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Releases: Team-RTG/Realistic-Terrain-Generation

RTG-1.7.10-0.5.0-snapshot-4

07 Jan 23:55
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IMPORTANT: You should delete your RTG config folder before using this snapshot.

This snapshot should resolve a lot of the 'problem with biome X' and 'missing biome X' crashes that have been reported. We fixed this by adding realistic versions of some of the biomes that RTG previously didn't support. The weights of these biomes have been set to 0 so that they could be added to the biome pool, but not generate.

Also, please note that there is an issue in this snapshot where RTG is converting EVERY underwater land biome block to have a River biome signature. We are working on this now, but it probably won't be ready until tomorrow, so we thought we'd release this snapshot anyway as it should fix a lot of the crashes and allow for further testing to take place.

CHANGELOG

  • Added TC Eerie biome. (default weight set to 0)
  • Added vanilla Redwood Taiga Hills. (default weight set to 0)
  • Added vanilla Frozen Ocean. (default weight set to 0)
  • Added vanilla Extreme Hills Edge. (default weight set to 0)
  • Added EB Creek Bed. (default weight set to 0)
  • Added EB Riparian Zone. (default weight set to 0)
  • Enabled volcanic biomes by default, but disabled volcano structure generation. (In other words, the volcanic biomes now get generated by default, but the actual volcanoes don't. For now.)

RTG-1.7.10-0.5.0-snapshot-3

06 Jan 12:57
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CHANGELOG

  • Fixed crashes related to WorldChunkManager cannot be cast to rtg.world.biome.WorldChunkManagerRTG

RTG-1.7.10-0.5.0-snapshot-2

06 Jan 07:45
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CHANGELOG

  • BOP no longer crashes if using older version
  • World generation changes now being restricted to RTG worlds
  • RTG now returns a vanilla chunk manager for all alternate dimensions
  • Removed snow layer tweak.

RTG-1.7.10-0.5.0-snapshot-1

05 Jan 21:10
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WARNING!!! This snapshot is NOT production-ready, which means that you should NOT update to this version unless you are testing a NEW world. If you try to use this snapshot in conjunction with an existing world, it will corrupt that world. You have been warned.

Team RTG is proud to announce that the first 0.5.0 snapshot is now available for testing!

CHANGELOG

New biome layout system

Prior to this snapshot, RTG’s approach to biome selection was quite unorthodox, mainly because it didn’t use the ‘GenLayer’ system that Minecraft and other terrain generation mods use. Because of this, RTG had some major unresolvable issues.

However... this snapshot finally allows for these issues to be resolved.

We’re saying “allows for” because this snapshot doesn’t automatically fix those issues by default. In order for them to be resolved, you have to set "RTG Biome Layout" to false in RTG.cfg.

Setting "RTG Biome Layout" to false resolves the following issues:

  • Issue #136 - Island biomes do not generate as actual islands. [Fixed if “RTG Biome Layout” is false.]
  • Issue #327 - Edge biomes do not always generate along the edges of their related biomes. [Solved if “RTG Biome Layout” is false.]
  • Issue #282 - Hot-to-cold biome transitions are still occurring. [Solved if “RTG Biome Layout” is false.]

This is a massive achievement, all made possible by Team RTG’s newest member, @Zeno410, who totally re-wrote RTG’s biome selection system to use Minecraft’s GenLayer system.

Whilst this is definitely a huge step in the right direction, it comes with one caveat:

IMPORTANT! If you are using biome-adding mods (e.g. Biomes O’ Plenty, Highlands, etc) and you set '"RTG Biome Layout"' to false, you MUST install Climate Control in order for those mods’ biomes to generate.

In other, less-dramatic words, if you use any of the biome-adding mods that RTG supports and you want to use the new biome selection system, you also have to install the Climate Control mod (version 0.4-beta33) in order for them to generate.

If you want to continue using the old RTG biome layouts (which is the default setting), you don’t need to install Climate Control to get mod biomes to generate.

This is obviously a big change to the way RTG works and introduces a required dependency in order to use biome-adding mods in conjunction with the new biome layout system, but… it’s the only way that we could move the project forward at this stage.

And finally, please remember that this is only the first snapshot, so there will be bugs. Here are a few that we’re already aware of:

  • Oceans sometimes creep up onto the land.
  • Land biomes sometimes go deep under the water.
  • Beach biomes don’t always generate between ocean and land.

Those specific problems are proving difficult to resolve, but we’re working on it.

If you find any other bugs, please report them in this thread or over at GitHub.

Now compatible with Climate Control

As alluded to above, this snapshot is now compatible with the Climate Control mod by @Zeno410. Climate Control (CC) is a mod that allows you to control climate zones, ocean sizes, biome frequencies, continent sizes, and many other aspects of your world. Because of RTG’s legacy biome layout system, it wasn’t possible to use CC in conjunction with RTG, but now the two mods work very well together.

