This add-on mod allows you to use Mystcraft in-game to control Climate Control parameters for landmasses sizes and distributions, climate frequencies, climate sizes, river presence, biome frequencies, and biome group frequencies (edit: in ages). Every age has its own parameters; you can have one age of tiny forested islands, another of endless deserts with occasional oases, and another of giant rugged continents.
The added pages will only affect Standard and Amplified worlds
You write a list of effects, ended with the "Control Climates" pages. You should have only one "Control Climates" page per world. Using a "Control Climates" page will turn on CC in that dimension and override the settings in the CCDimesions.cfg file
To cause an effect, you have three options:
"Decrease" (effect name) - reduced the parameter by 1/3
"Not" (effect name) - shuts it off or reduces the parameter to 0
(effect name) - turns on the parameter or increases it by 50%. Numerical parameters at 0 will be set to 1.
You can have the same effect used several times in a row. "Decrease" (effect name) "Decrease" (effect name) will reduce it to approximately 4/9. (effect name) (effect name) will increase it by approximately 125%
Integer values are rounded off at each stage. For small numbers, this tends to increase the changes. For example (effect name) (effect name) will change a 1 to a 3 rather than to 2.25
There is one page used differently: "Biome Frequency". This page must also have a biome specified.
Effects:
Biome Frequency: changes the frequency of a particular biome
Complex SubBiomes: controls the BoP SubBiome placer (which is not aware of the dimension setting and may place sub-biomes you don't want)
Large, Medium, Small, and No climates: turn on that particular climate size setting. Not affected by "Decrease" or "Not"
RiverChasms: controls the maximum steepness of a biome where CC will allow rivers
BiomeSize: control the biome size. The numberical controls currently won't work well; I haven't written the page-specific control.
River Frequency: controls the frequency of rivers compared to the default (100%)
Hot, Warm, Mild, Cool, and Snowy: Control the incidences of the respective climates. Mild affects both Warm and Cool. Remember smooth will create climates in between ones you allow even if the incidence is 0.
Land: affects all landmass incidences;
Continent: affects all Continent incidences
Island: affects all Island incidences;
Forested, Hilly, Mountainous, Level, Swampy, Arid, Rainy, Wasted, Magical: Affects the frequency of all biomes with that biome tag. "Level" affects everything not Hills or Mountain. "Arid" affects all biomes with rainfall > 0.5, "Rainy" all with rainfall <0.5.
Recipes:
There are recipes for all the pages so you don't have to search endlessly to get them. The CC page, the Not page, the Decrease page can be made once you've gone to the Nether. The remaining pages requires going to the End, or finding them through Mystcraft.
ClimateControl page: 7 Netherrack in a "C"
Not: CC page + black ink
Decrease: CC page + grey ink
Biome Frequency: CC page + dirt + leaves
Complex SubBiomes: CC page + green + brown
Large Climates: CC page + Endstone + yellow + white
Medium Climates: CC page + Endstone + yellow + light gray
Small Climates: CC page + Endstone + yellow + gray
No Climates: CC page + Endstone + yellow + black
River Chasms: CC page + Endstone + blue + Stone
Biome Size: CC page + Endstone + leaf
River Frequency: CC page + Endstone + blue
Hot: CC page + Endstone + sand
Warm: CC page + Endstone + Birch Wood
Mild: CC page + Endstone + Oak Wood
Cool: CC page + Endstone + Spruce Wood
Snowy: CC page + Endstone + snow
Land: CC page + Endstone + dirt
Island: CC page + Endstone + dirt + gray
Continent: CC page + Endstone + dirt + light gray
Forested: CC page + Endstone + 2 Wood
Hilly: CC page + Endstone + Dirt + Stone
Mountainous: CC page + Endstone + 2 Stone
Level: CC page + Endstone + 2 Dirt
Swampy: CC page + Endstone + dirt + vine
Arid: CC page + Endstone + dirt + sand
Rainy: CC page + Endstone + dirt + leaf
Wasted: CC page + Endstone + dirt + stick
Magical: CC page + Endstone + dirt + diamond
For current mystcraft, you need to specify a rarity level when you register a symbol. What rarity levels are you using?
