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tectonic's Introduction

Tectonic logo

server, only datapack and mod all modloaders

Tectonic is a world generation datapack and mod that aims to transform how terrain is shaped.

Features

Mountain Ranges

The way mountains generate has been completely overhauled, with them forming huge mountain ranges that can stretch for thousands of blocks. These can stretch higher than vanilla mountains do, sometimes reaching peaks above y300!

Underground Rivers

In mountainous terrain that is too towering to allow regular river generation, terrain gets carved for rivers to continue underground. These link right up to the regular rivers, so there's no interruption in exploring along rivers. Very deep underground, you can even find a deeper variant with lava instead of water.

Oceanside Cliffs

On steep cliff faces in the Stony Shore biome, waves and wind carve into the cliff. (Disclaimer: waves and wind not included.)

Smoother Surfaces

One of (if not the most) notable changes to generation you'll see with Tectonic is that terrain is much smoother than normal. This means the strange staircasing on some hills - also referred to as "lerp" issues - is gone. In previous Tectonic versions this meant that Windswept biomes were removed from generation, but in v2 and above they will once again generate.

Dunes

Smooth desert dunes will generate in some Desert biomes, giving Deserts a special look to them.

Deeper Oceans

Oceans are much deeper than they are in vanilla, with deep oceans even extending into the deepslate layer!


Removed Features

Previous versions of Tectonic included things like custom biomes, trees, and more. These were removed for both performance and compatibility reasons. For improved biome vegetation, check out Not Just Biomes.

tectonic's People

Contributors

apollounknowndev avatar rad586 avatar

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Watchers

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tectonic's Issues

floating fences

some custom trees in this mod use fences which makes it look nice but is a pain cause then you get floating fences everywhere.

if you could make it decay like leaves or something like that, that would be awesome

No dirt in the savanna

In the savanna all the dirt is lost.
This problem was present in 1.1.10 mod/DP in 1.18.2, while it worked fine in 1.1.7a.

Compatibility with Continents mod

This mod is absolutely fantastic, especially when combined with Terralith.

However I've been trying to make it work with the Continents mod as well. Continents works with Terralith, but it seems like Tectonic/Terratonic overrides its settings.

I'm using the mod versions of Terralith, Terratonic and Continents.

I've started tinkering with datapack files to edit stuff for myself, but I'm not sure how to do this. Is there a way to retain continents settings, or to reach a similar result with tectonic, ie. having actual distinct islands and continents surrounded by large oceans ?

Terrestria's forest biomes are missing trees in some chunks

Problem

While using Tectonic with Terrestria it generates parts of Terrestria's forest biomes without trees.
In some cases it even generates weirdly cut off forests with a part of the biome generating with trees and another part without (see Cypress Forest Biome example),

Example screenshots

Cypress Forest Biome

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Japanese Maple Forest Biome

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Minecraft Instance Information

Version: 1.20.1
Modloader: Quilt 0.19.1
Java Version: Java 17.0.6 (GraalVM EE 22.3.1)

Mods

3dskinlayers-fabric-1.5.3-mc1.20
AmbientSounds_FABRIC_v5.2.19_mc1.20
appleskin-fabric-mc1.20-2.5.0
armor_visibility-fabric-1.20-8.0.0
ash-fabric-1.20-2.0.0
bedrockify-1.9+mc1.20
BetterF3-7.0.0-Fabric-1.20-pre6
bettersafebed-fabric-1.20-8
cinderscapes-4.0.6
cloth-config-11.0.99-fabric
collective-1.20.1-6.62
comforts-quilt-6.3.3+1.20.1
continuity-3.0.0-beta.2+1.20
convenient-mobgriefing-2.1.0
CreativeCore_FABRIC_v2.10.24_mc1.20.1
cryingportals-1.20.1-2.3
ctov-3.3.1
dark-loading-screen-1.6.14
indium-1.0.18+mc1.20
InventorySorter-1.9.0-1.20
iris-mc1.20-1.6.4
lambdabettergrass-1.5.1+1.20
lithium-fabric-mc1.20.1-0.11.2
midnightcontrols-1.8.2+1.20
mob-captains-v2.1.2
modmenu-7.1.0
NoChatReports-FABRIC-1.20.1-v2.2.1
qfapi-7.0.4_qsl-6.0.3_fapi-0.84.0_mc-1.20.1
realisticsleep-1.7.1+mc1.20.x
simplystatus-1.7.2
sodium-fabric-mc1.20-0.4.10+build.27
TaxFreeLevels-1.3.3-fabric-1.19
tectonic-mod-mc1.20-v2
terrestria-6.0.7
traverse-7.0.7
waveycapes-fabric-1.4.0-mc1.20
Xaeros_Minimap_23.5.0_Fabric_1.20
XaerosWorldMap_1.30.6_Fabric_1.20

