When will 1.11.2 be released? I have been waiting for quite some time. Great mod by the way! is beautiful with shaders!
We are still focussed on putting out a new release for 1.10 right now, and it is undecided if we are going to put out a release for 1.11. We may skip 1.11 and go straight to 1.12 which should be released soon.
A 1.11.2 Alfa can be compiled from source , but its not as feature rich as 1.10.2 . When 1.10.2 is working as intended , then the 1.10.2 features will be merged into 1.11.2 .
Our branch for 1.11.2 currently isn't very useful at the moment. It doesn't contain any of the changes since the last release for 1.10.2 (4.1.2.4) and it may not even work correctly.
It is possible to convert this mod to a plugin? It would be very nice, mod is awesone, i need this generator for server (yeap, it's possible, i've been tried), but it's too hard to combine mods with plugins (i'm using Spigot).
Please, give any response about this.
You could try making a world with only RTG, pregenning the world, and then placing it as the world file for the server.
Same. Have been completely spoiled. Large flat plains that aren't full of holes? I can't go back to vanilla after that. I'm just waiting for the 1.11.2 version so I can play it with my other favorite mod, "Realworld".
you DO have to select the 'Realistic' world type to get RTG terrain generation. perhaps BiomeTweaker is not configured properly? i can't help you there, i use Climate Control/Geographicraft.
EDIT: or possibly the "Highlands Integration" mod has something to do with it. you should be able to adjust biomes and weights with BiomeTweaker (it's in the name) so it stands to reason that it (Highlands Integration) is a largely redundant mod. maybe BiomeTweaker doesn't play nice with Highlands Integration...? if some/most/all of Highlands Integration features are found in BiomeTweaker and BiomeTweaker doesn't, for whatever reason, play nice with Highlands Integration then removing Highlands Integration shouldn't be too painful?
i dunno, lots of speculation there, hopefully it was helpful
Normally I'm just a reader but I HAVE to say; bravo. I've tried almost every terrain generator, besides whatever it is on Spigot that's going for $40.00...A terrain generator that costs more than the game its piggy-backing off of? Anyways, I can't settle for any other terrain generator. This, to me, is the best one by far. Everything seems like it's just perfect! I'm even downgrading my single-player game to 1.10.2 to generate a map for my server and carry it over to 1.11.2!! Keep up the amazing work, this mod is simply the best!!! Thank you so much.
A huge thank you to everyone who's been leaving such positive feedback on RTG lately... it's messages like these that keep us motivated to try and make RTG even better.
Speaking of making RTG even better... we're currently working on the next release for 1.10.2, which already contains some massive improvements to the terrain generation, along with lots of other aesthetic tweaks that we think you'll enjoy, and even some under-the-hood stuff that a lot of server admins and modpack devs will hopefully find useful too.
1. Terrains are too small, mountain ranges should cover huge areas, and forests should stretch for miles. (though I realize it can be fixed in the config)
2. Everything is too smooth. the smooth nature is great but there needs to be break ups in it. especially in mountains. there needs to be significantly more cliffs and jagged areas in mountains, as well as other biomes. small overhangs and arches would also be cool features in small amounts in mountains and mesa exclusively. (do not know if this is a possibility in the config but it does not seem like it.)
1. Terrains are too small, mountain ranges should cover huge areas, and forests should stretch for miles. (though I realize it can be fixed in the config)
Features such as mountains and forests are specific to biomes and are thus limited by biome size. Since the biome layouts are not handled by RTG it is impossible to create such features without another third-party mod to do so. I recommend looking into GeographiCraft, which can create mountain ranges.
2. Everything is too smooth. the smooth nature is great but there needs to be break ups in it. especially in mountains. there needs to be significantly more cliffs and jagged areas in mountains, as well as other biomes. small overhangs and arches would also be cool features in small amounts in mountains and mesa exclusively. (do not know if this is a possibility in the config but it does not seem like it.)
The next version of RTG for Minecraft 1.10 (and beyond), which is currently in development, will have a much rougher look for mountains (code is complete). We're planning on adding code to be able to handle cliffs and overhangs, but that may take a while and might not make it into the mod until 1.11/1.12.
So I know that the 1.7.10 branch is not getting any more updates. Fine.
What would be involved in backporting the new 1.10.2 branch back to 1.7.10? I know that the blockpos API change is there, but other than that, how significantly has terrain gen / decoration changed?