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Just to clarify: These are *not* dependent on use of "native biome distributions" and CC running in the overworld? I can still get a CC-generated world if the "native biome distributions" page is disabled?
(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?
River chasms refer to the parameter CC uses to suppress rivers in more rugged terrain. The higher the chasms value, the deeper chasms CC will allow.
Permission granted, but it's early so use with caution
I believe it's registered as common rarity. It was coming out that way in my packs under 1.7.2. Haven't checked under 1.7.10.
If active it's supposed to override the Mystcraft biome system, but I haven't tested with NBD off. Right now it's supposed to need CC on in the general config when it starts up (because that's where it gets the config to start from) and not in the world specific but I didn't think to test it. I don't have pages to turn vanilla (and pre-1.7 vanilla) on and off but they could be added easily, I think. The main problem is actually thinking of a good name (an in-game name with explicit references to historical Minecraft mechanics blows immersion).
BTW, I'm very open to suggestions about rarities, names, etc. Also I'm not entirely sure about dropping the "Increase" parameter.
I believe it's registered as common rarity. It was coming out that way in my packs under 1.7.2. Haven't checked under 1.7.10.
If active it's supposed to override the Mystcraft biome system, but I haven't tested with NBD off. Right now it's supposed to need CC on in the general config when it starts up (because that's where it gets the config to start from) and not in the world specific but I didn't think to test it. I don't have pages to turn vanilla (and pre-1.7 vanilla) on and off but they could be added easily, I think. The main problem is actually thinking of a good name (an in-game name with explicit references to historical Minecraft mechanics blows immersion).
BTW, I'm very open to suggestions about rarities, names, etc. Also I'm not entirely sure about dropping the "Increase" parameter.
If you need a name for the "Climate Control" page, ... "Localized Climate Distributions"?
Rarities: In 1.7.10, you give a rarity level when you register pages. Booster packs have lots of 0-2, and one of 3 or higher. (NB: limited testing so far, but that's been the case up til now). Modifiers are generally one tier earlier than the nouns they modify -- so, directions, phases, lengths, colors are either 0 or 1, most celestials are tier 2, normal sun is tier 3. Most biomes are tier 2 (the exceptions being the creative-only biomes), etc.
Something that you'll use multiple times in an age is 0 or 1.
Something that you'll use once per overworld clone is 3.
Something that you'll use less often (the more unusual) is 4 or 5.
Really high-end stuff is 6, not sure if there's a 7 or not.
Villagers have a new trade system; a given mystcraft villager will have a supply of one symbol of tier 1 or better, one symbol of tier 2 or better, and one symbol of tier 3 or better.
Lecterns in the libraries will have (I believe) tier 3 or better (might be tier 2, I have not checked the 0.12 series yet, but I don't think it's changed).
(The new rarity system went in around 0.11.1, in response to realizing that the old system was bugged. In 0.11.0, if I have the version correct (the first 1.7.10 version), all library lecterns had only about 6 or 7 pages to choose from. In tracking that down, it was found that almost all pages were registered as "default" rarity, making the rarity system useless -- and so it was redesigned around the CCG system of tiered rarities.)
(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 long been thinking about changing the name of the mod. At the very start it was just intended to fix the oversize vanilla climate zones and "Climate Control" was supposed to be a cute pun. But of course it's expanded to landmass sizes and proportions, chunk wall prevention, intermod biome compatibility, and worldtype bias. I have more crazy ideas about customizable climate zones and mountain chains. Plus, the name doesn't google well. "Geographicraft" or some such might be a better name.
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.
...mountain chains? mere words cannot contain my collective shock and drool at that idea, much less an emoticon. I'd love that.
