Hey, I just finished with an article for Climate Control, here's the link if you'd like to check it out.
Rollback Post to RevisionRollBack
For those who don't mind a bit of reading, I've been writing mod examinations on Hubpages under the name Cliffwalker. So far I've done full articles for several mods, including the likes of Witchery,Enviromine,andLycanite's Mobs, and I have also written a few multi-mod articles to help those who wish to find upgrades for a specific aspect of their game, such as the Nether.
Thanks for the review! I put a link into the OP. A couple of comments:
"Default" doesn't affect sub-biomes, it means Climate Control places the biome in a climate based on its in-game temperature.
Only some sub-biomes have been added as potential full biomes (like adding new biomes, it has to be done programmatically)
You didn't mention a very important feature, and the original reason I wrote the mod: the ability to change the size of climate zones, or remove them altogether, and the tweaks to the rarer biomes like Mesa. IMO this is possibly the biggest advantage for CC over vanilla; not everybody wants to add biome mods, many people don't care much about oceans, and many people don't care about customizing their world. But almost everybody wants Hot, Snowy, Jungle, Mesa, and Mega Taiga within 2000 to 3000 blocks of spawn, and vanilla will almost NEVER do that. The CC defaults usually will if you haven't added biomes, and you can adjust the climate sizes even smaller, back to the vanilla size, or just take zones out altogether and have all biomes randomly mixed. Almost anybody who wants to explore who would prefer a CC world to a vanilla world, just for that reason. All the other features have been added because "well as long as I'm already fiddling with the GenLayer stack I might as well..."
Is the generation with CC actually slower? My own experience is that CC is slightly *faster*. The biome mods will slow you down a lot, and so CC + biome mods is slower than vanilla, but CC by itself should be a little bit faster.
Anyway, I certainly appreciate the writeup.
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.
Ah, nice to know where I screwed up. I'll try and go back tonight and fix/add in what I need to for a more accurate review. And yes, does seem to generate the world slower than default world-gen on my computer, both in a heavily modified game, and in my test instance with just CC, Journeymap, NEI, and WAILA. Also, it grew noticeably worse in a BOP world, but unsure if that's due to some kind of issue, or just that there is more things going on, and that I wasn't using Fastcraft for those tests.
Edit: Sometime's it's wonderful doing written articles. I've added another map and text pointing out the climate size options, fixed the screw-up with default naming, and tweaked the line about sub-biomes a bit, so the article should be all fixed.
For those who don't mind a bit of reading, I've been writing mod examinations on Hubpages under the name Cliffwalker. So far I've done full articles for several mods, including the likes of Witchery,Enviromine,andLycanite's Mobs, and I have also written a few multi-mod articles to help those who wish to find upgrades for a specific aspect of their game, such as the Nether.
Zeno, I did notice one other thing. When you add in the Thaumcraft Biomes they are the same size as the regular Biomes. Is it possible to make them a bit smaller like they are without climate control? Taint Biomes tend to be huge when they are the same size as other Biomes. I appreciate all the work you have done with your mods. Trying to get to an alpha for my mod pack. Thanks in advance.
The Magical Forest biomes are full-size in Thaumcraft too. I believe Eerie and Tainted aren't placed at all, they're just created by nodes over time. You can get that effect by just setting the incidences to 0. I could make them sub-biomes, but sub-biomes of what?
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.
The Magical Forest biomes are full-size in Thaumcraft too. I believe Eerie and Tainted aren't placed at all, they're just created by nodes over time. You can get that effect by just setting the incidences to 0. I could make them sub-biomes, but sub-biomes of what?
Tainted Lands used to work like that (and I did prefer it like that) but now seem to generate as normal biomes as far as I can tell. Eerie is produced by nodes rather than world generation still, yes.
I can also confirm that tainted land is a not a below-average sized biome all the time. Have hit a couple when wandering about that covered areas larger than many other biomes, and without the square shapes on the map that show it has "grown" into an area. Also, they do indeed show up like normal biomes now.