Exported .mrpack (remove .zip from file name to import in PrismLauncher)

Log Spam

I'm running Tectonic mod on my server as well as Terralith and a number of other mods, and the server log is constantly spamming this:

[15.02 17:59:32] [Server] [Server thread/INFO]: Try 0
[15.02 17:59:32] [Server] [Server thread/INFO]: Try 45
[15.02 17:59:32] [Server] [Server thread/INFO]: Try 90
[15.02 17:59:32] [Server] [Server thread/INFO]: Try 135
[15.02 17:59:32] [Server] [Server thread/INFO]: Try 180
[15.02 17:59:32] [Server] [Server thread/INFO]: Try 225
[15.02 17:59:32] [Server] [Server thread/INFO]: Try 270
[15.02 17:59:32] [Server] [Server thread/INFO]: Try 315
[15.02 17:59:32] [Server] [Server thread/INFO]: Try 360
[15.02 17:59:32] [Server] [Server thread/INFO]: Cant fly!

Flying is enabled and this doesn't happen without Tectonic. It also only happens when somebody is online.

Underground Rivers creating flat terrain

Hello!

Love your datapack, especially the underground rivers, but there is a problem with them: when rivers start to form a cavern, the above terrain remains a river but has no water (obviously) but there are therefore lines of "nothingness" in the landscape, here an example:
2023-02-05_12 39 43
I use a Terrablender and I don't know if it's an issue that doesn't exist with standalone datapack.

Install just in mod folder?

Do i just put the jar file in the mod folder or do i have to unzip it, make a new world and put it in the datapack folder?

Compatible with Regions Unexplored?

Everytime I tried to locate one of your biome, it will say "Could not find a biome of type "Tectonic's biome" within reasonable distance."
Is it because of other biome mod? I also used Regions Unexplored.

Disables 1.18+ Cave Generation (V2.1 1.19.2)

New cave generation seems to be disabled when using Tectonic v2.1 for 1.19.2. I tested the same seed and coordinates every time (6881264172110781008 @ 133 -4 -519 if you'd like to test the same one yourself). Once Tectonic was enabled the large cavern did not generate. Any large caverns only seemed to be the result of Quark.
I tested this in vanilla Minecraft and the same issue happened, so it doesn't seem to be a mod conflict. All testing used Forge v43.2.21 and the mod version of Tectonic.

with Tectonic
without Tectonic

I have never used Github before and made this account just to create this issue, so I apologize if the images are broken!

Built in Terratonic not performing as expected with Terralith. (1.18.2)

Hi, I've had an issue with the Terratonic datapack (https://www.planetminecraft.com/data-pack/terratonic/), detailed here Apollounknowndev/pack-library#1. The issue strangely doesn't exist in the mod version.

However, a new issue has cropped up, in that Terralith biomes don't seem to be generating?

Here's a screenshot of two diff instances, one using both the Tectonic & Terralith mod.
2023-06-22_06 30 37

The other using the datapack versions.
2023-06-22_06 28 38

These are the same coords, and seem to be the same landforms, minus whatever Terralith is suppose to be doing in the modded ver.

