12, as there will likely be a few releases after the initial release.
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?
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.)
Just join the Discord if you want to be kept up to speed. srs_bsns is working on improving the 1.10 version (and making some of the code more readable) before porting it over to 1.12 and even WhichOnesPink has been spotted not too long ago.
Wat. I'm not doing anything with 1.10; 1.10 is dead to me. I'm updating to 1.12 now, and it's a lot more than just 'making the code more readable.'
What third party mod do you need? i used rtg a year or 2 ago and stopped using it bc i couldnt get bop stuff to spawn.
You need to use GeographiCraft, or BiomeTweaker, in order to have BoP biomes in a RTG world. In most other cases mod-added biomes will work fine without them though.
Please don't advise people to use something that isn't official.
That is:
1. not a 'port', nor is it official in any way.
2. a branch for 1.12 that has no new code in it, no release, and isn't designed to be used by anyone ever.
3. Not any kind of replacement for having to use GeographiCraft or BiomeTweaker.
For example, do folks want RTG's custom trees to grow using DT's growth algorithm?
Yes. This is what is being asked. It's been asked a few times, but it's likely more work than it's worth. We would likely have to rebuild all of our trees algorithms to work with DT, or write completely new ones on top of ours that only get used with DT. This has the potential of making our decoration system difficult to maintain and it's certainly more work that will just delay 1.12. I'd give this a hard no, for the time being atleast.
Also, it would mean adding another dependency that could potentially break at any time. It's already aggrevating enough having to deal with the BoP API breaking at any given time when Forstride decides to remove biomes, etc, and breaking compatibility. :\
I am just checking out RTG, and am pretty stoked about it, but I don't see Abyssal Craft anywhere in the list of mods supported, and haven't seen any requests for it. Is it possible Abyssal Craft will be added in the near future?
Abyssal Craft is listed in Biome Support (not in compatabilty), and there has been support for it since 1.7.10.
Hello! I am using this mod in my 1.10.2 modpack and one of the primary mods, Vampirism, seems to not be spawning any biomes. I believe this is due to RTG as the mod detects its biome but when I teleport to the given coordinates its a different biome! Does anyone know of a way to fix this?
Ignore the previous replies. Vampirism's biome isn't showing up in your world because the current stable release of RTG for 1.10 doesn't have support for it, so when RTG encounters it while generating chunks it gets replaced with the 'patch biome' (config option), which is minecraft:plains by default.
Support for Vampirism's biome has already been added in the dev branch, I just haven't had time to put out a new release yet as I was waiting on Azanor to fix an internal issue with Thaumcraft's biomes. Everything is ready to go now, but I need to finish up a commit for the 1.12 port I'm working on before putting out the new release for 1.10. I should be able to do this in the next day or so.
is there still progress being made on this mod or is it no longer being updated
It's in the process of being updated to 1.12 when I have the time to work on it. There are no estimations on when it will be done; Don't expect a stable release any time soon.
I've just registered only because of this mod to say thank you! Awesome mod! Very beautiful and realistic world <3
NO CAVES AND ORES PROBLEM SOLUTION
I've also had a problem of lack of ores and caves, I've even created worlds in a creator mode (i'm a survival player))) and dig for half an hour in every directions - no caves and small amount of iron ores)) that was really sad and almost made me to delete this mod, however I've found out the solution.
Check the rtg.cfg file in minecraft/config/RTG folder. There will be caves setup, check that the value for caves is =true, and check that CaveFrequency is not so high (I set =5), and CaveDensity is not so low (I left it as 16).
Save it and recreate the world =)
It would be great if you put this kind of information in the main post for new users and the same newbies as I am)
sorry for my english
RTG's default cave settings in the config are, unfortunetly, backwards to vanilla's. It's a long-standing bug that hasn't been fixed, though it will be in 1.12.
Try these settings (the vanilla defaults):
WhichOnesPink is currently unavailable for development due to IRL stuff. Currently I am the only one maintaining Team-RTG mods. I do not use Twitter, et al, but you can always join our Discord server to keep track of development.
The problem I'm suddenly running into is that on two successive world generation attempts, my world is staggeringly poor in vanilla metals. In two days I have not found one single block of underground iron ore. I've found maybe a dozen isolated blocks of iron ore perched high on the sides of mountains, and four — count'em, four — blocks of gold ore. (And at that, all four were mod-added dense gold ore, not one single block of vanilla gold ore.) It also seems almost devoid of ravines — I've yet to find one — and remarkably poor in caves. The few caves I have found have been small and haven't run very far.
RTG will generate ores fine using the vanilla default levels. The only time it won't is when third-party ore gen mods are being used and are overriding RTG's generation.
You should look to the configuration of the ore gen mods you are using and also remove any mods that are redundant. (i.e. you can use COFHCore to generate all ores and probably don't need Base Metals, etc..). Also, if you are still using 'Dr. Cyano's OreSpawn' then you are using outdated mods.. you should be using 'MMD OreSpawn'.
Is there a way to edit the biome size? If not can it be added-in in future updates.
