I'm currently developing a 1.7.10 modpack that's server based/hosted. The modpack has a decent bit of world customization done to it, using mods like this and rtg, streams, etc.
We're currently setting up the server's world, which includes generating chunks so that when players explore the world, the server will not be using up resources to generate new chunks. I'm using world border (plugin) and its fill command to generate new chunks out to a defined radius.
However, I'm running into a rather large problem. When generating new chunks, be it via the fill command, using a different mod that also generates chunks, or just exploring manually to generate new chunks, the server times out. This is not a resource issue, as I have checked that end of it, but rather seems like something causes the server to just hang, where the VM keeps running but stops responding (connected players are disconnected and given a timed out message, console stops logging, console is unresponsive to commands, requires cold reboot)
I used warmroast to view the VM while in the timed out state, and it suggests either RTG or Farseek (streams api mod) to be the cause. However, my Forge log shows events pertaining to CC just prior to the server timing out. I copied just the portion of the logs, from the time I executed the fill command up to the point that the server stopped logging due to timing out.
What's the best setting to create an ocean size similar to 1.7+ vanilla ocean sizes? I'm also running RTG and even though I have CC set to only create medium -to -large sized continents and have "seperatelandmasses" set to false I still frequently run into 10,000 - 15,000+ block long oceans...and the first land I hit is usually a tiny little island :(.
I don't want puddles for oceans - I want something similar to vanilla 1.7+ but with the other features of CC like banded climates - a true continental world. I just want to get rid of these oceanzillas - they make exploring tedious and take up too much disk space.
Oceans tend to be roughly the size of the smallest common landmass. If you want oceans to be smaller, use smaller landmasses.
FWIW, vanilla is roughly 100 large continents and 300 small continents (no mediums and no islands) with separate landmasses off and expansion rounds at zero.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I have a relatively small question to ask. Is there a way to figure out what climate control config settings were used when a specific world was generated? I realize this is a rather odd question to be asking and all, but I neglected to take note of what settings I had used to generate a specific world and am unable to recreate it. (and trying out every combination in existence would take far too long) If there isn't a way to do this then so be it, but if there is I would love to hear about it.
When a world is created, Climate Control makes a copy of the current settings in the general config folder and puts it into a worldspecificconfig folder in the save folder for that world. Thereafter, that config, and not the general, controls that world. This allows you to have multiple concurrent worlds with different configs.
If you make changes to *that* file there's no records kept of earlier versions. You would have to do that manually. If you have I can't help but sounds like you didn't.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
So I'm having a hell of an issue with your mod lol.
I have the following for 1.10.2:
GeographiCraft-1.9.4-0.7.6.jar
ForgeAmidst-1.9.4-1.4.1.jar
RTG-1.10.2-4.1.2.4.jar
I tried changing config settings via:
GeographiCraft\geographicraft.cfg
I changed the act as if CC was disabled then I set the terrain to be one super continent further down etc.
Pretty much Everything and anything I do I don't get a decent world. I sort of wanted basic RTG and ForgeAmidst so I could get a decent spawn seed at the main Menu but ForgeAmidst Has all these missing biomes issues without GeographiCraft being included. But with GeographiCraft Included my worlds pretty much fracked up lol.
Also most of your links are dead in the main topic.
Quick question: does Climate Control (Geographicraft) affect 1.12 worlds generated with Minecraft's built-in "Realistic" world type? My testing seems to suggest it doesn't, or that some features don't work. As someone's signature has "realistic" in it, I ended up needing to search this thread manually and don't have time for that.
I've turned on banded climates which seems to work on the default world type, and when in "realistic" world type if I tweak the banded offset down (-'s) I end up in warmer climes (sort of) and when I tweak it up I end up in cooler climes (sort of.) I have wide rivers and wide beaches active as well as frozen icecaps.
For reference the world save DOES generate a geographicraft "worldSpecificConfig" folder and dimension 0 (overworld) is included in the "included dimensions" list.
EDIT: After digging, seems that this is Quark's addition. Doesn't look like it is presently supported. Thanks for your patience.
Check the configs in your worldspecificconfig folder in the world save file to make sure your changes are being carried. Aside from the banding issue, that world appears to have large islands, which are zeroed out in your config.
If bandedClimateWidth is positive and noGenerationChanges is false you should be getting the bands. I can't read the posted image; can you cut and paste your entire config as text in spoiler tags?
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
I'm using Chromaticraft with Climate Control. I've disabled the Ender Forest biome in both the Chromaticraft config and the CC config, and I've double checked that it is disabled in the world CC config. However, it still seems to be generating. Conversely, I have a Biomes O' Plenty biome called Mangrove enabled with a very high instance rate and it does not generate. Do you know of any solutions to this?
I'm using Chromaticraft with Climate Control. I've disabled the Ender Forest biome in both the Chromaticraft config and the CC config, and I've double checked that it is disabled in the world CC config. However, it still seems to be generating. Conversely, I have a Biomes O' Plenty biome called Mangrove enabled with a very high instance rate and it does not generate. Do you know of any solutions to this?