New ore gen system

The ore gen system prior to this snapshot hasn’t been working correctly, though you probably wouldn’t have noticed it unless you were testing for it (and even then, it might’ve still slipped past your radar). Basically, RTG was generating ores twice in some biomes, and not at all in others. The config options for disabling ore gen were also bugged. However… as of this snapshot, all ore gen is working correctly - or at least, it should be. We’ve done extensive testing, but we haven’t checked every single biome, nor have we tested for compatibility with ore gen mods like COG, so… if you notice anything weird going on, be sure to let us know.

Vanilla biomes

Re-decorated the following vanilla biomes:

  • Beach
  • Birch Forest
  • Birch Forest Hills
  • Cold Beach
  • Forest
  • Forest Hills
  • Ocean
  • Roofed Forest
  • Taiga

Highlands biomes

Re-decorated the following Highlands biomes:

  • Autumn Forest
  • Bald Hill
  • Birch Hills
  • Cliffs
  • Desert Mountains
  • Estuary
  • Flying Mountains
  • Highlands B
  • Meadow
  • Mesa
  • Oasis
  • Rainforest
  • Redwood Forest
  • Rock Mountains
  • Shrubland
  • Snow Mountains
  • Steppe
  • Tall Pine Forest
  • Valley
  • Woodlands

World gen

  • Increased the minimum Y coordinate that snow layers can generate in non-snowy biomes.

New config options

  • "RTG Biome Layout" (default: true) - Set this to false to enable the new GenLayer biome layout system and CC compatibility
  • "Strip Rivers" (default: true) - Set this to false to allow rivers to generate the way they used to in version 0.4.0 and below.

Under the hood

  • Optimised UBC support via caching
  • Various tweaks and minor bug fixes

RTG-1.7.10-0.4.0

20 Dec 21:42
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RTG-1.7.10-0.4.0 Pre-release
Pre-release

IMPORTANT: YOU SHOULD DELETE YOUR RTG CONFIG FOLDER BEFORE UPDATING TO THIS VERSION

Changelog

Vanilla biomes

  • Reduced max height of vanilla Ice Mountains - this fixes a bug where Ice Mountains were generating beyond the 256 build limit. (Thanks to @Ezoteric for this one.)

EBXL biomes

  • Re-terraformed and re-decorated EBXL biomes. - All of the biomes from EBXL have been given a more realistic aesthetic, more inline with RTG's signature look & feel. The most notable changes are in the 'de-mountainizing' of biomes that were meant to be flat or slightly hilly. Other specific biome highlights include the EBXL Ice Wasteland, which is now using the RWG 'Polar Desert' terrain & EBXL Wasteland, which we tried to give a bit of character. (Thanks to @Ezoteric who did almost all of the work here.)

Mod support

  • Added full support for UBC (Underground Biomes Constructs). - Not sure what I can say about this other than... it just works :) If you have UBC installed, all instances of stone AND cobblestone in generated terrain will use UBC variants, as per the UBC strata layers. The only instances of cobblestone that aren't quite working yet are the cobblestone boulders that are sprinkled around in some biomes. To get those working with UBC will require a bit more work, but I'll see if I can get them into the next release. (Thanks to @Zeno410 for helping with the integration.)

Also, there are two new config options related to UBC support which gives you the option of letting UBC override the terrain shadowing that RTG uses for stone & desert cliffs. (See 'Config options' section below for more details.) One word of caution... If you let UBC handle terrain shadowing, it won't actually use blocks that look like a shadow - instead, it will just use the UBC blocks that would normally go where the shadow blocks live, effectively disabling terrain shadowing.

Config options

  • Added config options for UBC terrain shadowing:
    • UBC Mode (Desert) - Set this to TRUE to allow UBC to override desert shadowing. (This setting doesn't have any effect if UBC is not installed.)
    • UBC Mode (Stone) - Set this to TRUE to allow UBC to override stone shadowing. (This setting doesn't have any effect if UBC is not installed.)