Geographica is very cool and Geographicraft is only a short hop from that. Hmm that's got me wondering if Explorercraft should be brought into it. It's great as a standalone mod.... hmm <as I rub my chin as if I'm hoping to magically sprout a beard, and thus become wise enough to contribute in any way other than asking why your Patreon page still isn't set up> ...astrolabes and sextants. Absolutely nothing to do with terrain generation.. everything to do with mapping and navigation.. no idea how to incorporate such devices into Minecraft, especially with the F3 co-ords currently showing one's location.. <rubs chin some more> hmm
..I like "Geographica", but "Geographicraft" would Google better
Rarities: In 1.7.10, you give a rarity level when you register pages. Booster packs have lots of 0-2, and one of 3 or higher. (NB: limited testing so far, but that's been the case up til now). Modifiers are generally one tier earlier than the nouns they modify -- so, directions, phases, lengths, colors are either 0 or 1, most celestials are tier 2, normal sun is tier 3. Most biomes are tier 2 (the exceptions being the creative-only biomes), etc.
So, correcting myself, while looking at the decompiled source code for 12.3.
All of the "coloration" symbols -- fog color, foliage color, etc, are rarity 1 (the colors themselves are 0).
Normal sun is rarity 2; the rest of the celestials are 1 (again, durations/angles/phases are 0)
Biome controllers are 3, environmentals are 3
Normal lighting is 2, the others are 3.
Features/populators are a mix of 2 and 3 (I can't figure out the rule for whats what). Dense ores is 5.
The "no features" are either 4 (large/medium) or 5 (small)
Normal weather is 3, the rest of the weathers are 4
Normal terrain is 2, flat and amplified are 3, and the rest of the world types are 4.
It looks like all mod fluids are 4.
Now for the "fun" part. It's possible for the rank values for treasure/symbols to differ from the rank value for random generation (cardRank vs grammarRank). Those are cardRanks; I'm still trying to understand the code for the grammar rules/ranks.
EDIT: Found the list of constants. Yep, there's examples of things that won't be selected randomly, or are more likely to be selected randomly.
EDIT 2: Aha! When a symbol is defined, you define the card rank; you only define a grammar rank if/when you define a grammar rule. Biomes, for example, are card rank 2, but grammar rank 1.
(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?
Synthesizing name suggestions, how about "Control Geography" for the master CC2MC page name? That's just a change to the translation; the internal name never gets shown and can stay. Or maybe "Localized Geography" or "Controlled Geography"
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.
Is there any proper documentation on this mod? I'm trying to remove all but a few biomes from generating, but I can't seem to work out how. Is it even possible? I'd assume it has something to do with the incidences, but setting all the ones I don't want to zero appears to do nothing, as they still show up. Can anyone help me or point me to a mod that can remove biomes?
Is there any proper documentation on this mod? I'm trying to remove all but a few biomes from generating, but I can't seem to work out how. Is it even possible? I'd assume it has something to do with the incidences, but setting all the ones I don't want to zero appears to do nothing, as they still show up. Can anyone help me or point me to a mod that can remove biomes?
I did some testing on beta 24 along these lines...
And one of the problems I ran into here, which was pretty much the same problem with every other biome adding mod or land generator with SOME kind of biome weighting mechanism...
...
java.lang.ArithmeticException: / by zero
that's right... forget about disabling a biome completely via the weighting system by setting them to 0. and forget about "-1" as well.
Could you post the configs? It's absolutely possible to set a biome to incidence 0 - I do it all the time. What's not possible is to set all the biomes in a climate to 0, unless the climate is also set to 0, and other climates are set up so that smoothing doesn't generate the climate (smoothing will generate all climates in between any two climates that exist). In that case I recommend using the RandomBiomes option. If you're completely stripping out all the biomes in a climate, you probably don't want the climate system.
The other way I've gotten the divbyzero is if vanilla biomes are disabled and no mod is enabled. The default for any mod is to be disabled, because otherwise they'd be automatically inserted into all pre-existing worlds. You have to go into the config for the mod in the ClimateControl directory and turn its biomes on.
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.