The Mangrove biome is a sub-biome of Deep Ocean which generates in great quantity as part of the "South Seas Complex". The only solution is to turn off BoP sub-biomes with a flag in the CC config
"# Comma-delimited list of externalBiome Names." "S:externalBiomeNames="
exactly is for in the GC config?
When running with BoP together, GC creates its own Bop Config* but not when e.g running it with Traverse.
Though GC still generating Traverse Biomes, w/o any of those biomes named in aboves externalBiome Names
setting. So really wonder when to use this line, and the format of those names (ids?)
*subquestion:
"assorted parameters" { B:BoPBiomesOn=false is set as default, though afaik BoP Biomes are created - so what exactly is falsiefied here?
If you put a list of biomes in that field, the next time CC runs there will be fields in the general config to control biomes with the specified names.
BoPBiomesOn is not normally supposed to be altered by users. It's altered by CC when creating worlds where BoP is available, and the purpose is to allow CC to know if you had BoP on when the world was created so it won't add BoP to an existing world which isn't supposed to have it.
# add testing routines and crash in suspicious circumstances
B:TestingMode=false
B:VanillaBiomesOn=true
# Generate land masses and climate zones similar to vanilla 1.7
B:VanillaLandAndClimate=false
# True for triple-width rivers
B:WiderRivers=false
# impose Climate Control generation on the Biomes o' Plenty world type
B:alterBoPWorlds=false
# impose Climate Control generation on Highlands world types
B:alterHighlandsWorlds=false
# biomes not saved on edges; more than 3 has no effect; -1 deactivates saving biomes
I:biomeRingsNotSaved=3
# Number of Chunk Biome layouts cached. Above 500 is ignored. 0 or below shuts off chunk info caching
I:cacheSize=0
# climate not saved on edges; -1 deactivates saving climates
I:climateRingsNotSaved=3
# Have Climate Control set the biomes for village generation; may be incompatible with village mods
B:controlVillageBiomes=false
# Comma-delimited list of externalBiome Names. No quotes or line returnsYou will have to reload Minecraft after changing this.Names not in the list aren't removed from the configs but they have no effect
S:externalBiomeNames=
# force small continent near origin
B:forceStartContinent=true
# max height value for allowing rivers; 10.0 allows everything; 0.75 is plains but no hills
D:maxChasm=10.0
# Maximum Number of Rescue attempts. Negative numbers mean no limit
I:rescueLimit=-1
# subbiomes not saved on edges, default 3, -1 deactivates saving sub-biomes
I:subBiomeRingsNotSaved=-1
# suppress Climate Control generation in default, large biomes, and amplified worlds
B:suppressInStandardWorlds=false
# True for double-width beaches
B:wideBeaches=false
}
##########################################################################################################
# climate incidences
#--------------------------------------------------------------------------------------------------------#
# Blocks of land are randomly assigned to each zone with a frequency proportional to the incidence. Processing eliminates some extreme climates later, especially for quarter size zones. Consider doubling hot and snowy incidences for quarter size zones.
##########################################################################################################
"climate incidences" {
# relative incidence of cool zones like forest/plains/hills/taiga/roofed forest
I:"Cool Zone Incidence"=2
# relative incidence of hot zones like savanna/desert/plains/mesa
I:"Hot Zone Incidence"=4
# relative incidence of snowy zones
I:"Snowy Zone Incidence"=1
# relative incidence of warm zones like forest/plains/hills/jungle/swamp
I:"Warm Zone Incidence"=3
}
##########################################################################################################
# climate zone parameters
#--------------------------------------------------------------------------------------------------------#
# Full-size is similar to 1.7 defaults. Half-size creates zones similar to pre-1.7 snowy zones. Quarter-size creates fairly small zones but the hot and snowy incidences are limited
##########################################################################################################
"climate zone parameters" {
# True freezes oceans in snowy latitudes. Only used with latitudinal climates.
B:"Frozen Icecaps"=true
# half the climate zone size from vanilla, unless quartering
B:"Half Zone Size"=false
# Use Ice Mountains instead of Ice Plains in mountain chain areas
B:"Ice Mountains in Mountain Chains"=true
# Use Mesas as mountains in mountain chain areas
B:"Mesas in Mountain Chains"=true
# Place mountains in chains
B:"Mountains in Mountain Chains"=false
# quarter the climate zone size from vanilla
B:"Quarter Zone Size"=false
# ignore climate zones altogether
B:"Random Biomes"=false
# Number of climate zones to shift the band from the default of the warm - to - cool transition at 0. Positive numbers shift the bands up.
