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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 Archibald_TK»



    I encounter the same issue with 0.5.5 and it can happen absolutely everywhere (only mod I'm using is Optifine) as far as I know. For example I edited a save to fly at fast speed and I usually crash every 30s to 1mn because of it when I'm discovering the map. You can come back no problem afterward.

    Isn't that the same crash I've seen plaguing nearly every other biome mod at some point, related to falling blocks trying to be updated by the mod or something like that?


    I'm just confused as to why I'm not having this issue. o.O

    0.0.5 of RTG
    5.1.0 of JourneyMap
    HD_U_C1 of OptiFine
    1.21 of FastCraft
    1.0.1 of BetterFPS
    (Plus other several mods.)

    I even traveled tons and tons of the world with nothing happening. Quite odd.
    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

    What version of RTG and JournyMap were you using?

    Because I used the two mods together and they work/worked together perfectly fine?
    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 wormzjl»

    It's great to see that someone stepped up and continue the work on the mod.

    However, in old rwg the ocean biomes does not generate, do you have a way to make them generate now?


    He said this:
    Quote from WhichOnesPink»

    Ocean, Deep Ocean, and all the other vanilla Overworld biomes are generating alongside the legacy 'rwg_' biomes in the latest alpha release (0.0.4).

    And sure, if you feel like testing the latest alpha version with other mods, go for it! :)

    Hope that answers your question! :D
    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 WhichOnesPink»

    Yeah, I'm pretty much decided now on the addon approach for classic RWG biomes (and other non-vanilla biomes). I really want to keep RTG simple and concentrate on making the best realistic vanilla biomes it can, whilst supporting the most popular biome-adding mods out of the box, and keeping the API robust enough so that other mod authors can have some control over how their biomes are generated in RTG. If I can pull that off, I'll be happy.


    Unfortunately, having spent the last few days immersed in the depths of RTG's legacy code and getting virtually nowhere, I think I'm going to have to re-write the underlying logic of how the biomes are 'stitched together' from scratch because I just can't seem to make any sense of it. There's so much 'test' code and unfinished code experiments that I just can't get my head around what it's actually doing behind the scenes. And the parts I do understand... whilst I'm sure it was a great foundation to build on for what RWG was trying to do, it's probably not the best foundation for what I want to try and do with RTG.


    So... I'm going to aim to release alpha 0.0.6 this weekend with some bug fixes and enhancements, and then after that I'm going to start re-writing the foundation, which might take a week or two (or three!), but it will be worth it in the end. I'm still keeping most of the realistic 'algorithms' so you guys don't have to worry about losing any of the spectacular terrain that you've come to expect (including the long winding rivers).


    And of course, I'll keep you all updated on progress.


    Thank you for your dedication and attempts on improving/continuing the mod. I, personally, and most likely others are extremely happy that you're doing this. :)

    I'm not sure why anyone would want the other biomes with RWG (due to mod incompatibilities), but more power to them. :P Is there any way you can simply rename them to "Hot Plains" rather than "rwg_hotplains" or something? As someone who uses a mod to display the biome I'm in whilst traveling (or even using F3), it looks "ugly" compared to a regular name. :P

    I'm sorry you weren't able to wrap your head around the code, but I'm glad you're not deciding to quit. :D I literally made a Curse Account just so I could comment on this thread, because this is the first mod I've actually been extremely happy about and anticipated. (I'm a major sucker for beautiful world generation.) Keep up the good work, though! I can't wait for the day that I'll happily implement this mod into the private modpacks I make for my friends and I. :)

    As for the 0.0.6 update, what types of bug fixes/enhancements are you looking at? If it fixes the mushroom island issue and the biome mixing slightly, I'll actually put this in my private modpack I'm currently working on. :P But definitely don't rush yourself to rewrite the code and always stay true to what you want in the mod personally. I'd also like to say that in the near future, I'd potentially like to donate like $10 or so to you, if that's something you're willing to accept. :D
    Posted in: Minecraft Mods
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    posted a message on AOBD 2 - Process all the ores!

