I was wondering if you could give me some help to create a pretty mountainous terrain with many ravines criss-crossing everywhere. The mountains don't have to be too tall but I really like overhangs and sheer cliffs. I guess I am aiming for something kind of like the seed 'gargamel'. I have been messing around with the Perlin Noise Octaves for a while and just can't seem to get the right thing. I either and too high with just flat ground or the perfect level with flat landscaping and then sheer drop-offs into oceans. And I can't get stone to generate under the dirt when that high, so no cliffs or caves of stone are present. (I am on 1.5.2 and do have Biomes O' Plenty if that matters).
EDIT:
Really though, pretty much what I am hoping for are many cliffs, stone above vanilla generation area, and cool overhangs/floating islands.
i have some questiones:
1: do you have plans for making the mod a modfolder mod? (core mods can do everything a jar mod can do)
2: do you have some sets of config or tips ofr the config that can make some awsome high worlds?
1: Hills/Mountains
2: Ravines and such
3: Contrast and Steepness
4: Amount of Flat Stretches and Lowlands
5: Flatness
6: Amount of Transitions Between Heights
I will edit in some stuff once I figure out more, but so far that is the characteristics of the individual worlds when I put every other Perlin Noise at 0 and the said one to 20. I honestly don't really know what this stuff is soooo... I probably have everything wrong. I would really love some help to get the perfect world (in my previous post like 4 posts back). Thanks.
EDIT: I would like to sum up my previous post in this one:
I would really enjoy a world with valleys/ravines, sheer cliffs, stone above regular generation (for some reason it is all dirt when above 128), overhangs, and over-all epic views and places. I have Biomes O' Plenty and World Generation 4 and am playing on 1.5.2.
I was wondering if you could give me some help to create a pretty mountainous terrain with many ravines criss-crossing everywhere. The mountains don't have to be too tall but I really like overhangs and sheer cliffs. I guess I am aiming for something kind of like the seed 'gargamel'. I have been messing around with the Perlin Noise Octaves for a while and just can't seem to get the right thing. I either and too high with just flat ground or the perfect level with flat landscaping and then sheer drop-offs into oceans. And I can't get stone to generate under the dirt when that high, so no cliffs or caves of stone are present. (I am on 1.5.2 and do have Biomes O' Plenty if that matters).
EDIT:
Really though, pretty much what I am hoping for are many cliffs, stone above vanilla generation area, and cool overhangs/floating islands.
Hello, I am not very experienced with the settings myself. I have recently found out though, that sheer cliffs and mountainous terrain can be achieved by raising the "D2 Factor" variable. Ravine generation is not configurable, but it could be one day. Perlin noice octaves are tricky and often produce undesirable side effects. Its difficult to get playable maps when altering them.
Well the Wedge jar within the libraries folder must have got messed up. Delete all Wedge related files and try again. Works like a charm when I do it with Biomes O Plenty, Optifine, and others.
OK, I did that, but it still doesn't work. When I have Biomes O Plenty installed with this mod and select the release wedge- 1.3.1, I still am able to generate great terrain with the default world type, but for Biomes O Plenty, no changes. I even tried a seed using Wedge on Biomes O Plenty and then generated another world using the same seed with only Biomes O Plenty, compared the two, but they were the same.
For the forge config file, I see that mod overrides are set to true by default. Are they supposed to be false? Maybe that's what causing the problem.
OK, I did that, but it still doesn't work. When I have Biomes O Plenty installed with this mod and select the release wedge- 1.3.1, I still am able to generate great terrain with the default world type, but for Biomes O Plenty, no changes. I even tried a seed using Wedge on Biomes O Plenty and then generated another world using the same seed with only Biomes O Plenty, compared the two, but they were the same.
For the forge config file, I see that mod overrides are set to true by default. Are they supposed to be false? Maybe that's what causing the problem.
My apologies, it seems this mod does not properly function with BOP as it did with version 1.5.2. I played my old save files from 1.5.2 ported to 1.6.2 using the two mods. Of course it seemed fine because the chunks were preloaded, I guess I forgot to check new chunks. I'm working on a solution right now.
Hm I have a problem with the 1.6.2 release. Its all working fine except, I get huge stone deserts. help?
Stone deserts? That is odd. Exposed areas of stone are normal, even in vanilla. But if they are unusually large you must have changed something in the config file.
Hello, I am not very experienced with the settings myself. I have recently found out though, that sheer cliffs and mountainous terrain can be achieved by raising the "D2 Factor" variable. Ravine generation is not configurable, but it could be one day. Perlin noice octaves are tricky and often produce undesirable side effects. Its difficult to get playable maps when altering them.