I:bandedClimateOffset=0
# Width of banded climates (climate depends on latitude). 0 or less for normal rules. Width is in terms of climate zones, whatever they are
I:bandedClimateWidth=4
# X offset for initial spawn search in blocks
I:xSpawnOffset=0
# Z offset for initial spawn search in blocks
I:zSpawnOffset=0
}
##########################################################################################################
# ocean control parameters
#--------------------------------------------------------------------------------------------------------#
# Frequencies are x per thousand but a little goes a very long way because seeds grow a lot. SeparateLandmasses = true makes an oceanic world with these settings andSeparateLandmasses = false makes a continental world
##########################################################################################################
"ocean control parameters" {
# frequency of large continent seeds, about 8000x16000
I:"Incidence of Continents,Large"=0
# frequency of medium continent seeds, about 4000x8000
I:"Incidence of Continents,Medium"=0
# frequency of small continent seeds, about 2000x4000
I:"Incidence of Continents,Small"=10
# frequency of large island seeds, about 500x1000
I:"Incidence of Islands,Large"=40
# frequency of medium island seeds, about 250x500, but they tend to break up into archipelagos
I:"Incidence of Islands,Medium"=60
# Rounds of continent and large island expansion in oceanic worlds (with separateLandmasses off). More makes continents larger and oceans narrower. Default is 1.
I:"Land Expansion Rounds"=1
# True mostly stops landmasses merging.With default settings you will get an oceanic world if true and a continental world if false
B:SeparateLandmasses=true
}
##########################################################################################################
# oceanbiomeclimates
#--------------------------------------------------------------------------------------------------------#
# Climate Types are: SNOWY,COOL,WARM,HOT,OCEAN,DEEP_OCEANMEDIUM,PLAINS,LAND. MEDIUM is COOL and WARM, PLAINS is COOL and WARM and HOT, LAND is all four land
##########################################################################################################
##########################################################################################################
# vanillabiomeclimates
#--------------------------------------------------------------------------------------------------------#
# Climate Types are: SNOWY,COOL,WARM,HOT,OCEAN,DEEP_OCEANMEDIUM,PLAINS,LAND. MEDIUM is COOL and WARM, PLAINS is COOL and WARM and HOT, LAND is all four land
##########################################################################################################
vanillabiomeclimates {
S:"Birch Forest Hills M climate"=DEFAULT
S:"Birch Forest Hills climate"=DEFAULT
S:"Birch Forest M climate"=DEFAULT
S:"Birch Forest climate"=Cool
S:"Cold Taiga Hills climate"=DEFAULT
S:"Cold Taiga M climate"=DEFAULT
S:"Cold Taiga climate"=Snowy
S:"Desert Hills climate"=DEFAULT
S:"Desert M climate"=DEFAULT
S:"Desert climate"=Hot
S:"Extreme Hills M climate"=DEFAULT
S:"Extreme Hills climate"=MEDIUM
S:"Extreme Hills+ M climate"=DEFAULT
S:"Extreme Hills+ climate"=DEFAULT
S:"Flower Forest climate"=DEFAULT
S:"Forest Hills climate"=DEFAULT
S:"Forest climate"=MEDIUM
S:"Ice Mountains climate"=Snowy
S:"Ice Plains Spikes climate"=DEFAULT
S:"Ice Plains climate"=Snowy
S:"Jungle Hills climate"=DEFAULT
S:"Jungle M climate"=DEFAULT
S:"Jungle climate"=Warm
S:"Mega Spruce Taiga climate"=DEFAULT
S:"Mega Taiga Hills climate"=DEFAULT
S:"Mega Taiga climate"=Cool
S:"Mesa (Bryce) climate"=DEFAULT
S:"Mesa Plateau F M climate"=DEFAULT
S:"Mesa Plateau F climate"=Hot
S:"Mesa Plateau M climate"=DEFAULT
S:"Mesa Plateau climate"=Hot
S:"Mesa climate"=DEFAULT
S:"Mushroom Island climate"=DEFAULT
S:"Plains climate"=PLAINS
S:"Roofed Forest M climate"=DEFAULT
S:"Roofed Forest climate"=Cool
S:"Savanna M climate"=DEFAULT
S:"Savanna Plateau M climate"=DEFAULT