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
The terrain systems are only lightly connected to the minecraft engine, so they are relatively portable, although there's internal refactoring. Generated terrain has changed moderately - Extreme Hills, mesas, and oceans are very different and rivers and lakes are completely changed for a given seed although the style is similar. Other terrains have changed little or none but the lake changes affect the exact details because they have wide banks. Generated decors and surfacing haven't yet changed much although the internals have.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Changes to Mesas, rivers, oceans, etc -- sounds like what I'd like to backport.
Hmm ...
The differences between RTG for 1.7.10 and current 1.10.2 are so great that backporting anything of significance is just futile. There are too many code differences and there has been too much refactoring to make it a simple task. And you want to do that for what? Some terrain changes? The difficulty in doing that isn't worth the reward. It's like asking about backporting Windows 7 features into Windows 95 because you think the UI looks better.
It has been many months now, but I will reiterate what I told you a long time ago when you were querying about this same kind of stuff. Just update to 1.10.2 and stop using antiquated 1.7.10 already. There are literally HUNDREDS of great mods for 1.10.2, so there's no excuse of 'but ModX doesn't have a 1.10.2 version'... try something new.
Most active modders have moved on to 1.11 already, and 1.12 just came out. Once we're finished putting together the next 1.10.2 release and it's stable, we'll likely be porting to 1.12 and 1.10.2 will likely go into maintenence-mode and won't get any new feature code either.
The differences between RTG for 1.7.10 and current 1.10.2 are so great that backporting anything of significance is just futile. There are too many code differences and there has been too much refactoring to make it a simple task. And you want to do that for what? Some terrain changes? The difficulty in doing that isn't worth the reward. It's like asking about backporting Windows 7 features into Windows 95 because you think the UI looks better.
It has been many months now, but I will reiterate what I told you a long time ago when you were querying about this same kind of stuff. Just update to 1.10.2 and stop using antiquated 1.7.10 already. There are literally HUNDREDS of great mods for 1.10.2, so there's no excuse of 'but ModX doesn't have a 1.10.2 version'... try something new.
Most active modders have moved on to 1.11 already, and 1.12 just came out. Once we're finished putting together the next 1.10.2 release and it's stable, we'll likely be porting to 1.12 and 1.10.2 will likely go into maintenence-mode and won't get any new feature code either.
I'm waiting for you to release a version compatible with 1.11.2 so I can update my modpack. Otherwise, I will have to remove RTG from an existing world, and that might break things. You don't have to change anything, just make it so I can keep using it with 1.11.2
I'm waiting for you to release a version compatible with 1.11.2 so I can update my modpack. Otherwise, I will have to remove RTG from an existing world, and that might break things. You don't have to change anything, just make it so I can keep using it with 1.11.2
RTG doesn't add any blocks or items or anything into the game, just alters how they generate so removing RTG won't break anything UNTIL you start generating new chunks WITHOUT it. please correct me if i'm wrong. i think there might be a few exceptions but you are generally safe.
I'm waiting for you to release a version compatible with 1.11.2 so I can update my modpack. Otherwise, I will have to remove RTG from an existing world, and that might break things. You don't have to change anything, just make it so I can keep using it with 1.11.2
Currently we are only working on the next release for 1.10, which is going to contain breaking changes to world generation and will not be compatible with older worlds. Any future release will be ported from that version and thus will also not be compatible with older worlds.
It hasn't been fully decided yet, but it is highly likely that we will be skipping 1.11 and going straight to 1.12 once the release for 1.10 is finalised.
We are still focussed on putting out a new release for 1.10 right now, and it is undecided if we are going to put out a release for 1.11. We may skip 1.11 and go straight to 1.12 which should be released soon.
Our branch for 1.11.2 currently isn't very useful at the moment. It doesn't contain any of the changes since the last release for 1.10.2 (4.1.2.4) and it may not even work correctly.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
Mod is smooth and looks quite stunning. This is a must have for immersion!
Click my cute drago's~
You could try making a world with only RTG, pregenning the world, and then placing it as the world file for the server.
Began playing during Alpha 1.2.6.
I can't play Minecraft without this anymore
Same. Have been completely spoiled. Large flat plains that aren't full of holes? I can't go back to vanilla after that. I'm just waiting for the 1.11.2 version so I can play it with my other favorite mod, "Realworld".
So many mods, so little time.
It's the spiritual successor to Plant Mega Pack & Decoration Mega Pack.
http://10paksmods.net/
So many mods, so little time.
Epic
you DO have to select the 'Realistic' world type to get RTG terrain generation. perhaps BiomeTweaker is not configured properly? i can't help you there, i use Climate Control/Geographicraft.