Forest isn't placed in SNOWY or HOT climates so with that config there's no biome for either climate. You would have to
a ) set the incidences for SNOWY and HOT to 0
b ) also activate at least one SNOWY biome and one HOT biome (say, Ice Plains and Desert)
or
c ) turn on RandomBiomes
That would make sense... but... by DEFAULT, the config has no "SNOWY" or "HOT" biomes set up. ONLY "DEFAULT".
So by that logic, as no climates other than DEFAULT are configured in the config file by DEFAULT, then by DEFAULT worldgen should crash on every generated world using the DEFAULT config...
What you're saying is that basically, regardless of what the biomes are set to in the config file by DEFAULT, you're overriding that in the code somewhere?
vanillabiomeclimates {
S:"Birch Forest Hills M climate"=DEFAULT
S:"Birch Forest Hills climate"=DEFAULT
S:"Birch Forest M climate"=DEFAULT
S:"Birch Forest climate"=DEFAULT
S:"Cold Taiga Hills climate"=DEFAULT
S:"Cold Taiga M climate"=DEFAULT
S:"Cold Taiga climate"=DEFAULT
S:"Desert Hills climate"=DEFAULT
S:"Desert M climate"=DEFAULT
S:"Desert climate"=DEFAULT
S:"Extreme Hills M climate"=DEFAULT
S:"Extreme Hills climate"=DEFAULT
S:"Extreme Hills+ M climate"=DEFAULT
S:"Extreme Hills+ climate"=DEFAULT
S:"Flower Forest climate"=DEFAULT
S:"Forest Hills climate"=DEFAULT
S:"Forest climate"=DEFAULT
S:"Ice Mountains climate"=DEFAULT
S:"Ice Plains Spikes climate"=DEFAULT
S:"Ice Plains climate"=DEFAULT
S:"Jungle Hills climate"=DEFAULT
S:"Jungle M climate"=DEFAULT
S:"Jungle climate"=DEFAULT
S:"Mega Spruce Taiga climate"=DEFAULT
S:"Mega Taiga Hills climate"=DEFAULT
S:"Mega Taiga climate"=DEFAULT
S:"Mesa (Bryce) climate"=DEFAULT
S:"Mesa Plateau F M climate"=DEFAULT
S:"Mesa Plateau F climate"=DEFAULT
S:"Mesa Plateau M climate"=DEFAULT
S:"Mesa Plateau climate"=DEFAULT
S:"Mesa climate"=DEFAULT
S:"Mushroom Island climate"=DEFAULT
S:"Plains climate"=DEFAULT
S:"Roofed Forest M climate"=DEFAULT
S:"Roofed Forest climate"=DEFAULT
S:"Savanna M climate"=DEFAULT
S:"Savanna Plateau M climate"=DEFAULT
S:"Savanna Plateau climate"=DEFAULT
S:"Savanna climate"=DEFAULT
S:"Sunflower Plains climate"=DEFAULT
S:"Swampland M climate"=DEFAULT
S:"Swampland climate"=DEFAULT
S:"Taiga (snowless) M climate"=DEFAULT
S:"Taiga (snowless) climate"=DEFAULT
S:"Taiga Hills climate"=DEFAULT
}
Hmm. DEFAULT doesn't mean "goes in every climate". DEFAULT means "let Climate Control guess the climate (based on the temperature)". Forest is guessed into WARM+COOL. The guessing routine won't put anything into all climates. There's actually no way at present to make a biome present in all climates.
edit: DEFAULT is basically supposed to be "use the climate vanilla would use, if it had the biome". IIRC Jungle ends up HOT, not a funky WARM, so it's not exact, but that's the idea.
Ah... Then the term "DEFAULT" is just misleading, or maybe it's just a lack of documentation (which comes in time, I know, I hate documenting my code too).
If at "startup" the guessing routine took stock of the config files, it should be able to see "hey, there's no biomes assigned to X or Y climate, so substitute the nearest valid climate" e.g, no HOT, so substitute WARM. no HOT or WARM so substitute COOL, no HOT, WARM, or COOL, so substitute COLD. Then, conceivably, you really COULD create an entire dimension with a single biome, or with missing climates (due to config errors). Maybe just throw a log in the console that says "MISSING CLIMATES: HOT/WARM/COOL -- HOW BORING!"