S:"Savanna Plateau climate"=DEFAULT
S:"Savanna climate"=Hot
S:"Sunflower Plains climate"=DEFAULT
S:"Swampland M climate"=DEFAULT
S:"Swampland climate"=Warm
S:"Taiga (snowless) M climate"=DEFAULT
S:"Taiga (snowless) climate"=Cool
S:"Taiga Hills climate"=DEFAULT
}
vanillabiomeids {
I:"Birch Forest Hills ID"=28
I:"Birch Forest Hills M ID"=156
I:"Birch Forest ID"=27
I:"Birch Forest M ID"=155
I:"Cold Taiga Hills ID"=31
I:"Cold Taiga ID"=30
I:"Cold Taiga M ID"=158
I:"Desert Hills ID"=17
I:"Desert ID"=2
I:"Desert M ID"=130
I:"Extreme Hills ID"=3
I:"Extreme Hills M ID"=131
I:"Extreme Hills+ ID"=34
I:"Extreme Hills+ M ID"=162
I:"Flower Forest ID"=132
I:"Forest Hills ID"=18
I:"Forest ID"=4
I:"Ice Mountains ID"=13
I:"Ice Plains ID"=12
I:"Ice Plains Spikes ID"=140
I:"Jungle Hills ID"=22
I:"Jungle ID"=21
I:"Jungle M ID"=149
I:"Mega Spruce Taiga ID"=160
I:"Mega Taiga Hills ID"=33
I:"Mega Taiga ID"=32
I:"Mesa (Bryce) ID"=165
I:"Mesa ID"=37
I:"Mesa Plateau F ID"=38
I:"Mesa Plateau F M ID"=166
I:"Mesa Plateau ID"=39
I:"Mesa Plateau M ID"=167
I:"Mushroom Island ID"=14
I:"Plains ID"=1
I:"Roofed Forest ID"=29
I:"Roofed Forest M ID"=157
I:"Savanna ID"=35
I:"Savanna M ID"=163
I:"Savanna Plateau ID"=36
I:"Savanna Plateau M ID"=164
I:"Sunflower Plains ID"=129
I:"Swampland ID"=6
I:"Swampland M ID"=134
I:"Taiga (snowless) ID"=5
I:"Taiga (snowless) M ID"=133
I:"Taiga Hills ID"=19
}
vanillabiomevillages {
B:"Birch Forest Hills M hasVillages"=false
B:"Birch Forest Hills hasVillages"=false
B:"Birch Forest M hasVillages"=false
B:"Birch Forest hasVillages"=false
B:"Cold Taiga Hills hasVillages"=false
B:"Cold Taiga M hasVillages"=false
B:"Cold Taiga hasVillages"=false
B:"Desert Hills hasVillages"=false
B:"Desert M hasVillages"=false
B:"Desert hasVillages"=true
B:"Extreme Hills M hasVillages"=false
B:"Extreme Hills hasVillages"=false
B:"Extreme Hills+ M hasVillages"=false
B:"Extreme Hills+ hasVillages"=false
B:"Flower Forest hasVillages"=false
B:"Forest Hills hasVillages"=false
B:"Forest hasVillages"=false
B:"Ice Mountains hasVillages"=false
B:"Ice Plains Spikes hasVillages"=false
B:"Ice Plains hasVillages"=false
B:"Jungle Hills hasVillages"=false
B:"Jungle M hasVillages"=false
B:"Jungle hasVillages"=false
B:"Mega Spruce Taiga hasVillages"=false
B:"Mega Taiga Hills hasVillages"=false
B:"Mega Taiga hasVillages"=false
B:"Mesa (Bryce) hasVillages"=false
B:"Mesa Plateau F M hasVillages"=false
B:"Mesa Plateau F hasVillages"=false
B:"Mesa Plateau M hasVillages"=false
B:"Mesa Plateau hasVillages"=false
B:"Mesa hasVillages"=false
B:"Mushroom Island hasVillages"=false
B:"Plains hasVillages"=true
B:"Roofed Forest M hasVillages"=false
B:"Roofed Forest hasVillages"=false
B:"Savanna M hasVillages"=false
B:"Savanna Plateau M hasVillages"=false
B:"Savanna Plateau hasVillages"=false
B:"Savanna hasVillages"=true
B:"Sunflower Plains hasVillages"=false
B:"Swampland M hasVillages"=false
B:"Swampland hasVillages"=false
B:"Taiga (snowless) M hasVillages"=false
B:"Taiga (snowless) hasVillages"=false
B:"Taiga Hills hasVillages"=false
}
Rollback Post to RevisionRollBack
Doesn't matter what the press says. Doesn't matter what the politicians or the mobs say. Doesn't matter if the whole country decides that something wrong is something right. This nation was founded on one principle above all else: the requirement that we stand up for what we believe, no matter the odds or the consequences. When the mob and the press and the whole world tell you to move, your job is to plant yourself like a tree beside the river of truth, and tell the whole world — "No, you move
Hey Zeno,
I'm currently developing a 1.7.10 modpack that's server based/hosted. The modpack has a decent bit of world customization done to it, using mods like this and rtg, streams, etc.
We're currently setting up the server's world, which includes generating chunks so that when players explore the world, the server will not be using up resources to generate new chunks. I'm using world border (plugin) and its fill command to generate new chunks out to a defined radius.