Thanks so much for telling me. I guessed as much because everything seemed very different with Perlin Noise even when I changed it by just one or two. It drastically messed up my world generation. If you know anything about overhangs and such that would be delightful to know.
i have some questiones:
1: do you have plans for making the mod a modfolder mod? (core mods can do everything a jar mod can do)
2: do you have some sets of config or tips ofr the config that can make some awsome high worlds?
1) Not yet. I'm still learning on how to do that. It will remain a jar mod for some time.
2) The config guide that I'm getting back to updating is a great start. I'm considering making a list of crazy worlds and which settings you need to get them.
8)D2 Factor : Mountainous terrain. Higher values cause tall terrain and sheer cliffs to become more common place. Many cliffs will be closer to right angles.
9)D2 Final Scale, D2 Scale, D3 Block Scale : Terrain height (Higher). Higher values raise the land, resulting in an increased average terrain height, and a larger height difference between the terrain and the sea/rivers. Does not affect land height variation unless close to 256 ceiling, which forces minimum and maximum heights to be closer/equal. Variables may not be identical, experiment to find differences.
10)D2 Subtract : Terrain height (Lower). Opposite effect of Terrain height (Higher) variables. Interestingly, the two do not negate or counter one another. Increasing both will create terrain that is higher in some places, and lower in others.
11)D3 Height Factor : Terrain Height (Minimum). Higher values will increase the minimum terrain height, affecting both land and water. Rivers and the ocean will have no depth at all if value is too high. Minimum cannot be above 128, no matter how high a number you set.
12)D7 Clamp Scale : Terrain Coarseness. Higher values produce blocky terrain with less ocean. Lower values produce intricate terrain with more ocean.
So I encountered an error whilst trying to run the game, and I hoped you could help me:
Fatal error launching game. Report this to http://mojang.atlassian.net please!
java.lang.RuntimeException: Classpath file not found: C:\Users\Ssla Cyhadals\AppData\Roaming\.minecraft\libraries\net\minecraftforge\minecraftforge\9.10.0.803\minecraftforge-9.10.0.803.jar
at net.minecraft.launcher.GameLauncher.constructClassPath(GameLauncher.java:394)
at net.minecraft.launcher.GameLauncher.launchGame(GameLauncher.java:228)
at net.minecraft.launcher.GameLauncher.onDownloadJobFinished(GameLauncher.java:497)
at net.minecraft.launcher.updater.download.DownloadJob.popAndDownload(DownloadJob.java:112)
at net.minecraft.launcher.updater.download.DownloadJob.access$000(DownloadJob.java:10)
at net.minecraft.launcher.updater.download.DownloadJob$1.run(DownloadJob.java:84)
at java.util.concurrent.Executors$RunnableAdapter.call(Unknown Source)
at java.util.concurrent.FutureTask$Sync.innerRun(Unknown Source)
at java.util.concurrent.FutureTask.run(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Please try to find a solution to my issue. Thanks in advance.
- Ssla Cyhadals
You have to install the correct version of forge. As of now it is 9.10.0.803. Always check the Install instructions before downloading.
Update 1.3.2 : Now compatible with Biomes O Plenty! If you use that mod ditch 1.3.1 and grab 1.3.2 from the OP. 1.3.2 uses a separate config file for Biomes O Plenty world type. Requires forgev9.10.0.789. From now on, updates will use the recommended version of forge since that is usually more stable.
ExtraBiomesXL currently causes discolored stone blocks (including ores, cobblestone, bricks and slabs etc) when paired with Optifine and any of the sphax texture packs currently available.
Narrowed it down to the stone colormap file in the resourcepack and deleted it and they went back to normal.
I don't know why but only the ExtraBiomesXL Biomes seem to be causing discolored stone.
Might be worth looking into what the stone colormap does and adjusting the appropriate values for the ExtraBiomesXL Biomes to avoid this sort of thing:
The biggest issue with this is that it only does it for vanilla stone blocks. Modded ores and modded stones are unaffected and it looks bizarrely contrasted.
*Edit* Oh yeah, MC 1.6.2, Forge 803 (Also tested with forge 789 - same result), OptifineHD B4 HD Ultra, ExtrabiomesXL 3.13.6e and any current 1.6.2 sphax resourcepack.
*Edit* I'm stupid... I posted this in the wrong place. Please ignore.
Update 1.3.3 : Removed features from Biomes O Plenty config file that could cause issues (not yet compatible). Ocean, river and swamp biomes are lower and better submerged with water.
EDIT:
Really though, pretty much what I am hoping for are many cliffs, stone above vanilla generation area, and cool overhangs/floating islands.
1: do you have plans for making the mod a modfolder mod? (core mods can do everything a jar mod can do)
2: do you have some sets of config or tips ofr the config that can make some awsome high worlds?