For those who don't mind a bit of reading, I've been writing mod examinations on Hubpages under the name Cliffwalker. So far I've done full articles for several mods, including the likes of Witchery,Enviromine,andLycanite's Mobs, and I have also written a few multi-mod articles to help those who wish to find upgrades for a specific aspect of their game, such as the Nether.
Could they be made to be a sub biome of any of the vanilla biomes with a random chance of occurring on any biome. with an adjustable ratio that sets how often that can happen. Here is a screenshot from a fresh world.
Any biome is hard, because there are a bunch of different placement systems for sub-biomes (this is from vanilla). I could put in an option to add them to some of the vanilla biomes as sub-biomes. Now that I think about it maybe I could use a chain of responsibility pattern to place them in most biomes.
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.
Tainted Lands used to work like that (and I did prefer it like that) but now seem to generate as normal biomes as far as I can tell. Eerie is produced by nodes rather than world generation still, yes.
That's the opposite of what I would have done. Full-biome Tainted Lands are indeed a bit much, but the Eerie biome is more manageable (while still dangerous) and I think it looks really good too.
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 think adding them as an option to some of the vanilla biomes as sub biomes is a very workable idea if it's not too much trouble. It would keep them from being overwhelming as they can be now. Heck if you can gve people a choice in the configs. People love configs.
I'd love it if they were sub-biome size as well but isn't the trouble with making them sub biomes via Climate Control that it allows for a Taint Biome to spawn without a tainted node? Does anyone know whether the presence of the Taint Biome "taints" any nodes within it? If it does, then I suppose it's a moot point, but if it doesn't, then it makes sense for me to keep the Taint Biomes turned off. Taint will appear if there's a tainted node nearby anyway, right? I just hate how big they are. I spawned in one just today. This was in a non-Climate Control world too, and it was huge. It encompassed at least 2 villages. By the time I'd circumnavigated it (in Creative mode - FLYING!), it had grown about another biome's worth bigger. There is just no way you could salvage your world if you spawned one or 2 biomes over and discovered it a few days in..
Say you spawn into a nice-looking map. You explore your immediate surrounds, make a base and start to progress.. just the usual. After a few days, your mining tunnel extends into a tainted chunk that you didn't know was there. You're down there mining away at Lvl 11 with no idea what's spreading like wildfire above your head. By the time you find taint and sprint home, you might have just enough time to get your stuff out, but you'd have to run for a whole minecraft day to find a safe place to put it. ...then you'd have to run back to get the rest of your stuff. Is it feasible? I don't think so. In every game where I've encountered Taint in the first 100 MC days, I've had to abandon the world. There's no setting I've been able to find that slows its rate of spread to something that's manageable - even in Creative. Even with spawning in stacks of Silverwood saplings... In short, the only way I've EVER been able to find the tainted node and destroy it has been in Creative. Clearly I'm not the uber TC Wizard but I tried my heart out. I kept getting poisoned by the taint and killed - and that was just me looking for the damned thing. The only idea I've been able to come up with is structures. Generate a modified Thaumcraft structure that contains a tainted node, some flux, taintacles, etc.. and then generate it as a very rare structure/terrain feature. Then turn Taint Biomes off in the Thaumcraft config, and set taint biome spread rate to whatever suits your fancy.
I'd love it if they were sub-biome size as well but isn't the trouble with making them sub biomes via Climate Control that it allows for a Taint Biome to spawn without a tainted node? Does anyone know whether the presence of the Taint Biome "taints" any nodes within it? If it does, then I suppose it's a moot point, but if it doesn't, then it makes sense for me to keep the Taint Biomes turned off. Taint will appear if there's a tainted node nearby anyway, right? I just hate how big they are. I spawned in one just today. This was in a non-Climate Control world too, and it was huge. It encompassed at least 2 villages. By the time I'd circumnavigated it (in Creative mode - FLYING!), it had grown about another biome's worth bigger. There is just no way you could salvage your world if you spawned one or 2 biomes over and discovered it a few days in..