Yeah, I've been thinking about a quality check for the various setup errors like all biomes disabled and no biomes in a climate. I probably have to with the CC2MC mod - it's one thing to crash out at startup but entirely another to crash out in the middle of a game because the dimensional config is invalid (which is certainly possible).
I do not want to correct errors because it may get corrected in a way the player really doesn't want and once biomes have been placed in a world it's almost impossible to un-place them. Say, if somebody had an all-Highlands world and accidentally turned off Highlands it would be a disaster if CC flipped on the vanilla biomes. In some cases you could play for days or weeks before you realized anything was wrong.
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.
Yeah, I've been thinking about a quality check for the various setup errors like all biomes disabled and no biomes in a climate. I probably have to with the CC2MC mod - it's one thing to crash out at startup but entirely another to crash out in the middle of a game because the dimensional config is invalid (which is certainly possible).
I do not want to correct errors because it may get corrected in a way the player really doesn't want and once biomes have been placed in a world it's almost impossible to un-place them. Say, if somebody had an all-Highlands world and accidentally turned off Highlands it would be a disaster if CC flipped on the vanilla biomes. In some cases you could play for days or weeks before you realized anything was wrong.
That wasn't what I meant with error control. I mean, if there's not enough BIOMES to satisfy all "four" climate types, then either missing climate types need to be dropped from worlgen automatically, or one BIOME needs to be able to appear in multiple climate types. You don't necessarily need to activate other biomes that were explicitly marked as disabled by the user. OR, crash on startup with a decent error entry in the logs.
Announcing the Climate Control to Mystcraft mod!
This add-on mod allows you to use Mystcraft in-game to control Climate Control parameters for landmasses sizes and distributions, climate frequencies, climate sizes, river presence, biome frequencies, and biome group frequencies (edit: in ages). Every age has its own parameters; you can have one age of tiny forested islands, another of endless deserts with occasional oases, and another of giant rugged continents.
Downloads:
ClimateControlToMystcraft 0.2
ClimateControl0.4.beta24(required; CC2MC will crash earlier versions)
Instructions for use
You write a list of effects, ended with the "Control Climates" pages. You should have only one "Control Climates" page per world. Using a "Control Climates" page will turn on CC in that dimension and override the settings in the CCDimesions.cfg file
To cause an effect, you have three options:
"Decrease" (effect name) - reduced the parameter by 1/3
"Not" (effect name) - shuts it off or reduces the parameter to 0
(effect name) - turns on the parameter or increases it by 50%. Numerical parameters at 0 will be set to 1.
You can have the same effect used several times in a row. "Decrease" (effect name) "Decrease" (effect name) will reduce it to approximately 4/9. (effect name) (effect name) will increase it by approximately 125%
Integer values are rounded off at each stage. For small numbers, this tends to increase the changes. For example (effect name) (effect name) will change a 1 to a 3 rather than to 2.25
There is one page used differently: "Biome Frequency". This page must also have a biome specified.
Effects:
Biome Frequency: changes the frequency of a particular biome
Complex SubBiomes: controls the BoP SubBiome placer (which is not aware of the dimension setting and may place sub-biomes you don't want)
Large, Medium, Small, and No climates: turn on that particular climate size setting. Not affected by "Decrease" or "Not"
RiverChasms: controls the maximum steepness of a biome where CC will allow rivers
BiomeSize: control the biome size. The numberical controls currently won't work well; I haven't written the page-specific control.
River Frequency: controls the frequency of rivers compared to the default (100%)
Hot, Warm, Mild, Cool, and Snowy: Control the incidences of the respective climates. Mild affects both Warm and Cool. Remember smooth will create climates in between ones you allow even if the incidence is 0.