EDIT: or possibly the "Highlands Integration" mod has something to do with it. you should be able to adjust biomes and weights with BiomeTweaker (it's in the name) so it stands to reason that it (Highlands Integration) is a largely redundant mod. maybe BiomeTweaker doesn't play nice with Highlands Integration...? if some/most/all of Highlands Integration features are found in BiomeTweaker and BiomeTweaker doesn't, for whatever reason, play nice with Highlands Integration then removing Highlands Integration shouldn't be too painful?
i dunno, lots of speculation there, hopefully it was helpful
When you update to 1,11.2, please add support for Traverse. I can't wait to see what it'll look like RTG-ified.
Normally I'm just a reader but I HAVE to say; bravo. I've tried almost every terrain generator, besides whatever it is on Spigot that's going for $40.00...A terrain generator that costs more than the game its piggy-backing off of? Anyways, I can't settle for any other terrain generator. This, to me, is the best one by far. Everything seems like it's just perfect! I'm even downgrading my single-player game to 1.10.2 to generate a map for my server and carry it over to 1.11.2!! Keep up the amazing work, this mod is simply the best!!! Thank you so much.
Can't wait to see the improvements!
the mod is awesome.I just have 2 problems.
1. Terrains are too small, mountain ranges should cover huge areas, and forests should stretch for miles. (though I realize it can be fixed in the config)
2. Everything is too smooth. the smooth nature is great but there needs to be break ups in it. especially in mountains. there needs to be significantly more cliffs and jagged areas in mountains, as well as other biomes. small overhangs and arches would also be cool features in small amounts in mountains and mesa exclusively. (do not know if this is a possibility in the config but it does not seem like it.)
Features such as mountains and forests are specific to biomes and are thus limited by biome size. Since the biome layouts are not handled by RTG it is impossible to create such features without another third-party mod to do so. I recommend looking into GeographiCraft, which can create mountain ranges.
The next version of RTG for Minecraft 1.10 (and beyond), which is currently in development, will have a much rougher look for mountains (code is complete). We're planning on adding code to be able to handle cliffs and overhangs, but that may take a while and might not make it into the mod until 1.11/1.12.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
So I know that the 1.7.10 branch is not getting any more updates. Fine.
What would be involved in backporting the new 1.10.2 branch back to 1.7.10? I know that the blockpos API change is there, but other than that, how significantly has terrain gen / decoration changed?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
The terrain systems are only lightly connected to the minecraft engine, so they are relatively portable, although there's internal refactoring. Generated terrain has changed moderately - Extreme Hills, mesas, and oceans are very different and rivers and lakes are completely changed for a given seed although the style is similar. Other terrains have changed little or none but the lake changes affect the exact details because they have wide banks. Generated decors and surfacing haven't yet changed much although the internals have.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Changes to Mesas, rivers, oceans, etc -- sounds like what I'd like to backport.
Hmm ...
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
The differences between RTG for 1.7.10 and current 1.10.2 are so great that backporting anything of significance is just futile. There are too many code differences and there has been too much refactoring to make it a simple task. And you want to do that for what? Some terrain changes? The difficulty in doing that isn't worth the reward. It's like asking about backporting Windows 7 features into Windows 95 because you think the UI looks better.
It has been many months now, but I will reiterate what I told you a long time ago when you were querying about this same kind of stuff. Just update to 1.10.2 and stop using antiquated 1.7.10 already. There are literally HUNDREDS of great mods for 1.10.2, so there's no excuse of 'but ModX doesn't have a 1.10.2 version'... try something new.
Most active modders have moved on to 1.11 already, and 1.12 just came out. Once we're finished putting together the next 1.10.2 release and it's stable, we'll likely be porting to 1.12 and 1.10.2 will likely go into maintenence-mode and won't get any new feature code either.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
I'm waiting for you to release a version compatible with 1.11.2 so I can update my modpack. Otherwise, I will have to remove RTG from an existing world, and that might break things. You don't have to change anything, just make it so I can keep using it with 1.11.2
RTG doesn't add any blocks or items or anything into the game, just alters how they generate so removing RTG won't break anything UNTIL you start generating new chunks WITHOUT it. please correct me if i'm wrong. i think there might be a few exceptions but you are generally safe.
Currently we are only working on the next release for 1.10, which is going to contain breaking changes to world generation and will not be compatible with older worlds. Any future release will be ported from that version and thus will also not be compatible with older worlds.
It hasn't been fully decided yet, but it is highly likely that we will be skipping 1.11 and going straight to 1.12 once the release for 1.10 is finalised.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub