Thank you for the thoughtful reply! I actually was hoping it would be similar to vanilla as the server I tried out was frustrating. There was hardly any ore deep in the ground at all, which disincentivized mining. More is preferable to less, especially in economy server circumstances where that can be mitigated. Thank you again and I look forward to following your project!
The ore generation closely matches vanilla. However, due to the way that decorations are carried out in some biomes that have custom decorations, there are multiple calls to the ore gen methods that were leading to extra ore being generated in some chunks. This has been mitigate in 1.10.2 for now, though the amount of ore generated might be slightly different that what vanilla would have, but this will be properly fixed in the future.
As for the height of specific ores being generated (diamond on the surface, as you mentioned), this is caused by another mod.
If you want to have more control over ore generation, you should use a mod that can do specifically that, as this is kind of outside the scope of RTG. COFHCore and MMD OreSpawn can do this.
The porting process to 1.12 should start in the next couple of weeks, but don't expect a useable release anytime soon. There is a lot that needs to be done than just getting the mod to work in 1.12, and it will take some testing before it can be considered stable.
Yay! No rush, though. Those of us on 1.12 at least have the OTG Biome Bundle which is almost nearly as good as RTG
Shame though that the official java MC is adding it's own JSON-based terrain generation configuration. Even official schematics for things like structures and trees! I have a feeling it won't be nearly as configurable as anything the modding community has come up with, though.
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).
I'm running a 1.10.2 private server with RTG, WTF Expedition (just the very basics), and about 80 total mods of which half a dozen I can think of add ores (Base Metals, Simple Upgrades, the Thermal Expansion suite, Project Red, Router Reborn, and now the Thaumcraft 6 beta). The modpack also contains Dr Cyano's OreSpawn, required by Base Metals. I had to regenerate my world subsequent to adding Thaumcraft 6 because Thaumcraft 6 adds biomes, which of course messed up the biome mapping throughout the world.
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.
I'm going to try another new worldgen, but ... has anyone else run into a case like this? Did I just get a couple of dead-unlucky world seeds? To the best of my recollection, the only changes I have made to RTG's config are to set bedrock to one block flat, disable cobblestone boulders, and change max dune height from 4 to 6. All RTG oregen options are set true.
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'.
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'.
I did check OreSpawn version, and have replaced the OreSpawn_1.10.2-1.1.0.jar I was using with OreSpawn-1.10.2-3.2.1.100 from the MMD OreSpawn project page. Thanks for that tip. I've just reloaded and regenerated, and I'm trying again with that change.
I'm using BaseMetals primarily to get its mining hammers, which make a good early-game way to get ore doubling, bronze and steel before you have any industrial infrastructure in place. However, it does look from the configuration as though I may not actually need OreSpawn if I have CoFHCore — BaseMetals says it is dependent upon OreSpawn for its ore generation, but if I can get CoFHCore to do that instead and only have one additional oregen running, I am totally good with that.
I did check OreSpawn version, and have replaced the OreSpawn_1.10.2-1.1.0.jar I was using with OreSpawn-1.10.2-3.2.1.100 from the MMD OreSpawn project page. Thanks for that tip. I've just reloaded and regenerated, and I'm trying again with that change.
I'm using BaseMetals primarily to get its mining hammers, which make a good early-game way to get ore doubling, bronze and steel before you have any industrial infrastructure in place. However, it does look from the configuration as though I may not actually need OreSpawn if I have CoFHCore — BaseMetals says it is dependent upon OreSpawn for its ore generation, but if I can get CoFHCore to do that instead and only have one additional oregen running, I am totally good with that.
...So I think I just got plain dead unlucky either on two world seeds in a row, or on where I tried to mine in those worlds, because after another full regeneration on a new random seed, my current world has abundant iron, gold, emeralds and diamonds (all four of which I hit on the very first mineshaft I sunk).
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)
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.