Under the hood

  • Removed hardcoded instances of stoneEB in EB surface templates. - If you don't use EB, you would've never noticed this bug, and if you do use EB, this would've only affected you if you opt out of using EB's new stone blocks, which I'm guessing not many people do because EB's stones are lovely :)

RTG-1.7.10-0.3.0

13 Dec 22:27
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RTG-1.7.10-0.3.0 Pre-release
Pre-release

IMPORTANT: YOU SHOULD DELETE YOUR RTG CONFIG FOLDER BEFORE UPDATING TO THIS VERSION

Changelog

World Gen

  • Increased the default weight of vanilla Ocean and Deep Ocean biomes - tests using the new default config settings (with only vanilla biomes enabled) have resulted in 2-3 oceans per 3,000 block radius. This rate goes down significantly when you use biome-adding mods (such as Biomes O' Plenty), so be sure to increase the weights of oceans accordingly.
  • New biome size system - biome sizes now range from tiny to unfathomably gigantic!! This new system is much more logical & reliable than the previous system.
  • Greatly reduced the amount of large bodies of water that inherit the biome in which they reside.
  • Slightly reduced the frequency of hot-to-cold biome transitions - more work is still needed in this area.
  • Slightly improved the performance & logic of the biome selection process.
  • Made villages & scattered features twice as rare - but they're still generating more frequently by default than they do in vanilla.
  • Reduced frequency of flowing water/lava from stone cliffs.

Vanilla biomes

  • Improved Desert, Savanna Plateau & Savanna Plateau M biomes.
  • Improved lilypad generation in Jungle, Jungle Hills & Jungle M biomes.

Mod support
Re-terraformed & re-decorated most of the BOP biomes, resulting in much flatter terrain overall, rolling hills replacing much of the former mountainous terrain, and mountainous terrain used only when relevant or desirable. (Custom world gen features were also added where it felt appropriate.)

Biome highlights include:

  • BOP Arctic now uses the RWG ‘Polar Desert’ terrain.
  • BOP Canyon and Canyon Ravine biomes now use custom Mesa-like terrain.
  • BOP Rainforest greatly improved from previous version.
  • BOP Flower Field. Because flowers.
  • BOP Glacier. Because ice.

Config options

  • Changed default max biome weight from 20 to 100 - now you have a lot more flexibility when configuring the weight of your biomes.
  • New system for choosing the size of biomes... 1 = Tiny biomes; 2 = Small biomes; 3 = Normal biomes (Default); 4 = Large biomes; 5 = Huge biomes. Values greater than 5 are not recommended. Use at your own risk.
  • Options for water & lava lakes broken up into 'underground' and 'surface' categories.
  • Added config option to control the height of dunes - this applies to both sand dunes (vanilla Desert) and snow dunes (BOP Arctic, EB Polar Desert, etc.)
  • Added config option to enable/disable volcano eruptions - this only applies if a volcanic biome from one of the supported mods has been enabled.

RTG-1.7.10-0.2.0

06 Dec 23:03
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RTG-1.7.10-0.2.0 Pre-release
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Overview

This is RTG's second beta release. It might not look like much, but it's a massive update, especially if you use the Enhanced Biomes mod. All 88 of the supported EB biomes have been re-decorated to use the correct EB stone/grass/dirt (if it's enabled in the EB configs). Whilst only a couple of EB biomes have been fully re-decorated in RTG's signature style (see changelog below), the addition of EB's lovely textures really enhances the experience and is a massive step towards full EB integration.

The other big change in this update isn't something that you can actually see... but you will most likely be able to feel it, because the amount of memory required in-game has been significantly reduced, which should significantly improve your FPS. (I'm also pretty sure this will prevent those rare 'walled' biome glitches that have been reported by some users, but this hasn't been confirmed.)

Here's the full changelog for reference:

Vanilla biomes

  • Re-decorated vanilla Jungle, Jungle Hills & Jungle M - I tried to keep these as densely-populated as possible, whilst at the same time allowing for the occasional chance of clearings to generate, making them easier to traverse.
  • Re-decorated vanilla Savanna Plateau (thanks @Ezoteric!!) - this is still a work-in-progress, but the changes that have been made are definitely an improvement, and most certainly a step in the right direction.

Mod support

Enhanced Biomes

  • Re-decorated EB Glacier, Ice Sheet & Polar Desert - with winter knocking on a lot people's doors, I thought it would be 'cool' to re-decorate some of EB's snowy biomes. (For those of you who were fans of RWG's polar desert, you're in for a real treat!)

Config options

  • Added config option to customise the Bedrock block - this was a feature that was requested specifically to allow for greater compatibility with the Deeper Caves mod.

Under the hood

  • Optimised a section of the codebase, resulting in a significant reduction in the amount of memory required during gameplay.

RTG-1.7.10-0.1.0

29 Nov 09:07
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RTG-1.7.10-0.1.0 Pre-release
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IMPORTANT: ALWAYS DELETE YOUR RTG CONFIG FOLDER BEFORE UPDATING TO NEWER VERSIONS

Vanilla biomes

  • Re-decorated Extreme Hills & Extreme Hills M.

BOP biomes

  • Re-decorated BOP Mountain.

EB biomes

  • Re-decorated EB Alpine Tundra, EB Plateau, EB Snowy Plateau, EB Mountainous Archipelago, EB Mountains & EB Snowy Ranges. (These biomes now use EB grass/dirt/stone if enabled.)