Currently there is no way to do this in RTG and you will need to use a third-party mod to do it, such as BiomeTweaker.
In future releases (1.12+) the biome size setting will be able to be adjust from the Customize World screen for SSP, or through generator settings for a dedicated server (SMP).
1
I don't understand why everyone is so incessant that RTG be continued after 1.12. With the state that RTG is in code-wise, and the complete rewrite of Forge for 1.13, and the complete reworking of chunk generation in Minecraft in 1.13, RTG will have to basically be rewritten from scratch. It would be a feat of futility to try and port the current code.
On top of that futility, a lot of the current codebase was written by someone that is no longer involved with the mod and his code is overly complex, confusing, and has no documentation, which is partly why the 1.12 update is taking so long. Anyone coming into the project would likely want to rewrite everything anyways, in which case, they may as well make their own mod.
Just because the current RTG codebase might be coming to an end doesn't mean there won't be other mods like it in the future. And I already have plans for a similar mod for 1.13, but that is something that is MONTHS away before it even gets started due to Forge being rewritten.
People that play Minecraft need to remain focused on 1.12 and forget about 1.13 for the foreseeable future, because it will be a while before Forge has a stable version for 1.13.
0
I meant future releases for 1.12, as there will likely be a few releases after the initial release.
0
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.
If you are using the example config found here: https://github.com/Team-RTG/Realistic-Terrain-Generation/blob/1.12-master/etc/biometweaker/BiomesOPlenty/RTG.cfg
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.)
0
bayou = forBiomes("biomesoplenty:bayou")
bayou.remove()
0
Wat. I'm not doing anything with 1.10; 1.10 is dead to me. I'm updating to 1.12 now, and it's a lot more than just 'making the code more readable.'
1
You need to use GeographiCraft, or BiomeTweaker, in order to have BoP biomes in a RTG world. In most other cases mod-added biomes will work fine without them though.
Please don't advise people to use something that isn't official.
That is:
1. not a 'port', nor is it official in any way.
2. a branch for 1.12 that has no new code in it, no release, and isn't designed to be used by anyone ever.
3. Not any kind of replacement for having to use GeographiCraft or BiomeTweaker.
0
Yes. This is what is being asked. It's been asked a few times, but it's likely more work than it's worth. We would likely have to rebuild all of our trees algorithms to work with DT, or write completely new ones on top of ours that only get used with DT. This has the potential of making our decoration system difficult to maintain and it's certainly more work that will just delay 1.12. I'd give this a hard no, for the time being atleast.
Also, it would mean adding another dependency that could potentially break at any time. It's already aggrevating enough having to deal with the BoP API breaking at any given time when Forstride decides to remove biomes, etc, and breaking compatibility. :\
1
Abyssal Craft is listed in Biome Support (not in compatabilty), and there has been support for it since 1.7.10.
1
I just released a new version of RTG that has support for Vampirism.
You can find it here: https://github.com/Team-RTG/Realistic-Terrain-Generation/releases/tag/v1.10.2-4.1.3.0
or Here: https://minecraft.curseforge.com/projects/realistic-terrain-generation/files/2550453
1
Ignore the previous replies. Vampirism's biome isn't showing up in your world because the current stable release of RTG for 1.10 doesn't have support for it, so when RTG encounters it while generating chunks it gets replaced with the 'patch biome' (config option), which is minecraft:plains by default.
Support for Vampirism's biome has already been added in the dev branch, I just haven't had time to put out a new release yet as I was waiting on Azanor to fix an internal issue with Thaumcraft's biomes. Everything is ready to go now, but I need to finish up a commit for the 1.12 port I'm working on before putting out the new release for 1.10. I should be able to do this in the next day or so.
1
EOL is End of Life: https://en.wikipedia.org/wiki/End-of-life_(product)
But yeah, any effort is best directed towards a complete rewrite.
0
It's in the process of being updated to 1.12 when I have the time to work on it. There are no estimations on when it will be done; Don't expect a stable release any time soon.
0
RTG's default cave settings in the config are, unfortunetly, backwards to vanilla's. It's a long-standing bug that hasn't been fixed, though it will be in 1.12.
Try these settings (the vanilla defaults):
-----
WhichOnesPink is currently unavailable for development due to IRL stuff. Currently I am the only one maintaining Team-RTG mods. I do not use Twitter, et al, but you can always join our Discord server to keep track of development.
0
RTG will generate ores fine using the vanilla default levels. The only time it won't is when third-party ore gen mods are being used and are overriding RTG's generation.
You should look to the configuration of the ore gen mods you are using and also remove any mods that are redundant. (i.e. you can use COFHCore to generate all ores and probably don't need Base Metals, etc..). Also, if you are still using 'Dr. Cyano's OreSpawn' then you are using outdated mods.. you should be using 'MMD OreSpawn'.
0
Currently there is no way to do this in RTG and you will need to use a third-party mod to do it, such as BiomeTweaker.
In future releases (1.12+) the biome size setting will be able to be adjust from the Customize World screen for SSP, or through generator settings for a dedicated server (SMP).