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WhichOnesPink edited this page Feb 27, 2016 · 1 revision

For a complete list of bugs and feature requests, please refer to the Issue Tracker.

Major issues

Biome transitions near beaches

There is still a minor issue with RTG's biome generation where sometimes unusual biome transitions occur. These transitions have very hard edges and look very out-of-place with the otherwise beautiful terrain generation. We are still working hard on this issue and hope to have everything fixed in v0.7.0.

No realistic version of biome X

If you disable biome patching, you may experience crashes that contain this message: "java.lang.RuntimeException: No realistic version of biome X", where X is a biome ID. This crash is usually caused by either a biome ID conflict of some sort, or by a mod that adds a biome which RTG doesn't support. Here are some things you can do to help prevent this crash from happening:

  • If you're using Climate Control, make sure you're using v0.5.beta45 or later.
  • If you're using a mod that adds a biome which RTG doesn't support (see the 'Biome support' section above for a full list of supported biome-adding mods), you can either remove the unsupported mod or use BiomeTweaker to prevent the biome from generating.
  • Make sure you don't have any biome ID conflicts. Each biome-adding mod has a section in its configs that allows you to customise its biomes' IDs. Since each biome ID has to be unique across all mods, sometimes conflicts arise between mods. To avoid conflicts, make sure all of your biome IDs are different. If you're using NEI, you can make the process easier by exporting a list of all the biomes in your mod pack. If you don't know how to do this, just follow these instructions.
  • When configuring biome IDs, try to avoid using IDs 128 through 167, as these are reserved for vanilla's 'mutated' biomes and can cause strange behaviour even when mutated biomes are disabled. (You should also avoid ID 255 if possible.)

Mariculture

There is currently an issue when using RTG with Mariculture whereby some world chunks appear to be 'flipped'. This appears in-game as ugly biome transitions, but when looking at the affected area on your mini-map, the 'flipping' will be a lot more obvious. Until this issue is resolved, you can set "Biome Top Block Replacements > Enable" to false in Mariculture's world-generation.cfg file.