Modlist

- cloth-config 6.3.81
   \-- cloth-basic-math 0.6.1
- cristellib 1.0.0
   \-- blue_endless_jankson 1.2.1
- fabric-api 0.76.0+1.18.2
   |-- fabric-api-base 0.4.5+64b7c69360
   |-- fabric-api-lookup-api-v1 1.6.3+2373a54560
   |-- fabric-biome-api-v1 8.0.7+e83becad60
   |-- fabric-block-api-v1 1.0.0+ee3621fc60
   |-- fabric-blockrenderlayer-v1 1.1.13+3ac43d9560
   |-- fabric-command-api-v1 1.1.10+d7c144a860
   |-- fabric-commands-v0 0.2.9+b4f4f6cd60
   |-- fabric-containers-v0 0.1.24+d7c144a860
   |-- fabric-content-registries-v0 3.1.3+c85f2e3860
   |-- fabric-convention-tags-v1 1.1.0+43ce63a460
   |-- fabric-crash-report-info-v1 0.2.1+ee261a3e60
   |-- fabric-data-generation-api-v1 3.1.0+6c70b68e60
   |-- fabric-dimensions-v1 2.1.21+489d6f8260
   |-- fabric-entity-events-v1 1.4.9+d7c144a860
   |-- fabric-events-interaction-v0 0.4.20+d7c144a860
   |-- fabric-events-lifecycle-v0 0.2.22+d7c144a860
   |-- fabric-game-rule-api-v1 1.0.13+d7c144a860
   |-- fabric-item-api-v1 1.6.2+8165403660
   |-- fabric-item-groups-v0 0.3.16+91896a4960
   |-- fabric-key-binding-api-v1 1.0.12+54e5b2ec60
   |-- fabric-keybindings-v0 0.2.10+b4f4f6cd60
   |-- fabric-lifecycle-events-v1 2.1.1+cc71601c60
   |-- fabric-loot-api-v2 1.1.2+1997ad1260
   |-- fabric-loot-tables-v1 1.1.4+e747827960
   |-- fabric-mining-level-api-v1 2.1.6+cc71601c60
   |-- fabric-models-v0 0.3.7+d7c144a860
   |-- fabric-networking-api-v1 1.0.24+2d30af4b60
   |-- fabric-networking-v0 0.3.11+b4f4f6cd60
   |-- fabric-object-builder-api-v1 2.1.5+032c981d60
   |-- fabric-particles-v1 0.2.13+526dc1ac60
   |-- fabric-registry-sync-v0 0.9.12+bb2e047760
   |-- fabric-renderer-api-v1 0.5.0+bf48649860
   |-- fabric-renderer-indigo 0.6.1+03e2b68760
   |-- fabric-renderer-registries-v1 3.2.12+b4f4f6cd60
   |-- fabric-rendering-data-attachment-v1 0.3.9+ee3621fc60
   |-- fabric-rendering-fluids-v1 2.0.3+54e5b2ec60
   |-- fabric-rendering-v0 1.1.14+b4f4f6cd60
   |-- fabric-rendering-v1 1.10.8+54e5b2ec60
   |-- fabric-resource-conditions-api-v1 2.0.3+91b7aa6660
   |-- fabric-resource-loader-v0 0.5.3+047a5ecb60
   |-- fabric-screen-api-v1 1.0.11+d882b91560
   |-- fabric-screen-handler-api-v1 1.2.3+1f6558e860
   |-- fabric-textures-v0 1.0.13+3ac43d9560
   |-- fabric-transfer-api-v1 1.6.4+f4563ac860
   \-- fabric-transitive-access-wideners-v1 1.1.0+e747827960
- fabricloader 0.14.19
- java 17
- minecraft 1.18.2
- modmenu 3.2.5
- seedfix 1.0.1
- tectonic 1.1.10a
- unfixed-seeds 1.0.2

Tectonic seems to change biome weighting

running a forge 1.19.2 mod pack with Tectonic, Terralith, BYG, and BOP. For some reason, as soon as I add Tectonic the biome weighting gets heavily skewed toward vanilla biomes. What I mean is that around 60-70% of the found biomes are vanilla whereas when I remove tectonic around 20% are vanilla biomes. Is this a compatibility issue with BYG and BOP or plenty that I'm not noticing or could it be something else? Any help is appreciated.

Temperature of some biomes are off

Using Tectonic 1.1.2 for Minecraft 1.18.2.

Some of the biome temperatures seem a bit off. The most notable one is grasslands with a temperature of 1.4 (vanilla grasslands are 0.8).
This came up because serene seasons treats biomes with temperature > 0.8 as tropical.

Vanilla MC biomes for rivers, oceans, etc seem to be at 0.5 temperature (except for the actual frozen ones) and tectonic lukewarm river is, indeed, at 0.5. Though some such as island, lukewarm cliffs and beach are at 0.8- which is mostly only stands out because cold beach is also at 0.8 (copy/paste issue?) while warm beach is at the vanilla 0.5 value for those sorts of biomes.