Mod support

  • Re-added full support for Galacticraft, Galacticraft Planets & Galaxy Space - village modifications are no longer disabled by default when these mods are installed.
  • Fixed an issue with EnviroMine generating infinite 'village mineshafts'.

Bug fixes

  • Fixed all crashes related to MapGenVillageRTG not being able to cast modded chunk managers
  • If emerald ore is disabled in the configs, it will no longer generate emeralds in modded biomes (or anywhere else)
  • Eye of Ender points to stronghold locations again.
  • If a world type other than 'Realistic' is chosen when RTG is installed, RTG will no longer crash.

Localisation

  • Fixed wrong encoding in .lang files (thanks @Adaptivity !)

Configs

  • Improved readability of all configs. (Important: You should delete your RTG config folder before updating to this version.)
  • Adjusted default biome weights.
  • Updated example configs.

Misc

  • Various refactoring & code improvements

RTG-1.7.10-0.0.19

24 Nov 22:47
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RTG-1.7.10-0.0.19 Pre-release
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IMPORTANT: ALWAYS DELETE YOUR RTG CONFIG FOLDER BEFORE UPDATING TO NEWER VERSIONS

Crash fixes

This is primarily a maintenance release that addresses the crashes with mods that modify villages.

The underlying cause of the crashes has not been resolved. However, this release contains a new config setting Enable village modifications which, if set to false, will prevent the crashes from happening.

By default, the value of Enable village modifications is true unless you have installed one of the mods that is known to cause the crash, in which case it will default to false. (At the time of this release, the only two known conflicting mods are Galacticraft Planets and Galaxy Space.)

Other changes

  • Adjusted default biome size & cave settings - the default biome size is now 2, and the frequency of caves has been further reduced.
  • Adjusted default biome weights (Vanilla & BOP) to increase the chance of ocean biomes spawning more often by default.

RTG-1.7.10-0.0.18

22 Nov 16:57
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RTG-1.7.10-0.0.18 Pre-release
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IMPORTANT: ALWAYS DELETE YOUR RTG CONFIG FOLDER BEFORE UPDATING TO NEWER VERSIONS

Vanilla biomes

  • Re-decorated vanilla Birch Forest Hills biome.
  • Re-decorated vanilla Birch Forest M biome.
  • Tweaked river & oceans surfaces - this should result in ‘smoother’ transitions in and out of these biomes.
  • Disabled vanilla Mushroom Island biomes by default - until these are generating as actual islands, I think it’s better if they’re disabled.

Modded biomes

  • Increased default weight of Thaumcraft biomes.
  • Reduced default weight of BuildCraft biomes.

Volcanoes

  • Disabled all volcanic biomes by default since volcanoes aren’t always generating properly. They can still be safely enabled - just be aware that there’s a chance that a volcano might only partially generate.
  • Volcanoes can now ‘erupt’ :)

Villages

  • RTG now handles village generation and now includes various config settings and the ability to enable/disable villages on a per-biome basis. (Please note that if EB is installed, EB village settings will take priority.)

World gen improvements

  • Fixed issue with floating cobblestone remaining after a cave generates near the surface
  • Reduced the number of caves that generate by default, as they really made the terrain look bad
  • Removed ravine generation completely - this was only added recently, but after seeing what it does to the aesthetic of the surface, I decided to remove it again. Even though RTG no longer generates ravines, it still supports mods that require them. All the mod needs to do is subscribe to InitMapGenEvent with a priority higher than LOW, which most mods probably do already anyway.
  • Re-calculated biome climate temperature & humidity - this has resulted in slightly less frequent hot-to-cold biome transitions, but more work still needs to be done in this area.
  • Reduced polygonal snow landscapes - the transitions in and out of snowy biomes are less polygonal when viewing a map of a generated world. And in-game, the transitions more closely resemble the transitions between other biomes (patches of the previous biome sprinkled across areas of the new biome).

Config options

  • Added config options for villages (Enable/disable, Size of villages, Minimum distance between villages, Maximum distance between villages)
  • Added config options for cave generation (Enable/disable, Cave Density & Cave Frequency)
  • Added config options for mineshafts (Enable/disable)
  • Added config options for dungeons (Enable/disable)
  • Added config options for strongholds (Enable/disable)
  • Added config option for volcano blocks - you can now choose which block is used for the top peak of the volcano.
  • Added config options for snow layers (Enable/disable) - This applies to newly-generated chunks only. Snow layers will still appear in cold/snowy biomes after it snows.

Localisation

  • Fixed a few encoding issues with localised files.
  • Re-added localisation for Korean, Russian & Chinese.

Misc

  • Added RTG logo to mod info screen
  • Removed legacy village tweaks - these weren’t really doing anything anyway, except causing unnecessary lag
  • Various bug fixes & refactoring