However, I'm running into a rather large problem. When generating new chunks, be it via the fill command, using a different mod that also generates chunks, or just exploring manually to generate new chunks, the server times out. This is not a resource issue, as I have checked that end of it, but rather seems like something causes the server to just hang, where the VM keeps running but stops responding (connected players are disconnected and given a timed out message, console stops logging, console is unresponsive to commands, requires cold reboot)
I used warmroast to view the VM while in the timed out state, and it suggests either RTG or Farseek (streams api mod) to be the cause. However, my Forge log shows events pertaining to CC just prior to the server timing out. I copied just the portion of the logs, from the time I executed the fill command up to the point that the server stopped logging due to timing out.
https://pastebin.com/BtTbGZB4
I also included a screen of the warmroast just in case. Any insight would be super helpful.
https://m.imgur.com/a/lmGci
Thanks
That's just reporting the biome incidences as the world is being set up. CC isn't doing anything significant there.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
hi. thanks a lot for the reply. i will try that out as soon as possible
Uh what happened to the ZenoTechnology support mod? When you click on the link it doesnt show up
What's the best setting to create an ocean size similar to 1.7+ vanilla ocean sizes? I'm also running RTG and even though I have CC set to only create medium -to -large sized continents and have "seperatelandmasses" set to false I still frequently run into 10,000 - 15,000+ block long oceans...and the first land I hit is usually a tiny little island :(.
I don't want puddles for oceans - I want something similar to vanilla 1.7+ but with the other features of CC like banded climates - a true continental world. I just want to get rid of these oceanzillas - they make exploring tedious and take up too much disk space.
Oceans tend to be roughly the size of the smallest common landmass. If you want oceans to be smaller, use smaller landmasses.
FWIW, vanilla is roughly 100 large continents and 300 small continents (no mediums and no islands) with separate landmasses off and expansion rounds at zero.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
What was the 164 style like then?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
The 1.6 style is approximately 100 medium continents and everything else 0.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
I have a relatively small question to ask. Is there a way to figure out what climate control config settings were used when a specific world was generated? I realize this is a rather odd question to be asking and all, but I neglected to take note of what settings I had used to generate a specific world and am unable to recreate it. (and trying out every combination in existence would take far too long) If there isn't a way to do this then so be it, but if there is I would love to hear about it.
When a world is created, Climate Control makes a copy of the current settings in the general config folder and puts it into a worldspecificconfig folder in the save folder for that world. Thereafter, that config, and not the general, controls that world. This allows you to have multiple concurrent worlds with different configs.
If you make changes to *that* file there's no records kept of earlier versions. You would have to do that manually. If you have I can't help but sounds like you didn't.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
The only config I edited was the folder called "BiomesOPlentyinCC".
That file is copied and managed the same way.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
So I'm having a hell of an issue with your mod lol.
I have the following for 1.10.2:
GeographiCraft-1.9.4-0.7.6.jar
ForgeAmidst-1.9.4-1.4.1.jar
RTG-1.10.2-4.1.2.4.jar
I tried changing config settings via:
GeographiCraft\geographicraft.cfg
I changed the act as if CC was disabled then I set the terrain to be one super continent further down etc.
Pretty much Everything and anything I do I don't get a decent world. I sort of wanted basic RTG and ForgeAmidst so I could get a decent spawn seed at the main Menu but ForgeAmidst Has all these missing biomes issues without GeographiCraft being included. But with GeographiCraft Included my worlds pretty much fracked up lol.
Also most of your links are dead in the main topic.
Thanks!
Check out my Let's Play Series:
What are you trying to do and how are you trying to do it?
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Hey I'm running 1.7.10, CC was working fine, but when I did the Highlands worldtype it seems to have disabled its function. How do I run both?
lightning edit: Had to update the CC config to enable Highlands, nvm
Quick question: does Climate Control (Geographicraft) affect 1.12 worlds generated with Minecraft's built-in "Realistic" world type? My testing seems to suggest it doesn't, or that some features don't work. As someone's signature has "realistic" in it, I ended up needing to search this thread manually and don't have time for that.
I've turned on banded climates which seems to work on the default world type, and when in "realistic" world type if I tweak the banded offset down (-'s) I end up in warmer climes (sort of) and when I tweak it up I end up in cooler climes (sort of.) I have wide rivers and wide beaches active as well as frozen icecaps.
For reference the world save DOES generate a geographicraft "worldSpecificConfig" folder and dimension 0 (overworld) is included in the "included dimensions" list.
EDIT: After digging, seems that this is Quark's addition. Doesn't look like it is presently supported. Thanks for your patience.
Check the configs in your worldspecificconfig folder in the world save file to make sure your changes are being carried. Aside from the banding issue, that world appears to have large islands, which are zeroed out in your config.
If bandedClimateWidth is positive and noGenerationChanges is false you should be getting the bands. I can't read the posted image; can you cut and paste your entire config as text in spoiler tags?
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
I'm using Chromaticraft with Climate Control. I've disabled the Ender Forest biome in both the Chromaticraft config and the CC config, and I've double checked that it is disabled in the world CC config. However, it still seems to be generating. Conversely, I have a Biomes O' Plenty biome called Mangrove enabled with a very high instance rate and it does not generate. Do you know of any solutions to this?
The Mangrove biome is a sub-biome of Deep Ocean which generates in great quantity as part of the "South Seas Complex". The only solution is to turn off BoP sub-biomes with a flag in the CC config
If you put a list of biomes in that field, the next time CC runs there will be fields in the general config to control biomes with the specified names.
