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reterraforged's Issues

Feature request - getting heightmap from tf world

Add a command to dump world's surfacce heightmap into a grayscale image

/terraforged heightmap <x> <z>  - dumps worlds heightmap around the player who executed the command
/terraforged heightmap <x> <z> <ox> <oz> - dumps worlds heightmap around the origin location [ox, oz], can be executed from console

/terraforged heightmap 5000 5000 0 0 would generate a square heightmap from 2500,2500 to -2500 -2500

The world might not even be generated, i assume tf must know what height will be at specific x. z coordinates before the chunks are generated.

Why -
With heightmap you can use mods like Atlas which you can make worlds with finetuned biome placement.

Feature Request - Reimplementing the old TF commands

The old commands such as /terra locate and /terra query were very useful when messing around with worldgen settings. It would be nice to see these commands return in some form.

Also I think 1.16.5 TerraForged was the version that grouped most terrain types into categories like steppes and plains into flats. It'd be nice if they were more specific like in the 1.15.2 versions.

RTF 0.0.6 Crash

I have a modpack with RTF + Biome's Of Plenty + TerraBlender. Also i have alexcaves but this combination never get any crash when im playing in 0.0.5 version. I used Chunky pregen mod and set to 1500 radius pre-gen. After couple of minutes i got this crash.
crash-2024-01-16_21.15.00-server.txt

Note: I used default preset and this crash happening sometimes. I mean, i created and pre-gen like 5 worlds and not got any crash, but in some new worlds(this crash also happened one time) i got only this crash.

0.0.6 Breaks strata mod.

Up to 0.0.5 the strata mod was working just fine, but 0.0.6 seems to have broken it. I dug around and saw that you re added strata and swamp surfaces, so maybe it's an issue there?

doesn't work well with betternether & betterend

I used both the sinytra connector for forge and on fabric version, both betterend and betternether biomes either have weird generation or the biomes just didn't spawn at all.
2023-11-10_07 59 30
This is how it was on fabric, and on forge with the connector, most of the biomes didn't spawn at all.
1.20.1 btw

The biome generator is independent from the terrain

The biomes generator does not have a way of determining whether the terrain should have a mountain or a plains biome depending on the type of terrain (except for oceans). There simply is not a value that changes depending on the terrain type (except continentalness at the edges of continents and the river value near rivers) which means that the biomes are completely independent from the terrain. This means that a jagged spikes biome can spawn on a plains terrain type and a plains biome can spawn at the top of a mountain at y=300. This issue did not exist back in 1.18 where biomes were dependent on terrain type.

Incompatibility with custom biomes

This mod seems to be incompatible with custom biomes mods such as Biomes O' Plenty. Will this be worked on? TerraForged used to work fine with them.

Modded biomes (and cave biomes) do not generate.

Title.

With TerraBlender and BOP, (would try BYG, but #32 exists), Regions Unexplored, and probably most other biome mods do not generate.
The Deep Dark also doesn't generate.
Lush and Dripstone Caves also seem to always generate absolutely everywhere, unlike in a Vanilla world.

Generating a new world

Hellow ! First, thanks for your work, it looks amazing and I'm happy to see that someone is working on Terraforged again (and on fabric even !).

So, I tried to use your mod with Fabric 0.14.21 on MC 1.19.4, but I couldn't boot in game using your releases or the ones I built from your repo...

Anyway, the game launched using Loom, which is as good to me. But once in, I couldn't generate a world using ReTerraForged: the World Tyoe button just didn't show "Terraforged" or "ReTerraForged". I tried while holding ALT key, which showed the "debug" generation, but still no luck (I'm not adding any screenshot because I'm not sure it is relevant in this case).

Is there something I missed or should have done ?

Thanks in advance !

Want to ask some questions

Will the black forest, jungle and desert biomes be refreshed now? Or can the size of the biomes be adjusted? It takes a long, long time to find the ocean.

Adjustable Cave Generation Depth

A way to limit caves to generate only below a certain depth would make building underground/mountain stuff a lot less annoying.

Disable Water/Lava Springs

Water and lava springs are very common in ReTerraForged causing a lot of lag and FPS drops due to the destruction of vegetation and constant block updates due to the cascading of these flowing water/lava blocks.
2023-07-24_12 02 29
Back in TerraForged 1.16.5 there was an option to disable them entirely to prevent stuff like this from happening.

Questions on install

How do you install this as a mod? After unzipping the file I can't seem to find any .jar file. Is there a guide on how to install this?

[QUESTION] Was 1.19.2 discontinued?

I noticed that the latest release in the Releases Tab does not contain a file for 1.19.2. I just discovered this port and therefore am not fully aware about the current progress or any other kind of relative news (massive props & respect for creating this port in the first place). If the development of 1.19.2 has actually come to a halt, that's pretty bad. Yes, I am being rather straightforward with this one. You know, since 1.19.2 is the most popular version of the game amongst modders at the moment and because A LOT of mods will get stuck on this version for a looong time / indefinitely. I really hope ReTerraForged will be maintained for 1.19.2 too, as it an amazing project with lot's of potential. (I mean it, I am not being extra formal lol).

Thanks. (dang it, I'm being formal again)

Feature Request - Island Ideas

Some quick ideas regarding island generation and customization.

Island size

Island rarity

Island min max distance from continents

Island falloff (how quickly the terrain drops to normal ocean depth around the island)

Different Island types

here are some ideas:
Continental Islands (unsubmerged parts of a continent that are surrounded by water, these would occur close to the continents on their shelf)
Coral Islands (Islands made from coral that rose up to the water surface, they are very flat and shallow)
Atolls (coral Islands in the shape of a ring, with a lagoon in the middle)
Oceanic Islands (Islands made from geologic processes, that don't sit on continental shelves, they are more mountainous (can but don't need to have a volcano)

Island springs/ponds
(even though there is no fresh or salt water in minecraft having springs and ponds that can occur on islands would be cool, they should not be too common though so not each island has them)

Rocky Shores
Having rocks on the beaches and in the water right around some Islands would add a certain flair (everyone knows the typical ship wreck scenario getting stuck on rocks in front of an island)

Island Biome Distribution
Typically Islands are often imagined as only having one singular biome (and beaches obvioulsy), having some sort of control over if islands can have multiple biomes would be cool, maybe this could be connected to size, so large enough islands can potentially have multiple biomes (I am not sure how feasible this is and if it would be worth the effort, but it sounded cool when I thought of it ¯_(ツ)_/¯ )

Islands in Lakes
This probably has nothing to do with Islands in the ocean, but it would be a very cool feature for adding variety to lakes

Microcontinental Islands
Another completely different type of Island, basically a small subcontinent next to a bigger one
https://en.wikipedia.org/wiki/Island#Microcontinental_islands

Island groups in some way (but having solitary islands too if that is possible, both are cool)
These could also occur as Island Arcs: https://en.wikipedia.org/wiki/Island#Arcs

Maybe split island settings for shallow and deep ocean regions (so you could configure big islands to only occur in deep water for example)

Maybe the ability to whitelist certain biomes from islands through the config file? this list would probably include all biomes with island tag by default and a number of default ones that are choosen
(i think only having biomes with island tag occur on them would hurt variety, so this would be a nice way to have control over what biomes occur on them)

some question about transaltions

Hello :D, I'm a student from China. I know my English is not very well, but I would like to contibute Chinese translation to this amazing mod.
So may I have the honor to make this contribution? And how could I do it?
(I didn't find language mapping in resources fold.)

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