Say you spawn into a nice-looking map. You explore your immediate surrounds, make a base and start to progress.. just the usual. After a few days, your mining tunnel extends into a tainted chunk that you didn't know was there. You're down there mining away at Lvl 11 with no idea what's spreading like wildfire above your head. By the time you find taint and sprint home, you might have just enough time to get your stuff out, but you'd have to run for a whole minecraft day to find a safe place to put it. ...then you'd have to run back to get the rest of your stuff. Is it feasible? I don't think so. In every game where I've encountered Taint in the first 100 MC days, I've had to abandon the world. There's no setting I've been able to find that slows its rate of spread to something that's manageable - even in Creative. Even with spawning in stacks of Silverwood saplings... In short, the only way I've EVER been able to find the tainted node and destroy it has been in Creative. Clearly I'm not the uber TC Wizard but I tried my heart out. I kept getting poisoned by the taint and killed - and that was just me looking for the damned thing. The only idea I've been able to come up with is structures. Generate a modified Thaumcraft structure that contains a tainted node, some flux, taintacles, etc.. and then generate it as a very rare structure/terrain feature. Then turn Taint Biomes off in the Thaumcraft config, and set taint biome spread rate to whatever suits your fancy.
I turn taint spread off myself, if I have the biome enabled. I make it reasonably rare too, and it usually takes me ages to find one, which even if you had it so taint spreads, makes that problem much less common.
Re tainted biomes: Azanor must have really cranked up the rate of Taint spread. I've spawned with Tainted biome on my spawn map twice (in 1.6.4 and in 1.7.2) and never had a serious problem - I just stayed away. I did mine underneath in the 1.6.4 world and it did spread before I found out what was going on but it was no disaster (in that case, though, it would have started as a single node.)
How do you configure this mod? There's no documentation anywhere and the only thing in a freshly generated config file is:
# Configuration file
general {
# Comma-separated list of dimension IDs, used only if include list is *
S:excludeDimensionIDs=-1,1
# Comma-separated list of dimension IDs, put * to use exclude list
S:includeDimensionIDs=0
}
There's more than one configuration file, one that appears inside of the "Climate Control" folder, and a second one in the base config folder. That second one is what you need, most of what appears in the Climate Control folder is based around compatibility.
Rollback Post to RevisionRollBack
For those who don't mind a bit of reading, I've been writing mod examinations on Hubpages under the name Cliffwalker. So far I've done full articles for several mods, including the likes of Witchery,Enviromine,andLycanite's Mobs, and I have also written a few multi-mod articles to help those who wish to find upgrades for a specific aspect of their game, such as the Nether.
The other config genned was biomesoplentyInCC.cfg and it appears to be nothing more then a way to turn Biomes o Plenty biomes on or off as you would in BoP's own configs.
When a world is genned with or without the CC jar in the mods folder there is no difference between the 2 worlds.
how do i get the exact biomes i want? I need tropics and plains...
More specifically how do i disable individual biomes?
For some reason i'm getting arctic even though all other reigions/whatever are off except Hot...
Could you email your configs (email in signatures) or post configs in spoilers?
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 just finished with an article for Climate Control, here's the link if you'd like to check it out.
For those who don't mind a bit of reading, I've been writing mod examinations on Hubpages under the name Cliffwalker. So far I've done full articles for several mods, including the likes of Witchery, Enviromine, and Lycanite's Mobs, and I have also written a few multi-mod articles to help those who wish to find upgrades for a specific aspect of their game, such as the Nether.
In addition, fans of the old Myth games may want to check out my map of Myth's world.
Thanks for the review! I put a link into the OP. A couple of comments:
"Default" doesn't affect sub-biomes, it means Climate Control places the biome in a climate based on its in-game temperature.
