{"action":"created","issue":{"url":"https://api.github.com/repos/Team-RTG/1.9-Realistic-Terrain-Generation/issues/68","repository_url":"https://api.github.com/repos/Team-RTG/1.9-Realistic-Terrain-Generation","labels_url":"https://api.github.com/repos/Team-RTG/1.9-Realistic-Terrain-Generation/issues/68/labels{/name}","comments_url":"https://api.github.com/repos/Team-RTG/1.9-Realistic-Terrain-Generation/issues/68/comments","events_url":"https://api.github.com/repos/Team-RTG/1.9-Realistic-Terrain-Generation/issues/68/events","html_url":"https://github.com/Team-RTG/1.9-Realistic-Terrain-Generation/issues/68","id":147124480,"number":68,"title":"RTG2 Architecture, Structure & Scope","user":{"login":"whichonespink44","id":10927161,"avatar_url":"https://avatars.githubusercontent.com/u/10927161?v=3","gravatar_id":"","url":"https://api.github.com/users/whichonespink44","html_url":"https://github.com/whichonespink44","followers_url":"https://api.github.com/users/whichonespink44/followers","following_url":"https://api.github.com/users/whichonespink44/following{/other_user}","gists_url":"https://api.github.com/users/whichonespink44/gists{/gist_id}","starred_url":"https://api.github.com/users/whichonespink44/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/whichonespink44/subscriptions","organizations_url":"https://api.github.com/users/whichonespink44/orgs","repos_url":"https://api.github.com/users/whichonespink44/repos","events_url":"https://api.github.com/users/whichonespink44/events{/privacy}","received_events_url":"https://api.github.com/users/whichonespink44/received_events","type":"User","site_admin":false},"labels":[{"url":"https://api.github.com/repos/Team-RTG/1.9-Realistic-Terrain-Generation/labels/Discussion","name":"Discussion","color":"fef2c0"}],"state":"open","locked":false,"assignee":null,"milestone":null,"comments":10,"created_at":"2016-04-09T12:11:26Z","updated_at":"2016-04-26T17:31:40Z","closed_at":null,"body":"Hey @Team-RTG/everyone ... just wanted to get your thoughts on RTG2 as I'd like to finalize some architectural decisions so we're all on the same page. Nothing's been absolutely set in stone, but this is where things are at currently. Feedback is most welcome, and I'll update this first post with the latest decisions.\r\n\r\n**The name**\r\n‘RTG2’ is a great way for us to refer to it internally, but the name isn’t going to change - it’s still going to be Realistic Terrain Generation (RTG).\r\n\r\n**The repo**\r\nI was very much in favour of creating a new repo for this, but having thought about it more, I think it would be best to just merge the RTG2 branch into the 1.9 repo and keep it in there. So ‘RTG1’ will have a 1.7.10 version and a 1.8.9 version, and I’ll try to keep them as in-sync as possible, but RTG2 will essentially be the 1.9 version of RTG.\r\n\r\n**The forum thread**\r\nAll versions of RTG will live on the OP of the official RTG thread. Until RTG 1.0 is released, the OP will focus on the 1.7.10/1.8.9 versions. As soon as RTG 1.0 is released and stable, we’ll put the 1.9 version as the ‘current’ version, change the content of the OP around so that it’s focused on the 1.9 version, and show the 1.7.10/1.8.9 versions as ‘Older Downloads’ (or similar)\r\n\r\n**Mod structure**\r\nThere have been a lot of discussions with regards to how RTG2 could be structured. At first, it seemed appropriate to split it up into a bunch of different mods. For example, maybe we have RTGCore (or RTGLib) which would be the realistic ‘engine’ so to speak, and then biome support would come in the form of modules or addon mods (BOP support would be its own addon mod called RTG|BOP, for example). But I think it would be best for the user (and probably best for RTG) if we didn’t split it up. So in terms of mod structure for RTG2, it’s essentially going to stay as one mod, but it will still be able to act as a ‘library’ for mods like Highlands.\r\n\r\n**Scope**\r\nRTG2’s scope will stay pretty much the same as it is (to generate realistic terrain for biomes in the Overworld without adding any new blocks, mobs, biomes, etc.), but the scope is being expanded a bit to include the following:\r\n\r\n* RTG2 will have generic support for all biome adding mods out-of-the-box. This is now possible thanks to Topi’s ‘BGB’ system, and will be an awesome feature for RTG users who want to use their favourite, recently-updated-to-1.9 biome-adding mod without waiting for us to add realistic versions of the biomes.\r\n* RTG2 can generate biomes in the Overworld that wouldn’t normally appear in the Overworld (e.g. Twilight Forest biomes, Nether biomes, etc). RTG2 isn’t responsible for actually getting those biomes into the Overworld - that’s another mod’s job - but if another mod can get TF biomes or Nether biomes into the Overworld, then they’re eligible for biome support from RTG.\r\n* RTG2 can go outside of the Overworld, but it’s still not going to hijack dimensions built by Mojang or mod authors. So there will be no RTG2 in the Nether, The End, Twilight Forest, Betweenlands, Deep Dark, etc. However, dimensions built by users via RFTools or Mystcraft are fair game.\r\n* Biome layouts - Still not sure about this one as I'm not sure how things work in 1.9, but from what I understand, it might be possible to have config options for which biome layout should be used, depending on what mods are installed. There's also Kdot's biome system that is probably out of scope for the 1.7.10/1.8.9 versions, but might live happily in 1.9. Again, I'm not sure what's best here, so feedback on this would most appreciated."},"comment":{"url":"https://api.github.com/repos/Team-RTG/1.9-Realistic-Terrain-Generation/issues/comments/214820643","html_url":"https://github.com/Team-RTG/1.9-Realistic-Terrain-Generation/issues/68#issuecomment-214820643","issue_url":"https://api.github.com/repos/Team-RTG/1.9-Realistic-Terrain-Generation/issues/68","id":214820643,"user":{"login":"topisani","id":3133596,"avatar_url":"https://avatars.githubusercontent.com/u/3133596?v=3","gravatar_id":"","url":"https://api.github.com/users/topisani","html_url":"https://github.com/topisani","followers_url":"https://api.github.com/users/topisani/followers","following_url":"https://api.github.com/users/topisani/following{/other_user}","gists_url":"https://api.github.com/users/topisani/gists{/gist_id}","starred_url":"https://api.github.com/users/topisani/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/topisani/subscriptions","organizations_url":"https://api.github.com/users/topisani/orgs","repos_url":"https://api.github.com/users/topisani/repos","events_url":"https://api.github.com/users/topisani/events{/privacy}","received_events_url":"https://api.github.com/users/topisani/received_events","type":"User","site_admin":false},"created_at":"2016-04-26T17:31:40Z","updated_at":"2016-04-26T17:31:40Z","body":"oh yes of cause, but BOP gen layers only get added if you chose their world type. this is to use biome layouts that are normally specific to a world type in the RTG world type. CC or BiomeTweaker or any other mod like that should of cause allways override that"}}