BoPBiomesOn is not normally supposed to be altered by users. It's altered by CC when creating worlds where BoP is available, and the purpose is to allow CC to know if you had BoP on when the world was created so it won't add BoP to an existing world which isn't supposed to have it.
Yes. CC will override all the biome frequency settings in BT but the biome character changes (color, temp, etc.) remain.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
I have a problem,i tweaked a bit the config so frozen oceans appear at latitudinal climates but his happens
Frozen Ocean Always appears at spawn,this is my Config if this helps
# Configuration file
"assorted parameters" {
# Use more random generators, better behaved rivers, and larger rare climates
B:"0.5 generation"=true
# Use 1.6 compatibility mode
B:1.6Compatibility=false
# place little islands near shore rather than in deep ocean
B:"Allow Derpy Islands"=false
# Biome size, exponential: 4 is regular and 6 is large biomes
I:"Biome Size"=4
# Use red sand mesa for mesa borders. False uses desert like vanilla
B:"Mesas for mesa borders"=false
# per thousand; vanilla is 10
I:"Mushroom Island Incidence"=10
# generate as if CC weren't on; for loading pre-existing worlds or just preventing chunk boundaries
B:"No Generation Changes"=false
# suppress Bop sub-biome generation
B:NoBoPSubBiomes=true
# Percentage of rivers prevented; changes cause chunk boundaries at some rivers
I:PercentRiverReduction=0
# increase smoothing steps; also shrinks unusual biomes some; changing produces occaisional chunk walls
B:"Smoother Coastlines"=true
# add testing routines and crash in suspicious circumstances
B:TestingMode=false
B:VanillaBiomesOn=true
# Generate land masses and climate zones similar to vanilla 1.7
B:VanillaLandAndClimate=false
# True for triple-width rivers
B:WiderRivers=false
# impose Climate Control generation on the Biomes o' Plenty world type
B:alterBoPWorlds=false
# impose Climate Control generation on Highlands world types
B:alterHighlandsWorlds=false
# biomes not saved on edges; more than 3 has no effect; -1 deactivates saving biomes
I:biomeRingsNotSaved=3
# Number of Chunk Biome layouts cached. Above 500 is ignored. 0 or below shuts off chunk info caching
I:cacheSize=0
# climate not saved on edges; -1 deactivates saving climates
I:climateRingsNotSaved=3
# Have Climate Control set the biomes for village generation; may be incompatible with village mods
B:controlVillageBiomes=false
# Comma-delimited list of externalBiome Names. No quotes or line returnsYou will have to reload Minecraft after changing this.Names not in the list aren't removed from the configs but they have no effect
S:externalBiomeNames=
# force small continent near origin
B:forceStartContinent=true
# max height value for allowing rivers; 10.0 allows everything; 0.75 is plains but no hills
D:maxChasm=10.0
# Maximum Number of Rescue attempts. Negative numbers mean no limit
I:rescueLimit=-1
# subbiomes not saved on edges, default 3, -1 deactivates saving sub-biomes
I:subBiomeRingsNotSaved=-1
# suppress Climate Control generation in default, large biomes, and amplified worlds
B:suppressInStandardWorlds=false
# True for double-width beaches
B:wideBeaches=false
}
##########################################################################################################
# climate incidences
#--------------------------------------------------------------------------------------------------------#
# Blocks of land are randomly assigned to each zone with a frequency proportional to the incidence. Processing eliminates some extreme climates later, especially for quarter size zones. Consider doubling hot and snowy incidences for quarter size zones.
##########################################################################################################
"climate incidences" {
# relative incidence of cool zones like forest/plains/hills/taiga/roofed forest
I:"Cool Zone Incidence"=2
# relative incidence of hot zones like savanna/desert/plains/mesa
I:"Hot Zone Incidence"=4
# relative incidence of snowy zones
I:"Snowy Zone Incidence"=1
# relative incidence of warm zones like forest/plains/hills/jungle/swamp
I:"Warm Zone Incidence"=3
}
##########################################################################################################
# climate zone parameters
#--------------------------------------------------------------------------------------------------------#
# Full-size is similar to 1.7 defaults. Half-size creates zones similar to pre-1.7 snowy zones. Quarter-size creates fairly small zones but the hot and snowy incidences are limited
##########################################################################################################
"climate zone parameters" {
# True freezes oceans in snowy latitudes. Only used with latitudinal climates.
B:"Frozen Icecaps"=true
# half the climate zone size from vanilla, unless quartering
B:"Half Zone Size"=false
# Use Ice Mountains instead of Ice Plains in mountain chain areas
B:"Ice Mountains in Mountain Chains"=true
# Use Mesas as mountains in mountain chain areas
B:"Mesas in Mountain Chains"=true
# Place mountains in chains
B:"Mountains in Mountain Chains"=false
# quarter the climate zone size from vanilla
B:"Quarter Zone Size"=false
# ignore climate zones altogether
B:"Random Biomes"=false
# Number of climate zones to shift the band from the default of the warm - to - cool transition at 0. Positive numbers shift the bands up.