For the 1.12 update, wondering a couple of things. Seems that there will be more customization options, so wondering if you'd allow floating numbers (or if they're currently allowed, haven't actually tested it out in fears it'll crash the test server) for some of the configuration options such as "RTG Tree from Vanilla Sapling Chance" want 75% of saplings to turn into RTG trees.
Also if it's possible to turn off cactus from spawning by rivers when "Enable Lush River Bank Decorations in Hot Biomes" is set to true, dislike that there's sand there when there's grass all around. (Or preferably, if it could be possible to allow cactus to grow on grass blocks)
And the other thing I was wondering is if the way the world is generated will change. So if I have a 1.10 10k x 10k map and want to expand to a 20k x 20k map, if I'll get weird biome or terrain generation changes right at the edge of the previous 10k world.
A huge thing to suggest - changes to the savanna biome. They should far more open with less trees, and light green grass with dark green leaves. Why do I say this? The definition of a savanna is an open grassland with few trees, what is currently added is a a bush woodland in the DRY SEASON. That is why the grass is brown. And why base it off of the dry season? That's like basing the forest biome upon autumn. So please, green grass and trees, in a open area with some bushes as well.bareky any hills
Pretty sure that minecraft sets the color of the grass and leaves depending on the biome, you could probably change it if you change your texture pack but don't think RTG would have anything to do with it.
which means "Dungeon Frequency" and "Generate Dungeons"? Does it affect the frequency of dungeons from mods ( reccurent complex, ruins (sss), chocolatedungeon, etc.)? what does it even affect?
You should take down the 1.12 spoiler bit. It's terribly misleading, and actually pissed me off a bit. Just show the message about 1.12 not being available yet.
I get good world generation except that there appear to be no Thaumcraft Magical Forest biomes generated. Nature's Compass will direct me to where it thinks a magical forest biome is, but no magical forest is actually there.
This may be related to this message from the server console during boot:
[18:44:07] [Server thread/WARN] [FML/RTG]: [RTG-WARN] WARNING! RTG could not find a realistic version of Magical Forest (193) from thaumcraft.common.world.biomes.BiomeGenMagicalForest. (If Magical Forest is a non-Overworld biome, then this is not an error.)
There do not appear to be any conflicts with any of Thaumcraft's biome IDs (193-195).
You should take down the 1.12 spoiler bit. It's terribly misleading, and actually pissed me off a bit. Just show the message about 1.12 not being available yet.
I have to agree. I was so excited when I stumbled across this mod - something I have been hoping for for years. With a happy heart I clicked the download spoiler box and was massively disappointed to see it's not available for 1.12.
I'm not hassling for 1.12 - I appreciate the work that goes into these thing - just +1 to the above post.
Thank you for the thoughtful reply! I actually was hoping it would be similar to vanilla as the server I tried out was frustrating. There was hardly any ore deep in the ground at all, which disincentivized mining. More is preferable to less, especially in economy server circumstances where that can be mitigated. Thank you again and I look forward to following your project!
Yay! No rush, though. Those of us on 1.12 at least have the OTG Biome Bundle which is almost nearly as good as RTG
Shame though that the official java MC is adding it's own JSON-based terrain generation configuration. Even official schematics for things like structures and trees! I have a feeling it won't be nearly as configurable as anything the modding community has come up with, though.
What mods are you using with O.T.G and Biome Bundle? RogueLike Dungeon? Tough As Nails?
Minecraft Fan! And modder wanna be!
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).
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
I'm running a 1.10.2 private server with RTG, WTF Expedition (just the very basics), and about 80 total mods of which half a dozen I can think of add ores (Base Metals, Simple Upgrades, the Thermal Expansion suite, Project Red, Router Reborn, and now the Thaumcraft 6 beta). The modpack also contains Dr Cyano's OreSpawn, required by Base Metals. I had to regenerate my world subsequent to adding Thaumcraft 6 because Thaumcraft 6 adds biomes, which of course messed up the biome mapping throughout the world.
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.