Only some sub-biomes have been added as potential full biomes (like adding new biomes, it has to be done programmatically)
You didn't mention a very important feature, and the original reason I wrote the mod: the ability to change the size of climate zones, or remove them altogether, and the tweaks to the rarer biomes like Mesa. IMO this is possibly the biggest advantage for CC over vanilla; not everybody wants to add biome mods, many people don't care much about oceans, and many people don't care about customizing their world. But almost everybody wants Hot, Snowy, Jungle, Mesa, and Mega Taiga within 2000 to 3000 blocks of spawn, and vanilla will almost NEVER do that. The CC defaults usually will if you haven't added biomes, and you can adjust the climate sizes even smaller, back to the vanilla size, or just take zones out altogether and have all biomes randomly mixed. Almost anybody who wants to explore who would prefer a CC world to a vanilla world, just for that reason. All the other features have been added because "well as long as I'm already fiddling with the GenLayer stack I might as well..."
Is the generation with CC actually slower? My own experience is that CC is slightly *faster*. The biome mods will slow you down a lot, and so CC + biome mods is slower than vanilla, but CC by itself should be a little bit faster.
Anyway, I certainly appreciate the writeup.
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, nice to know where I screwed up. I'll try and go back tonight and fix/add in what I need to for a more accurate review. And yes, does seem to generate the world slower than default world-gen on my computer, both in a heavily modified game, and in my test instance with just CC, Journeymap, NEI, and WAILA. Also, it grew noticeably worse in a BOP world, but unsure if that's due to some kind of issue, or just that there is more things going on, and that I wasn't using Fastcraft for those tests.
Edit: Sometime's it's wonderful doing written articles. I've added another map and text pointing out the climate size options, fixed the screw-up with default naming, and tweaked the line about sub-biomes a bit, so the article should be all fixed.
For those who don't mind a bit of reading, I've been writing mod examinations on Hubpages under the name Cliffwalker. So far I've done full articles for several mods, including the likes of Witchery, Enviromine, and Lycanite's Mobs, and I have also written a few multi-mod articles to help those who wish to find upgrades for a specific aspect of their game, such as the Nether.
In addition, fans of the old Myth games may want to check out my map of Myth's world.
Zeno, I did notice one other thing. When you add in the Thaumcraft Biomes they are the same size as the regular Biomes. Is it possible to make them a bit smaller like they are without climate control? Taint Biomes tend to be huge when they are the same size as other Biomes. I appreciate all the work you have done with your mods. Trying to get to an alpha for my mod pack. Thanks in advance.
The Magical Forest biomes are full-size in Thaumcraft too. I believe Eerie and Tainted aren't placed at all, they're just created by nodes over time. You can get that effect by just setting the incidences to 0. I could make them sub-biomes, but sub-biomes of what?
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.
Tainted Lands used to work like that (and I did prefer it like that) but now seem to generate as normal biomes as far as I can tell. Eerie is produced by nodes rather than world generation still, yes.
I can also confirm that tainted land is a not a below-average sized biome all the time. Have hit a couple when wandering about that covered areas larger than many other biomes, and without the square shapes on the map that show it has "grown" into an area. Also, they do indeed show up like normal biomes now.
For those who don't mind a bit of reading, I've been writing mod examinations on Hubpages under the name Cliffwalker. So far I've done full articles for several mods, including the likes of Witchery, Enviromine, and Lycanite's Mobs, and I have also written a few multi-mod articles to help those who wish to find upgrades for a specific aspect of their game, such as the Nether.
In addition, fans of the old Myth games may want to check out my map of Myth's world.
Could they be made to be a sub biome of any of the vanilla biomes with a random chance of occurring on any biome. with an adjustable ratio that sets how often that can happen. Here is a screenshot from a fresh world.
Any biome is hard, because there are a bunch of different placement systems for sub-biomes (this is from vanilla). I could put in an option to add them to some of the vanilla biomes as sub-biomes. Now that I think about it maybe I could use a chain of responsibility pattern to place them in most biomes.
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's the opposite of what I would have done. Full-biome Tainted Lands are indeed a bit much, but the Eerie biome is more manageable (while still dangerous) and I think it looks really good too.