    I've never understood why they spelled it Aluminium. :P The way I've always thought of it is that Aluminium is the element on the periodic table. AKA the resource's founded name. Then Aluminum is the byproduct more or less of that element. But that being said, it goes way off-topic. :P


    Also, I don't know if this has been mentioned before or what, but.. What about Desh Ore from Galacticraft? I think this is the only ore, besides cheese which makes sense, in the mod that doesn't work with machines that turn them into dust. Is this possible or am I being stupid? :P

    Posted in: Minecraft Mods
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    posted a message on AOBD 2 - Process all the ores!
    Quote from ganymedes01»

    Having duplicate ingots and dusts cannot be resolved unfortunately. That's why Forge came up with the OreDictionary =P
    Mods should be able to simply do "is there a copper ingot registered already? yes? okay so I'll use it instead of creating my own". It would work and would solve the problem. But no one does it, so the problem remains.
    It's not that hard to solve though, because of the OreDictionary converting them is simple, you can just turn them into a block and then turn the block back into ingots. Or, if you have JABBA, just pipe them all into a single barrel and it should work too :3

    JABBA actually unifies ingots/dusts/ores/blocks? I've been using this mod for so long and didn't even know of that feature... xD Thanks!
    Posted in: Minecraft Mods
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    posted a message on AOBD 2 - Process all the ores!
    Quote from ganymedes01»

    No, you've missed the point of the mod XD

    AOBD works by allowing you to process any ores on any of the mods supported that don't already process them.
    So Mekanism, for example, doesn't have native support for Nickel processing. AOBD detects you have Nickel in your pack, and Mekanism, and makes it process it (creating the necessary items in the process).

    Made sense? :3

    I feel really dumb now. :P Thank you for explaining that, I think I understand it now. I dunno, I had thought that due to the picture provided showing all the different cluster textures, I assumed this added a universal dust.

    But rather it adds functionality to utilize all ores/dusts/clusters/etc. if it already didn't have it. :D

    I suppose the issue I've run into is I hate having three different copper ores/dusts so with that on my mind I had this take that spot. :P I know I can control ore generation with TE, which I do, but I don't think it fixes this scenario: "Thermal Expansion Copper Ore put into Mekanism Enrichment Chamber. It gives me Mekanism dust. Put it into TE Pulverizer, gives TE dust." Of course if I have a mix of all these dusts, it can get "kinda" annoying. I know I can oreDict swap them with tons of machines, but is there actually an easier way to use one universal dust across machine output? o.O Ore is it simply tailored towards the mod and I have to deal with it. :P
    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
    WARNING! Large Image!
    Mixed Desert Hills/Mountains?

    I wouldn't really know if this is a bug or simply a part of how things work (still getting used to the mod myself), but are the biomes supposed to.. well, merge like this? It doesn't look bad in any sense, but the hills go from being half dunes to half mountainous terrain, and then after that past this mountain I ran into this:

    WARNING! Another Large Image!
    Mesa Holes?

    Are the Mesa "hills" supposed to have all these holes in them at the top? I've noticed it's ONLY at the top of specifically Mesas and quite frequently.

    WARNING! Yet Again Another Large Image!
    Snowy Mesa Mountain?!

    Quite an interesting mix of biomes we have here and I honestly can't be upset all too much as the formation looks awesome. :P
    (I don't believe some of these are bugs, but nonetheless, didn't know if these are "intentional.")
    Posted in: Minecraft Mods
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    posted a message on AOBD 2 - Process all the ores!
    Quote from Robijnvogel»

    In the AOBD creative tab? They may be added to another tab?

    Could you install NEI to see if the dusts and alike are actually not there?

    Apologies on my part. I didn't give a full list of my mods, which includes NEI. It says that AOBD adds no other dusts/shard/crystals/what have you besides the ones I listed. :(
    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 WhichOnesPink»

    RWG did a much better job at this than the current RTG alpha, but the plan is to include 'climate' as part of the definition of 'realistic' so it's definitely something I'll be looking to improve.


    Yes, a frequency option is a great idea. I'll add it as a feature request on the GitHub page.


    Yea, I believe ATG adds the "climate/temperature" type of generation and it works relatively well. Having the additions of all the good world generation mods into one will be awesome!
    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

    As good as it is, though, the fact that it doesn't generate vanilla biomes makes it incompatible with so many other cool mods. When I found out that the butterflies from Butterfly Mania required vanilla biomes to spawn, that was the last straw! :) So that's when I decided to fork it and create RTG.