I:bandedClimateOffset=0
# Width of banded climates (climate depends on latitude). 0 or less for normal rules. Width is in terms of climate zones, whatever they are
I:bandedClimateWidth=4
# X offset for initial spawn search in blocks
I:xSpawnOffset=0
# Z offset for initial spawn search in blocks
I:zSpawnOffset=0
}
##########################################################################################################
# ocean control parameters
#--------------------------------------------------------------------------------------------------------#
# Frequencies are x per thousand but a little goes a very long way because seeds grow a lot. SeparateLandmasses = true makes an oceanic world with these settings andSeparateLandmasses = false makes a continental world
##########################################################################################################
"ocean control parameters" {
# frequency of large continent seeds, about 8000x16000
I:"Incidence of Continents,Large"=0
# frequency of medium continent seeds, about 4000x8000
I:"Incidence of Continents,Medium"=0
# frequency of small continent seeds, about 2000x4000
I:"Incidence of Continents,Small"=10
# frequency of large island seeds, about 500x1000
I:"Incidence of Islands,Large"=40
# frequency of medium island seeds, about 250x500, but they tend to break up into archipelagos
I:"Incidence of Islands,Medium"=60
# Rounds of continent and large island expansion in oceanic worlds (with separateLandmasses off). More makes continents larger and oceans narrower. Default is 1.
I:"Land Expansion Rounds"=1
# True mostly stops landmasses merging.With default settings you will get an oceanic world if true and a continental world if false
B:SeparateLandmasses=true
}
##########################################################################################################
# oceanbiomeclimates
#--------------------------------------------------------------------------------------------------------#
# Climate Types are: SNOWY,COOL,WARM,HOT,OCEAN,DEEP_OCEANMEDIUM,PLAINS,LAND. MEDIUM is COOL and WARM, PLAINS is COOL and WARM and HOT, LAND is all four land
##########################################################################################################
oceanbiomeclimates {
S:"DeepOcean climate"=DEEP_OCEAN
S:"Ocean climate"=OCEAN
}
oceanbiomeids {
I:"DeepOcean ID"=24
I:"Ocean ID"=0
}
oceanbiomeincidences {
I:"DeepOcean Incidence"=100
I:"Ocean Incidence"=100
}
oceanbiomevillages {
B:"DeepOcean hasVillages"=false
B:"Ocean hasVillages"=false
}
##########################################################################################################
# vanillabiomeclimates
#--------------------------------------------------------------------------------------------------------#
# Climate Types are: SNOWY,COOL,WARM,HOT,OCEAN,DEEP_OCEANMEDIUM,PLAINS,LAND. MEDIUM is COOL and WARM, PLAINS is COOL and WARM and HOT, LAND is all four land
##########################################################################################################
vanillabiomeclimates {
S:"Birch Forest Hills M climate"=DEFAULT
S:"Birch Forest Hills climate"=DEFAULT
S:"Birch Forest M climate"=DEFAULT
S:"Birch Forest climate"=Cool
S:"Cold Taiga Hills climate"=DEFAULT
S:"Cold Taiga M climate"=DEFAULT
S:"Cold Taiga climate"=Snowy
S:"Desert Hills climate"=DEFAULT
S:"Desert M climate"=DEFAULT
S:"Desert climate"=Hot
S:"Extreme Hills M climate"=DEFAULT
S:"Extreme Hills climate"=MEDIUM
S:"Extreme Hills+ M climate"=DEFAULT
S:"Extreme Hills+ climate"=DEFAULT
S:"Flower Forest climate"=DEFAULT
S:"Forest Hills climate"=DEFAULT
S:"Forest climate"=MEDIUM
S:"Ice Mountains climate"=Snowy
S:"Ice Plains Spikes climate"=DEFAULT
S:"Ice Plains climate"=Snowy
S:"Jungle Hills climate"=DEFAULT
S:"Jungle M climate"=DEFAULT
S:"Jungle climate"=Warm
S:"Mega Spruce Taiga climate"=DEFAULT
S:"Mega Taiga Hills climate"=DEFAULT
S:"Mega Taiga climate"=Cool