Land: affects all landmass incidences;
Continent: affects all Continent incidences
Island: affects all Island incidences;
Forested, Hilly, Mountainous, Level, Swampy, Arid, Rainy, Wasted, Magical: Affects the frequency of all biomes with that biome tag. "Level" affects everything not Hills or Mountain. "Arid" affects all biomes with rainfall > 0.5, "Rainy" all with rainfall <0.5.
Recipes:
There are recipes for all the pages so you don't have to search endlessly to get them. The CC page, the Not page, the Decrease page can be made once you've gone to the Nether. The remaining pages requires going to the End, or finding them through Mystcraft.
ClimateControl page: 7 Netherrack in a "C"
Not: CC page + black ink
Decrease: CC page + grey ink
Biome Frequency: CC page + dirt + leaves
Complex SubBiomes: CC page + green + brown
Large Climates: CC page + Endstone + yellow + white
Medium Climates: CC page + Endstone + yellow + light gray
Small Climates: CC page + Endstone + yellow + gray
No Climates: CC page + Endstone + yellow + black
River Chasms: CC page + Endstone + blue + Stone
Biome Size: CC page + Endstone + leaf
River Frequency: CC page + Endstone + blue
Hot: CC page + Endstone + sand
Warm: CC page + Endstone + Birch Wood
Mild: CC page + Endstone + Oak Wood
Cool: CC page + Endstone + Spruce Wood
Snowy: CC page + Endstone + snow
Land: CC page + Endstone + dirt
Island: CC page + Endstone + dirt + gray
Continent: CC page + Endstone + dirt + light gray
Forested: CC page + Endstone + 2 Wood
Hilly: CC page + Endstone + Dirt + Stone
Mountainous: CC page + Endstone + 2 Stone
Level: CC page + Endstone + 2 Dirt
Swampy: CC page + Endstone + dirt + vine
Arid: CC page + Endstone + dirt + sand
Rainy: CC page + Endstone + dirt + leaf
Wasted: CC page + Endstone + dirt + stick
Magical: CC page + Endstone + dirt + diamond
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.
River Chasms?
Permission for use in a mod pack? :-)
===
For current mystcraft, you need to specify a rarity level when you register a symbol. What rarity levels are you using?
===
Just to clarify: These are *not* dependent on use of "native biome distributions" and CC running in the overworld? I can still get a CC-generated world if the "native biome distributions" page is disabled?
===
(Darn, 9th to download.)
* 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?
River chasms refer to the parameter CC uses to suppress rivers in more rugged terrain. The higher the chasms value, the deeper chasms CC will allow.
Permission granted, but it's early so use with caution
I believe it's registered as common rarity. It was coming out that way in my packs under 1.7.2. Haven't checked under 1.7.10.
If active it's supposed to override the Mystcraft biome system, but I haven't tested with NBD off. Right now it's supposed to need CC on in the general config when it starts up (because that's where it gets the config to start from) and not in the world specific but I didn't think to test it. I don't have pages to turn vanilla (and pre-1.7 vanilla) on and off but they could be added easily, I think. The main problem is actually thinking of a good name (an in-game name with explicit references to historical Minecraft mechanics blows immersion).
BTW, I'm very open to suggestions about rarities, names, etc. Also I'm not entirely sure about dropping the "Increase" parameter.
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.
"Climate Change"
or "Geography - a Mystcraft Addon"
or.. "Mystified" *huge grin* hahaha I couldn't help myself. Ahh.. I'm a dork. Hello
If you need a name for the "Climate Control" page, ... "Localized Climate Distributions"?
Rarities: In 1.7.10, you give a rarity level when you register pages. Booster packs have lots of 0-2, and one of 3 or higher. (NB: limited testing so far, but that's been the case up til now). Modifiers are generally one tier earlier than the nouns they modify -- so, directions, phases, lengths, colors are either 0 or 1, most celestials are tier 2, normal sun is tier 3. Most biomes are tier 2 (the exceptions being the creative-only biomes), etc.
Something that you'll use multiple times in an age is 0 or 1.
Something that you'll use once per overworld clone is 3.
Something that you'll use less often (the more unusual) is 4 or 5.