At a quick glance, most of the rest seem sane, so it's mostly just those few that seem to be at a 0.8 value that maybe were meant to be 0.5 or similar and tectonic grasslands which really stands out at 1.4 (instead of 0.8).

Small ponds are broken in swamps and other bodies of water 1.20.1

in the swamp biome
and also in caves where there are ponds with water, water flows out in a place where it should not flow out, thereby flooding everything around
the same is observed with lava

used mods
tectonic-mod-mc1.19.3+-v2.1 and fabric-api-0.86.1+1.20.1
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2023-08-05_21 02 49
2023-08-05_21 02 53
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Broken beaches 1.20.1

Fabric 1.20.1 0.14.22
Tectonic 2.1

Beach biome seem to sometimes slope below sea level causing water to flow in and create an overall messy appearance. This issue is greatly exacerbated in large biome worlds. It also happens in snowy beaches. This also seems to create some weird islands.
2023-09-09_15 33 10
2023-09-09_15 38 49
2023-09-09_15 41 18
2023-09-09_15 42 11
2023-09-09_15 43 00
2023-09-09_15 43 20

Doesn't work on Realms

When opening a world on a realm with the data pack it loads for like 5 mins then brings up an error

Amplified Terrain

So running this with Amplified Causes issues where Underground Rivers Float above the ocean. Now another thing. Which is quite beautiful is u get Gaint Sea walls that go under the land mass. Also Cause a great deal of lag.

Feature Cycle (crash), with Magical Forest + Tectonic

This was reported to me (alcatrazEscapee/cyanide#15), but Cyanide just caught the feature cycle and displayed the issue.

The feature cycle:

Feature 'tectonic:common/seagrass_land'
  must be before 'tectonic:common/grass/patch_grass_dense' (defined in 'tectonic:old_growth_evergreen_forest' at index 5, 6 and 9 others)
  must be before 'minecraft:brown_mushroom_taiga' (defined in 'minecraft:taiga' at index 4, 5)
  must be before 'minecraft:red_mushroom_taiga' (defined in 'byg:frosted_taiga' at index 4, 5 and 10 others)
  must be before 'minecraft:patch_grass_plain' (defined in 'magicalforest:magical_forest' at index 7, 8)
  must be before 'minecraft:flower_meadow' (defined in 'magicalforest:magical_forest' at index 8, 9)
  must be before 'tectonic:common/seagrass_land' (defined in 'minecraft:meadow' at index 3, 4 and 1 others)
  • Note that the byg:frosted_tagia is not necessary, as this ordering is also defined by Tectonic in it's override of minecraft:tagia

Basically

  • Tectonic defines tectonic:common/seagrass_land before minecraft:brown_mushroom_tagia, and after minecraft:flower_meadow, in two separate places.
  • Magical forest defines these vanilla features in the opposite order.
  • Vanilla, as far as I can see, does not a priori define an ordering between these.

Also reported as DenisMasterHerobrine/MagicalForest#10


As a side note, would you consider linking either your source/issues page from your curseforge page, or linking the modrinth page (which has both) from curseforge? As it stands I found the curseforge page, then had to find a discord, find a announcement, find a modrinth page, then find a source + issues location which was rather confusing.

mod version for 1.18.2?

a release for this would be gladly appreciated, considering last 1.18.2 mod release was before the overhaul!

Tick Lag Issue

I've been getting some unfortunate overcrowded-server-like tick lag while playing with this mod in Singleplayer. Mobs will often rubber band, making combat borderline unfair. I tried using the same instance without the mod, with vanilla terrain generation, and the issue was not present. I also tried the mod on its own, and the issue was still present, albeit less noticeable.

Unrelated, but I recall seeing in the changelog that the custom trees were removed due to unsolvable lag issues. Was that frame lag or tick lag?
Also, theoretically, would you consider reimplementing the custom trees if the lag issues were not present? They were my favourite feature of the mod and it is truly upsetting to see them gone (They actually made forests enjoyable to traverse and made swamps actually pretty.)
I know it was suggested to use other tree-based mods, but this one used to tickle my fancy just right. That, and I feel other mods tend to go overboard in my opinion

When I tried to load the normal world again, I couldn't.