    One of the other mods I've been using is OreSpawn, which needs vanilla biomes. (That and Biomes O' Plenty makes everything really rare!) And finding that I can't effectively use that mod and RWG together made me sad, but your changes can make those things happen! Thank you so much! :D


    Yes, alpha version 0.0.4 has all of the vanilla biomes generating (mostly-)realistically, and the rtg_ biomes are also generating. So it can go from vanilla Taiga, into rwg_coldForest, into vanilla Ice Plains, etc. (Unfortunately, it can also go from vanilla Forest, into vanilla Mushroom Island, into vanilla Desert, into rtg_snowDesert... so there's still some work to be done ;)

    Oh yeah, I generated a new world and spawned in the Vanilla Mushroom Island biome. :P I was like "Woah!" But speaking of the way biomes generate.. I believe it was in RWG, but is there a way to prevent snow biomes from generating directly next to desert ones? It doesn't make much sense, but it's not a game breaker. :)



    Yes, those are 'cobblestone boulders'. They're hardcoded in RWG, but you can disable them in RTG via the config file.

    Ah! Thank you so much! (Neat feature, but they generated too much for my liking. :P Potential frequency option later on?)


    Again thank you so, so much for this and I whole hardheartedly support this. :D

    Posted in: Minecraft Mods
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    posted a message on AOBD 2 - Process all the ores!

    Hi there!


    I'm not sure if I don't understand how the mod quite works or it needs to be customized?


    I have Mekanism, EnderIO, Thermal Expansion, and Immersive Engineering installed alongside AOBD. I only get Nickel (which I know if Ferrous too), Platinum (which I know is Shiny too), Aluminum, and Mithril in the creative tab. The textures are all recognized as Mekanism's clumps/crystals/shards.


    Am I missing something? I thought it's supposed to add a universal dust for all those mods to use? Or is my interpretation of the mod actually incorrect? I suppose the way I interpreted it was that instead of having, say, Copper Grit from IE and Copper Dust from Mekanism, there's only ONE dust from AOBD.


    I feel really stupid not being able to wrap my head around this. :P

    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

    I've just recently discovered RWG (and your variation/continuation) and am extremely amazed. I've never really tested experimental mods, but I'll try testing yours! I've been looking for a mod that basically gives simply superb world generation, because, let's face it, vanilla world generation seems "ugly" now. :P


    I believe one of your plans is to remove the "rtg/rwg_biomehere" type of biomes? And replace them with simply vanilla biomes (as they don't add any new blocks anyways)? If so, I applaud you and simply cannot wait for that update!


    I also have some questions/suggestions :P




    • "Ocean, Deep Ocean, and all the other vanilla Overworld biomes are generating alongside the legacy 'rwg_' biomes in the latest alpha release (0.0.4)." - Do you mean that regular vanilla world generation occurs alongside the typical RWG world generation? Just asking to clarify!
    • Will these oceans have the issue of... you know... consistently and constantly spanning forever?
    • Have you ever used/heard of Alternate Terrain Generation (ATG)? That mod adds this amazing "biome" called Volcano which is basically has a giant lava pit at the top of some extremely tall mountains. Could you potentially add something similar? (Or the ability to add that, I suppose)
    • I'm not sure if it's this mod, but in my worlds I see tons and tons of tiny cobblestone clusters everywhere. (Like consistent clusters of where there shouldn't be.)

    Posted in: Minecraft Mods
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    posted a message on Introductions & Leavings

    Herro!


    Name is Mafoo. I'm 18 and live in North Carolina, U.S.A. whilst attending community college. My major is (CIT) - Computer Information Technology. Don't really have a job at the moment as I'm right out of high school.


    I love video games, but can be very picky. Hobbies include, well, playing video games and tinkering with computers and the sort. Go figure! I pretty much bought Minecraft and discovered it right as it was taking off in popularity, so I was on the bandwagon relatively early. I've been playing it on and off ever since! Heavily into playing modded Minecraft and creating my own personal modpacks and servers for my friends to join me on!


    Hoping to get involved in several of the forum categories here. See you around! :D

    Posted in: General Off Topic
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