1: Hills/Mountains
2: Ravines and such
3: Contrast and Steepness
4: Amount of Flat Stretches and Lowlands
5: Flatness
6: Amount of Transitions Between Heights
I will edit in some stuff once I figure out more, but so far that is the characteristics of the individual worlds when I put every other Perlin Noise at 0 and the said one to 20. I honestly don't really know what this stuff is soooo... I probably have everything wrong. I would really love some help to get the perfect world (in my previous post like 4 posts back). Thanks.
EDIT: I would like to sum up my previous post in this one:
I would really enjoy a world with valleys/ravines, sheer cliffs, stone above regular generation (for some reason it is all dirt when above 128), overhangs, and over-all epic views and places. I have Biomes O' Plenty and World Generation 4 and am playing on 1.5.2.
Hello, I am not very experienced with the settings myself. I have recently found out though, that sheer cliffs and mountainous terrain can be achieved by raising the "D2 Factor" variable. Ravine generation is not configurable, but it could be one day. Perlin noice octaves are tricky and often produce undesirable side effects. Its difficult to get playable maps when altering them.
OK, I did that, but it still doesn't work. When I have Biomes O Plenty installed with this mod and select the release wedge- 1.3.1, I still am able to generate great terrain with the default world type, but for Biomes O Plenty, no changes. I even tried a seed using Wedge on Biomes O Plenty and then generated another world using the same seed with only Biomes O Plenty, compared the two, but they were the same.
For the forge config file, I see that mod overrides are set to true by default. Are they supposed to be false? Maybe that's what causing the problem.
My apologies, it seems this mod does not properly function with BOP as it did with version 1.5.2. I played my old save files from 1.5.2 ported to 1.6.2 using the two mods. Of course it seemed fine because the chunks were preloaded, I guess I forgot to check new chunks. I'm working on a solution right now.
Stone deserts? That is odd. Exposed areas of stone are normal, even in vanilla. But if they are unusually large you must have changed something in the config file.
Thanks so much for telling me. I guessed as much because everything seemed very different with Perlin Noise even when I changed it by just one or two. It drastically messed up my world generation. If you know anything about overhangs and such that would be delightful to know.
1) Not yet. I'm still learning on how to do that. It will remain a jar mod for some time.
2) The config guide that I'm getting back to updating is a great start. I'm considering making a list of crazy worlds and which settings you need to get them.
8)D2 Factor : Mountainous terrain. Higher values cause tall terrain and sheer cliffs to become more common place. Many cliffs will be closer to right angles.
9)D2 Final Scale, D2 Scale, D3 Block Scale : Terrain height (Higher). Higher values raise the land, resulting in an increased average terrain height, and a larger height difference between the terrain and the sea/rivers. Does not affect land height variation unless close to 256 ceiling, which forces minimum and maximum heights to be closer/equal. Variables may not be identical, experiment to find differences.
10)D2 Subtract : Terrain height (Lower). Opposite effect of Terrain height (Higher) variables. Interestingly, the two do not negate or counter one another. Increasing both will create terrain that is higher in some places, and lower in others.
11)D3 Height Factor : Terrain Height (Minimum). Higher values will increase the minimum terrain height, affecting both land and water. Rivers and the ocean will have no depth at all if value is too high. Minimum cannot be above 128, no matter how high a number you set.
12)D7 Clamp Scale : Terrain Coarseness. Higher values produce blocky terrain with less ocean. Lower values produce intricate terrain with more ocean.
It cannot currently be server hosted. Everyone on a network would have to have it installed client side.
You have to install the correct version of forge. As of now it is 9.10.0.803. Always check the Install instructions before downloading.
ExtraBiomesXL currently causes discolored stone blocks (including ores, cobblestone, bricks and slabs etc) when paired with Optifine and any of the sphax texture packs currently available.
Narrowed it down to the stone colormap file in the resourcepack and deleted it and they went back to normal.
I don't know why but only the ExtraBiomesXL Biomes seem to be causing discolored stone.
Might be worth looking into what the stone colormap does and adjusting the appropriate values for the ExtraBiomesXL Biomes to avoid this sort of thing:
The biggest issue with this is that it only does it for vanilla stone blocks. Modded ores and modded stones are unaffected and it looks bizarrely contrasted.
*Edit* Oh yeah, MC 1.6.2, Forge 803 (Also tested with forge 789 - same result), OptifineHD B4 HD Ultra, ExtrabiomesXL 3.13.6e and any current 1.6.2 sphax resourcepack.
*Edit* I'm stupid... I posted this in the wrong place. Please ignore.
It should work fine as long as everyone has it installed cleint side. It can't be server hosted right now though.
Improved Swampland (After and Before 1.3.3)
Lol, it happens.
does this mod work with Biome mods? such as extrabiomesXL, Highlands, Biomes o' plenty*EDIT* so it does as I checked the More Screenshots spoiler