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REALISTIC WORLD GEN

http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1281910-teds-world-gen-mods-realistic-world-gen-alpha-1-3

CHANGELOG

    Version Alpha 1.3 '03-01-2015'
    - Added rivers
    - Fixed animals spawing in deserts
    - Fixed ore gen events
       
    Version Alpha 1.2.02 '31-12-2014'
    - Fixed decorate event bugs
    
    Version Alpha 1.2.01 '30-12-2014'
    - Added populate and decorate events
    
    Version Alpha 1.2 '30-12-2014'
    - Added biomes 'o plenty support
    - Enabled all biomes
    - Added new biomes
    - Changed biome names
    - Fixed rain in warm biomes
    - Fixed some grass color issues in biomes transitions
    - Added vanilla bedrock spawning
    - Added new events for compatibility
    - Fixed biome transitions in canyon and mesa biomes
           
    Version Alpha 1.1 '15-10-2014'
    - Added new biome placement system
    - Improved biome dictionary
    - Added redwood test biome

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realistic-world-gen's Issues

RWG doesn't generate on server.

Good Day,

I have just updated RWG to 1.3.2 and now new world doesn't want to generate with RWG.
Extrabiomes was installed on both instances.
Server.properties:
level-type=RWG
Single player settings works fine when I set world generation to Realistic Alpha...

Best Regards, DeForce.

[Shot trouble, issue not with RWG] AM2 worldgen conflict solved

Heyo,

I have two instances that run with Ars Magica 2, the older runs with ATG and as worldgen with EXBL. The newer runs with RWG and EXBL.
AM2 features generate properly and as expected (in similar distribution to Thaumcraft ores) with ATG but do not generate at all with RWG. In certain biomes, AM2 mob spawning is affected as well, with hardly any of its monsters spawning at night or Dryads in the day.

The issue doesn't exist with ATG+EXBL but exists with RWG+EXBL so this all leads me to believe there's something wrong with RWG as it is the uncommon factor between the two. If anyone else has experience with this same issue and has found a workaround I would appreciate it if you shared your steps.

(As an aside, AM2's regeneration did not work)

[Mod Suggestions]: Small Mod Suggestion List

Hello, Here comes some small suggestions that would be nice to see.

  1. Implement a Config option to change the Biome Sizes
  2. Investigate why it seems to favor spawning "Fungal Forest M" biomes, aka it seems to perfer creating Fungal Forest M biomes, and these biomes arent spawning Mobs so it creates some issues with getting Mob Loots.
  3. Look into possibly implementing BluePower Compat, aswell as Modded Structure Gen support (Seems RecurrentComplex and AncientWarfare2 as some examples have issues spawning structures in RWG worlds)

ChromatiCraft Compatibility

Small request, nothing urgent, but it would be great if you could add compatibility with the biomes in Reika's ChromatiCraft at some point. Thanks!

Mekanism compatibility request

I've recently tried making a Mekanism Solar Evaporation Plant in the rwg_hotDesert biome and it only gave me a multiplier of one whereas it should be two like for, say, Vanilla desert.
According to Mek devs, their mod uses the "temperature" value and that it might be not modified.
It's just a small compatibility request and it's nothing pressing. I have BiomesOPlenty biomes generating and they do have proper temperatures so it's not a big deal.

Small edit: using version alpha 1.3.2

No thaumcraft biomes

Thaumcraft [1.7.10-4.2.3.5] currently generates no biomes, tested by setting biome weight to 99 for both tained and magical, sinister nodes also spawn without the thaumcraft biome around it.

Mods;
fastcraft 1.19
liteloader-1.7.10
optifine HD B5
RWG alpha 1.3.2
thaumcraft 1.7.10-4.2.3.5
voxelmap 1.5.6

Handling Rivers and Oceans correctly

Currently, it seems RWG doesn't generate rivers or ocean biomes, it simply puts water in other biomes. This breaks compatibility with mods like Mariculture, because they never get a chance to do any worldgen.

suggestion : Configs

Could you add other configurations such as

  • biomes weights ?
  • disable biomes to gen ?

keep the good work ! ;)

Biomes O Plenty config support

Currently, RWG generates all BOP biomes regardless of what biomes are disabled in the BOP config file. It would be a lot better if you could disable specific biomes to prevent them from generating.

Compatiblity

Man thanks for update, i tested some mods, so you can add in main thread
Gravestone
ChocoQuest
Ruins
Oceancraft (only kelps, looking for mobs)

but Mariculture is still not generate, i'll be waiting for rwg oceans :)

[Suggestion] Use 3D noise for surface block patterns to prevent stretching on steep slopes

On steep slopes, the patterned arrangement of blocks on the surface appears stretched. To resolve this, I suggest using 3D noise instead of 2D noise, with the height as the third coordinate.

For example, in SurfaceDesertMountain.java, take the line

float p = perlin.noise2(i / 8f, j / 8f) * 0.5f;

delete it and put a similar line right before "p" is actually used:

float p = perlin.noise3(i / 8f, j / 8f, k / 8f) * 0.5f;
if(c > min && c > sCliff - ((k - sHeight) / sStrength) + p)

You could go even further by re-evaluating the block for all depths in the depth<6 bracket, but that depends whether or not you want to have the extra noise evaluations.

Add build script to repo

I noticed a small omission, and wanted to submit a pull request after testing it locally to ensure my fix worked. Unfortunately, there's no build script in the repository (e.g, ant/maven/gradle/etc.) so I wasn't able to build a copy for myself. ๐Ÿ˜ข

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