Really high-end stuff is 6, not sure if there's a 7 or not.
Villagers have a new trade system; a given mystcraft villager will have a supply of one symbol of tier 1 or better, one symbol of tier 2 or better, and one symbol of tier 3 or better.
Lecterns in the libraries will have (I believe) tier 3 or better (might be tier 2, I have not checked the 0.12 series yet, but I don't think it's changed).
(The new rarity system went in around 0.11.1, in response to realizing that the old system was bugged. In 0.11.0, if I have the version correct (the first 1.7.10 version), all library lecterns had only about 6 or 7 pages to choose from. In tracking that down, it was found that almost all pages were registered as "default" rarity, making the rarity system useless -- and so it was redesigned around the CCG system of tiered rarities.)
* 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?
I have long been thinking about changing the name of the mod. At the very start it was just intended to fix the oversize vanilla climate zones and "Climate Control" was supposed to be a cute pun. But of course it's expanded to landmass sizes and proportions, chunk wall prevention, intermod biome compatibility, and worldtype bias. I have more crazy ideas about customizable climate zones and mountain chains. Plus, the name doesn't google well. "Geographicraft" or some such might be a better name.
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.
...mountain chains? mere words cannot contain my collective shock and drool at that idea, much less an emoticon. I'd love that.
Geographica is very cool and Geographicraft is only a short hop from that. Hmm that's got me wondering if Explorercraft should be brought into it. It's great as a standalone mod.... hmm <as I rub my chin as if I'm hoping to magically sprout a beard, and thus become wise enough to contribute in any way other than asking why your Patreon page still isn't set up> ...astrolabes and sextants. Absolutely nothing to do with terrain generation.. everything to do with mapping and navigation.. no idea how to incorporate such devices into Minecraft, especially with the F3 co-ords currently showing one's location.. <rubs chin some more> hmm
..I like "Geographica", but "Geographicraft" would Google better
So, correcting myself, while looking at the decompiled source code for 12.3.
All of the "coloration" symbols -- fog color, foliage color, etc, are rarity 1 (the colors themselves are 0).
Normal sun is rarity 2; the rest of the celestials are 1 (again, durations/angles/phases are 0)
Biome controllers are 3, environmentals are 3
Normal lighting is 2, the others are 3.
Features/populators are a mix of 2 and 3 (I can't figure out the rule for whats what). Dense ores is 5.
The "no features" are either 4 (large/medium) or 5 (small)
Normal weather is 3, the rest of the weathers are 4
Normal terrain is 2, flat and amplified are 3, and the rest of the world types are 4.
It looks like all mod fluids are 4.
Now for the "fun" part. It's possible for the rank values for treasure/symbols to differ from the rank value for random generation (cardRank vs grammarRank). Those are cardRanks; I'm still trying to understand the code for the grammar rules/ranks.
EDIT: Found the list of constants. Yep, there's examples of things that won't be selected randomly, or are more likely to be selected randomly.
EDIT 2: Aha! When a symbol is defined, you define the card rank; you only define a grammar rank if/when you define a grammar rule. Biomes, for example, are card rank 2, but grammar rank 1.
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(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?
Synthesizing name suggestions, how about "Control Geography" for the master CC2MC page name? That's just a change to the translation; the internal name never gets shown and can stay. Or maybe "Localized Geography" or "Controlled Geography"
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.
Is there any proper documentation on this mod? I'm trying to remove all but a few biomes from generating, but I can't seem to work out how. Is it even possible? I'd assume it has something to do with the incidences, but setting all the ones I don't want to zero appears to do nothing, as they still show up. Can anyone help me or point me to a mod that can remove biomes?
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Okay, your advice was spot on what i wanted.
Good big tropical island.
One issue.
The incidence of 2 biomes are killing me.
The volcano and mangrove.
Theres massive volanoes all over 60% of the island.
And mangroves over half of what remains,
The other half of that is the perfect tall palm forest.
How can i disable those two biomes?
And after doing so, if i hit recreate world, will it give me the same island minus the volcanoes and mangroves?