S:"Mesa (Bryce) climate"=DEFAULT
S:"Mesa Plateau F M climate"=DEFAULT
S:"Mesa Plateau F climate"=Hot
S:"Mesa Plateau M climate"=DEFAULT
S:"Mesa Plateau climate"=Hot
S:"Mesa climate"=DEFAULT
S:"Mushroom Island climate"=DEFAULT
S:"Plains climate"=PLAINS
S:"Roofed Forest M climate"=DEFAULT
S:"Roofed Forest climate"=Cool
S:"Savanna M climate"=DEFAULT
S:"Savanna Plateau M climate"=DEFAULT
S:"Savanna Plateau climate"=DEFAULT
S:"Savanna climate"=Hot
S:"Sunflower Plains climate"=DEFAULT
S:"Swampland M climate"=DEFAULT
S:"Swampland climate"=Warm
S:"Taiga (snowless) M climate"=DEFAULT
S:"Taiga (snowless) climate"=Cool
S:"Taiga Hills climate"=DEFAULT
}
vanillabiomeids {
I:"Birch Forest Hills ID"=28
I:"Birch Forest Hills M ID"=156
I:"Birch Forest ID"=27
I:"Birch Forest M ID"=155
I:"Cold Taiga Hills ID"=31
I:"Cold Taiga ID"=30
I:"Cold Taiga M ID"=158
I:"Desert Hills ID"=17
I:"Desert ID"=2
I:"Desert M ID"=130
I:"Extreme Hills ID"=3
I:"Extreme Hills M ID"=131
I:"Extreme Hills+ ID"=34
I:"Extreme Hills+ M ID"=162
I:"Flower Forest ID"=132
I:"Forest Hills ID"=18
I:"Forest ID"=4
I:"Ice Mountains ID"=13
I:"Ice Plains ID"=12
I:"Ice Plains Spikes ID"=140
I:"Jungle Hills ID"=22
I:"Jungle ID"=21
I:"Jungle M ID"=149
I:"Mega Spruce Taiga ID"=160
I:"Mega Taiga Hills ID"=33
I:"Mega Taiga ID"=32
I:"Mesa (Bryce) ID"=165
I:"Mesa ID"=37
I:"Mesa Plateau F ID"=38
I:"Mesa Plateau F M ID"=166
I:"Mesa Plateau ID"=39
I:"Mesa Plateau M ID"=167
I:"Mushroom Island ID"=14
I:"Plains ID"=1
I:"Roofed Forest ID"=29
I:"Roofed Forest M ID"=157
I:"Savanna ID"=35
I:"Savanna M ID"=163
I:"Savanna Plateau ID"=36
I:"Savanna Plateau M ID"=164
I:"Sunflower Plains ID"=129
I:"Swampland ID"=6
I:"Swampland M ID"=134
I:"Taiga (snowless) ID"=5
I:"Taiga (snowless) M ID"=133
I:"Taiga Hills ID"=19
}
vanillabiomeincidences {
I:"Birch Forest Incidence"=10
I:"Cold Taiga Incidence"=10
I:"Desert Incidence"=25
I:"Extreme Hills Incidence"=0
I:"Forest Incidence"=10
I:"Ice Mountains Incidence"=0
I:"Ice Plains Incidence"=5
I:"Jungle Incidence"=20
I:"Mega Taiga Incidence"=5
I:"Mesa Plateau F Incidence"=20
I:"Mesa Plateau Incidence"=20
I:"Plains Incidence"=10
I:"Roofed Forest Incidence"=0
I:"Savanna Incidence"=30
I:"Swampland Incidence"=15
I:"Taiga (snowless) Incidence"=5
}
vanillabiomevillages {
B:"Birch Forest Hills M hasVillages"=false
B:"Birch Forest Hills hasVillages"=false
B:"Birch Forest M hasVillages"=false
B:"Birch Forest hasVillages"=false
B:"Cold Taiga Hills hasVillages"=false
B:"Cold Taiga M hasVillages"=false
B:"Cold Taiga hasVillages"=false
B:"Desert Hills hasVillages"=false
B:"Desert M hasVillages"=false
B:"Desert hasVillages"=true
B:"Extreme Hills M hasVillages"=false
B:"Extreme Hills hasVillages"=false
B:"Extreme Hills+ M hasVillages"=false
B:"Extreme Hills+ hasVillages"=false
B:"Flower Forest hasVillages"=false
B:"Forest Hills hasVillages"=false
B:"Forest hasVillages"=false
B:"Ice Mountains hasVillages"=false
B:"Ice Plains Spikes hasVillages"=false
B:"Ice Plains hasVillages"=false
B:"Jungle Hills hasVillages"=false
B:"Jungle M hasVillages"=false
B:"Jungle hasVillages"=false
B:"Mega Spruce Taiga hasVillages"=false
B:"Mega Taiga Hills hasVillages"=false
B:"Mega Taiga hasVillages"=false
B:"Mesa (Bryce) hasVillages"=false
B:"Mesa Plateau F M hasVillages"=false
B:"Mesa Plateau F hasVillages"=false
B:"Mesa Plateau M hasVillages"=false
B:"Mesa Plateau hasVillages"=false
B:"Mesa hasVillages"=false
B:"Mushroom Island hasVillages"=false
B:"Plains hasVillages"=true
B:"Roofed Forest M hasVillages"=false
B:"Roofed Forest hasVillages"=false
B:"Savanna M hasVillages"=false
B:"Savanna Plateau M hasVillages"=false
B:"Savanna Plateau hasVillages"=false
B:"Savanna hasVillages"=true
B:"Sunflower Plains hasVillages"=false
B:"Swampland M hasVillages"=false
B:"Swampland hasVillages"=false
B:"Taiga (snowless) M hasVillages"=false
B:"Taiga (snowless) hasVillages"=false
B:"Taiga Hills hasVillages"=false
}