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 think adding them as an option to some of the vanilla biomes as sub biomes is a very workable idea if it's not too much trouble. It would keep them from being overwhelming as they can be now. Heck if you can gve people a choice in the configs. People love configs.
I'd love it if they were sub-biome size as well but isn't the trouble with making them sub biomes via Climate Control that it allows for a Taint Biome to spawn without a tainted node? Does anyone know whether the presence of the Taint Biome "taints" any nodes within it? If it does, then I suppose it's a moot point, but if it doesn't, then it makes sense for me to keep the Taint Biomes turned off. Taint will appear if there's a tainted node nearby anyway, right? I just hate how big they are. I spawned in one just today. This was in a non-Climate Control world too, and it was huge. It encompassed at least 2 villages. By the time I'd circumnavigated it (in Creative mode - FLYING!), it had grown about another biome's worth bigger. There is just no way you could salvage your world if you spawned one or 2 biomes over and discovered it a few days in..
Say you spawn into a nice-looking map. You explore your immediate surrounds, make a base and start to progress.. just the usual. After a few days, your mining tunnel extends into a tainted chunk that you didn't know was there. You're down there mining away at Lvl 11 with no idea what's spreading like wildfire above your head. By the time you find taint and sprint home, you might have just enough time to get your stuff out, but you'd have to run for a whole minecraft day to find a safe place to put it. ...then you'd have to run back to get the rest of your stuff. Is it feasible? I don't think so. In every game where I've encountered Taint in the first 100 MC days, I've had to abandon the world. There's no setting I've been able to find that slows its rate of spread to something that's manageable - even in Creative. Even with spawning in stacks of Silverwood saplings... In short, the only way I've EVER been able to find the tainted node and destroy it has been in Creative. Clearly I'm not the uber TC Wizard but I tried my heart out. I kept getting poisoned by the taint and killed - and that was just me looking for the damned thing. The only idea I've been able to come up with is structures. Generate a modified Thaumcraft structure that contains a tainted node, some flux, taintacles, etc.. and then generate it as a very rare structure/terrain feature. Then turn Taint Biomes off in the Thaumcraft config, and set taint biome spread rate to whatever suits your fancy.
I turn taint spread off myself, if I have the biome enabled. I make it reasonably rare too, and it usually takes me ages to find one, which even if you had it so taint spreads, makes that problem much less common.
Geographicraft, the 1.8 version of Climate Control, is now available.
It requires the supporting mod ZenoTechnology to run.
I've started a new thread for it here.
Re tainted biomes: Azanor must have really cranked up the rate of Taint spread. I've spawned with Tainted biome on my spawn map twice (in 1.6.4 and in 1.7.2) and never had a serious problem - I just stayed away. I did mine underneath in the 1.6.4 world and it did spread before I found out what was going on but it was no disaster (in that case, though, it would have started as a single node.)
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.
How do you configure this mod? There's no documentation anywhere and the only thing in a freshly generated config file is:
# Configuration file
general {
# Comma-separated list of dimension IDs, used only if include list is *
S:excludeDimensionIDs=-1,1
# Comma-separated list of dimension IDs, put * to use exclude list
S:includeDimensionIDs=0
}
There's more than one configuration file, one that appears inside of the "Climate Control" folder, and a second one in the base config folder. That second one is what you need, most of what appears in the Climate Control folder is based around compatibility.
For those who don't mind a bit of reading, I've been writing mod examinations on Hubpages under the name Cliffwalker. So far I've done full articles for several mods, including the likes of Witchery, Enviromine, and Lycanite's Mobs, and I have also written a few multi-mod articles to help those who wish to find upgrades for a specific aspect of their game, such as the Nether.
In addition, fans of the old Myth games may want to check out my map of Myth's world.
The other config genned was biomesoplentyInCC.cfg and it appears to be nothing more then a way to turn Biomes o Plenty biomes on or off as you would in BoP's own configs.
When a world is genned with or without the CC jar in the mods folder there is no difference between the 2 worlds.