I did some testing on beta 24 along these lines...
And one of the problems I ran into here, which was pretty much the same problem with every other biome adding mod or land generator with SOME kind of biome weighting mechanism...
...
that's right... forget about disabling a biome completely via the weighting system by setting them to 0. and forget about "-1" as well.
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Could you post the configs? It's absolutely possible to set a biome to incidence 0 - I do it all the time. What's not possible is to set all the biomes in a climate to 0, unless the climate is also set to 0, and other climates are set up so that smoothing doesn't generate the climate (smoothing will generate all climates in between any two climates that exist). In that case I recommend using the RandomBiomes option. If you're completely stripping out all the biomes in a climate, you probably don't want the climate system.
The other way I've gotten the divbyzero is if vanilla biomes are disabled and no mod is enabled. The default for any mod is to be disabled, because otherwise they'd be automatically inserted into all pre-existing worlds. You have to go into the config for the mod in the ClimateControl directory and turn its biomes on.
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.
In the config, vanilla biomes are by default set to "DEFAULT" as the climate type.
I just set all weights to 0 for vanilla biomes except for "forest". result: divbyzero
[edit] I left all mod biomes disabled for testing [/edit]
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Forest isn't placed in SNOWY or HOT climates so with that config there's no biome for either climate. You would have to
a ) set the incidences for SNOWY and HOT to 0
b ) also activate at least one SNOWY biome and one HOT biome (say, Ice Plains and Desert)
or
c ) turn on RandomBiomes
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.
That would make sense... but... by DEFAULT, the config has no "SNOWY" or "HOT" biomes set up. ONLY "DEFAULT".
So by that logic, as no climates other than DEFAULT are configured in the config file by DEFAULT, then by DEFAULT worldgen should crash on every generated world using the DEFAULT config...
What you're saying is that basically, regardless of what the biomes are set to in the config file by DEFAULT, you're overriding that in the code somewhere?
[¬º-°]¬
Hmm. DEFAULT doesn't mean "goes in every climate". DEFAULT means "let Climate Control guess the climate (based on the temperature)". Forest is guessed into WARM+COOL. The guessing routine won't put anything into all climates. There's actually no way at present to make a biome present in all climates.
edit: DEFAULT is basically supposed to be "use the climate vanilla would use, if it had the biome". IIRC Jungle ends up HOT, not a funky WARM, so it's not exact, but that's the idea.
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.
Ah... Then the term "DEFAULT" is just misleading, or maybe it's just a lack of documentation (which comes in time, I know, I hate documenting my code too).
If at "startup" the guessing routine took stock of the config files, it should be able to see "hey, there's no biomes assigned to X or Y climate, so substitute the nearest valid climate" e.g, no HOT, so substitute WARM. no HOT or WARM so substitute COOL, no HOT, WARM, or COOL, so substitute COLD. Then, conceivably, you really COULD create an entire dimension with a single biome, or with missing climates (due to config errors). Maybe just throw a log in the console that says "MISSING CLIMATES: HOT/WARM/COOL -- HOW BORING!"
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Yeah, I've been thinking about a quality check for the various setup errors like all biomes disabled and no biomes in a climate. I probably have to with the CC2MC mod - it's one thing to crash out at startup but entirely another to crash out in the middle of a game because the dimensional config is invalid (which is certainly possible).
I do not want to correct errors because it may get corrected in a way the player really doesn't want and once biomes have been placed in a world it's almost impossible to un-place them. Say, if somebody had an all-Highlands world and accidentally turned off Highlands it would be a disaster if CC flipped on the vanilla biomes. In some cases you could play for days or weeks before you realized anything was wrong.
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.
That wasn't what I meant with error control. I mean, if there's not enough BIOMES to satisfy all "four" climate types, then either missing climate types need to be dropped from worlgen automatically, or one BIOME needs to be able to appear in multiple climate types. You don't necessarily need to activate other biomes that were explicitly marked as disabled by the user. OR, crash on startup with a decent error entry in the logs.
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