This is a very interesting package, however, I now have an archive that didn't load the package at first, then moved to a client that loads the package (in.minecraft/datapacks), and now when I want to uninstall the package, I find that after I removed it, I can't access the archive. "Error in currently selected datapacks prevented world from loading. You can either try to load only with vanilla datapack(" safe mode ") or go back to title screen and fix it manually". How to fix the error? And additionally, the "safe mode” button does not respond when clicked. So I can't load the world without using the datapack. How to solve this problem? I would really appreciate it if you could give me a little solution.

Mountain biomes plateau in large biomes 1.20.1

Fabric 1.20.1 0.14.22
Tectonic 2.1

Mountain biomes do not have the same jaggedness as they do in the default world type. I can't confirm this second part but they also seem to generally be smaller and struggle to form proper mountain ranges.

All the pictures below are the different peak biomes which should be the most jagged.

2023-09-09_15 46 29

2023-09-09_15 46 49

2023-09-09_15 48 48

Doesn't respects the superflat preset

Creating a new world in any other preset sure the world generation does what I want it to do, but when I try making a super flat world to test something out, it ignores the superflat preset and instead creates a world as if it was set to default world gen.

I'm using the mod version btw in conjunction with terralith. I have tested it with either of the mods to see if its just one of them causing problems but both mods cause a similar issue.

Ocean biomes on land when using Terratonic

Reported by multiple people on discord, due to Terralith having some erosion values at below C -1.05 generate ocean instead of land. Update terrain splines to fix this.

Passive Mob Spawning Rate

Minecraft Version: 1.20.1
Tectonic Version: v2.1
Forge: 47.1.1

I was running into an issue where passive mobs seemed to be super rare and would only spawn in either one's or two's. I'm talking no cows, pigs, chickens, and sheep's for hundreds of blocks. I started troubleshooting the mod pack I was creating by disabling and recreating worlds. Once I created a world without Tectonics, passive mob spawns went back to their normal numbers.

Is this supposed to be a feature?

server timed out due to burried treasure was not found

hello.
so i was playing on my server with friends with some mods, and everything was fine util i went to explore, then i was swimming on boat some blocks, idk 2000 away from land, i found ocean ruins, next opened a loot chest and boom, server timed out.
i asked some people why that happend and they told me its an problem with burried treasure while loot was trying to generate an burried treasure map.

log into console after server time out:

Console log
[16:38:55] [Server Watchdog/ERROR]: A single server tick took 60.00 seconds (should be max 0.05)
[16:38:55] [Server Watchdog/ERROR]: Considering it to be crashed, server will forcibly shutdown.
[16:38:55] [Server Watchdog/ERROR]: This crash report has been saved to: /home/data/rbldot/872738.wom/./crash-reports/crash-2022-11-04_16.38.55-server.txt

crash log:
crash-2022-11-04_16.38.55-server.txt

before that i already has found one burried treasure map and everything was fine.
someone told me it can be tectonic mod making an large continents and thats can be a problem to find burried treasure sometimes.

i'm asking also for change burried treasure spacing/separation, that maybe can fix the problem? idk i'm not really into modding

that's all i think, thanks

Unbound values in registry ResourceKey[minecraft:root / minecraft:worldgen/biome]

The mod version of Tectonic v2.1 removes all of the custom biomes that were formerly in Tectonic v1. In order to reaccess your world, you need to temporarily enable "legacy mode".

  • Open Minecraft with Tectonic v2 installed, and then close it.
  • Open up your minecraft instance directory (normally .minecraft), open config, then open tectonic.json.
  • Set legacy_mode to true.
  • Open the world(s) you wish to upgrade. They will be automatically updated to Tectonic v2.
  • Open up the config file again and set legacy_mode back to false to prevent any issues down the line.

You will get logspam while re-entering chunks with Tectonic biomes. However, this is nothing to worry about and it only happens once.

Evergreen Forest Has Trees On Top Of Trees

Not sure if it's because of terralith (both mod versions), but tectonic's evergreen forest has birch trees spawning on top of birch trees on top of birch trees (with a singular dirt block where the tree was planted/spawned

No sand

there isnt any sand in lakes or rivers not even underground only oceans and deserts

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