I'm going to try another new worldgen, but ... has anyone else run into a case like this? Did I just get a couple of dead-unlucky world seeds? To the best of my recollection, the only changes I have made to RTG's config are to set bedrock to one block flat, disable cobblestone boulders, and change max dune height from 4 to 6. All RTG oregen options are set true.
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'.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
I did check OreSpawn version, and have replaced the OreSpawn_1.10.2-1.1.0.jar I was using with OreSpawn-1.10.2-3.2.1.100 from the MMD OreSpawn project page. Thanks for that tip. I've just reloaded and regenerated, and I'm trying again with that change.
I'm using BaseMetals primarily to get its mining hammers, which make a good early-game way to get ore doubling, bronze and steel before you have any industrial infrastructure in place. However, it does look from the configuration as though I may not actually need OreSpawn if I have CoFHCore — BaseMetals says it is dependent upon OreSpawn for its ore generation, but if I can get CoFHCore to do that instead and only have one additional oregen running, I am totally good with that.
...So I think I just got plain dead unlucky either on two world seeds in a row, or on where I tried to mine in those worlds, because after another full regeneration on a new random seed, my current world has abundant iron, gold, emeralds and diamonds (all four of which I hit on the very first mineshaft I sunk).
Hi everyone!
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.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
For the 1.12 update, wondering a couple of things. Seems that there will be more customization options, so wondering if you'd allow floating numbers (or if they're currently allowed, haven't actually tested it out in fears it'll crash the test server) for some of the configuration options such as "RTG Tree from Vanilla Sapling Chance" want 75% of saplings to turn into RTG trees.
Also if it's possible to turn off cactus from spawning by rivers when "Enable Lush River Bank Decorations in Hot Biomes" is set to true, dislike that there's sand there when there's grass all around. (Or preferably, if it could be possible to allow cactus to grow on grass blocks)
And the other thing I was wondering is if the way the world is generated will change. So if I have a 1.10 10k x 10k map and want to expand to a 20k x 20k map, if I'll get weird biome or terrain generation changes right at the edge of the previous 10k world.
A huge thing to suggest - changes to the savanna biome. They should far more open with less trees, and light green grass with dark green leaves. Why do I say this? The definition of a savanna is an open grassland with few trees, what is currently added is a a bush woodland in the DRY SEASON. That is why the grass is brown. And why base it off of the dry season? That's like basing the forest biome upon autumn. So please, green grass and trees, in a open area with some bushes as well.bareky any hills
Pretty sure that minecraft sets the color of the grass and leaves depending on the biome, you could probably change it if you change your texture pack but don't think RTG would have anything to do with it.
Might be wrong on this...
Really awesome mod! Cant wait for update!
1.7.10
which means "Dungeon Frequency" and "Generate Dungeons"? Does it affect the frequency of dungeons from mods ( reccurent complex, ruins (sss), chocolatedungeon, etc.)? what does it even affect?
You should take down the 1.12 spoiler bit. It's terribly misleading, and actually pissed me off a bit. Just show the message about 1.12 not being available yet.
RTG 1.10.2 plus Thaumcraft 6 beta:
I get good world generation except that there appear to be no Thaumcraft Magical Forest biomes generated. Nature's Compass will direct me to where it thinks a magical forest biome is, but no magical forest is actually there.
This may be related to this message from the server console during boot:
[18:44:07] [Server thread/WARN] [FML/RTG]: [RTG-WARN] WARNING! RTG could not find a realistic version of Magical Forest (193) from thaumcraft.common.world.biomes.BiomeGenMagicalForest. (If Magical Forest is a non-Overworld biome, then this is not an error.)
There do not appear to be any conflicts with any of Thaumcraft's biome IDs (193-195).
Aaah, so.....
I should look and see if there's a magical forest nearby in any of the alternate overworlds. And build a stargate nearby...
I have to agree. I was so excited when I stumbled across this mod - something I have been hoping for for years. With a happy heart I clicked the download spoiler box and was massively disappointed to see it's not available for 1.12.
I'm not hassling for 1.12 - I appreciate the work that goes into these thing - just +1 to the above post.