Could you use an include list of 0? Your list should work for what you're doing, *except* (and this is a problem) if the other mods are using the generic version as the basis for their GenLayer stacks.
Otherwise, you might try an older version of CC, before the changes for multiple dimensions.
If it's really a CC bug, I'll get on it when I can but that's likely a week and a half off.
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.
Currently support for other biomes has to be hard-coded. The Witchwood Forest is supported in more recent versions - CC will create an Ars Magica config if both are running. Somebody else could write an addon mod to add more biomes in but I haven't provided a template to work from.
So, I'm not seeing that config file generated. I'm using Ars Magica 2 1.4.0.008 and Climate Control 0.4b28. The Biome is registered with its default ID of 100 according to an NEI Biome dump I do see config files for Highlands and for Thaumcraft. Is there anything I can check in to or look for that will help you help me?
I have noticed the weird thing I posted pictures of does not happen every time. It only happens occasionally and it always seems to involve magical forest, reika's biomes or both it is weird. Also I was messing around with the Biomes zones and could not seem to get lavender fields in BOP to spawn at all. I moved it to hot, medium and plains and it didn't work on any of them nor did it work on the default. I am running the latest BOP so that may have something to do with it.
It sounds like Reika's biomes are somehow reactivating the problem with spawn chunks. I can't take a look until I get back (didn't see the problem in my own testing). A fix might be to start the world with the Reika's biomes off and then change the world to turn them on. They'll show up once you reach the edge of the spawn map, roughly.
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.
Try the lastest version and see if that fixes the Ars Magica issue.
Yes, Ars Magica now has a config file and the biome does spawn with, roughly, what seems to be appropriate frequency based on the weight. Now, however, could we maybe work on this one? Whereas AM2 works just fine without its biome because the trees get introduced elsewhere, the Vampirism mod (linked below) is actually kinda broken when its biome doesn't generate. I believe, once that's handled, all of my particular biome/worldgen needs will be addressed. Thanks for the time and effort for this mod!
Do you mean the Wyvern biome as MoCreatures places it? It shouldn't be in the Overworld; I had to write the OWD mod to make it show up. Whats the Wyvern biome ID and can you spoiler post your CC configs?
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 anyway to disable MoCreatures Wyrven biome spawning, in the latest 1.7.10 version?
I had this happen when I was first playing with CC a couple of weeks ago and it turned out to be a Biome ID conflict, have you checked for those already?
It will be a long time before there's a CC for 1.9, because I'll have to wait for Forge. Last time it took months before Forge was workable. Once Forge is out, it should be very simple to convert.
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.
New update for CC out -beta30. It has a much-requested feature:
A wide rivers option, approximately 3 times as wide. This is an all-or-nothing feature - all rivers are wide or none are. You can change an existing world but you will get small chunk walls at the river shifts.
(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?
Okay, so I fiddled with CC settings on a single player game using my Windows Minecraft client ... also used that to tweak other mod settings. Once I was "happy" I moved the mods and config folders to my Linux box and put them in a skeleton dedicated server directory that had nothing but eula.txt and server.properties. I checked through the settings in server.properties and made sure they were what I expected (including a seed I had decided on in single-player), removed a couple of mods (OptiFine and Zyin's (SP?) HUD) that aren't server compatible and fired it up.
Everything looks to load fine, it takes a few moments to generate the spawn biome and all that jazz and right when it goes to change from "starting" to "started" it dies. All I get out of the log is the following, but it looks like all of the CC output gets dumped to the console and not in to the log file, maybe? I see a lot of CC related stuff in the console text when the server is starting, but none of those lines appear in the log.
Any thoughts as to what I should look in to first to see what's causing this?
[13:01:29] [Server thread/ERROR] [FML/]: Caught exception from climatecontrol
java.lang.NoSuchMethodError: net.minecraft.server.MinecraftServer.func_71221_J()Ljava/lang/String;
at climateControl.ClimateControl.serverStarted(ClimateControl.java:145) ~[ClimateControl.class:?]
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.7.0_80]
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) ~[?:1.7.0_80]
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) ~[?:1.7.0_80]
at java.lang.reflect.Method.invoke(Unknown Source) ~[?:1.7.0_80]
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532) ~[FMLModContainer.class:?]
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source) ~[?:?]
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) ~[?:1.7.0_80]
at java.lang.reflect.Method.invoke(Unknown Source) ~[?:1.7.0_80]
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74) ~[guava-17.0.jar:?]
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47) ~[guava-17.0.jar:?]
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322) ~[guava-17.0.jar:?]
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304) ~[guava-17.0.jar:?]
at com.google.common.eventbus.EventBus.post(EventBus.java:275) ~[guava-17.0.jar:?]
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212) ~[LoadController.class:?]
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190) ~[LoadController.class:?]
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.7.0_80]
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) ~[?:1.7.0_80]
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) ~[?:1.7.0_80]
at java.lang.reflect.Method.invoke(Unknown Source) ~[?:1.7.0_80]
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74) ~[guava-17.0.jar:?]
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47) ~[guava-17.0.jar:?]
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322) ~[guava-17.0.jar:?]
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304) ~[guava-17.0.jar:?]
at com.google.common.eventbus.EventBus.post(EventBus.java:275) ~[guava-17.0.jar:?]
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119) [LoadController.class:?]
at cpw.mods.fml.common.Loader.serverStarted(Loader.java:802) [Loader.class:?]
at cpw.mods.fml.common.FMLCommonHandler.handleServerStarted(FMLCommonHandler.java:283) [FMLCommonHandler.class:?]
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:389) [MinecraftServer.class:?]
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685) [li.class:?]
I've been playing with settings for the past two days, but for the life of me, I can't find a config that I'm really happy with. I could use some help (I'm using the 1.7.10 version).
I'm building a world in single-player creative for a future iteration of our guild's server. We use Archimedes, Small Boats, and Ships Mod (all three), and naval travel is a big deal to us, hence my wanting to use CC (I used Terrain Control before, but was unhappy with the results).
What I want is a map with mostly medium and large islands, the occasional small continent, separated by 1k to 3k (ish) blocks of deep ocean, with the rare derpy mini-islands here and there, all with large biomes.
After playing with the settings, however, I'm not getting quite what I'm after. With default configuration and large biomes set in the game's world creation screen, I get very rare islands, when I can find any land at all that is. When I mess with the settings, I'm always either having huge, endless oceans, or sprawling, endless land, and I can't find a happy medium.
Can someone recommend some settings to try that would get what I'm after? Or perhaps some settings and a seed to input?
Large biomes is probably your problem. If you have Large Biomes (biome size 6 in CC), *everything* is 4 times as long and occupies 16x as much area. (If you're just using the Large Biomes settings without changing the CC biome size, you should *not* be seeing that, just a normal world.).
How does my journal world map look?
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.
Could you use an include list of 0? Your list should work for what you're doing, *except* (and this is a problem) if the other mods are using the generic version as the basis for their GenLayer stacks.
Otherwise, you might try an older version of CC, before the changes for multiple dimensions.
If it's really a CC bug, I'll get on it when I can but that's likely a week and a half off.
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 pretty sure it's the dimension mod. Same kind of thing happened with Terrain Control.
So, I'm not seeing that config file generated. I'm using Ars Magica 2 1.4.0.008 and Climate Control 0.4b28. The Biome is registered with its default ID of 100 according to an NEI Biome dump I do see config files for Highlands and for Thaumcraft. Is there anything I can check in to or look for that will help you help me?
I have noticed the weird thing I posted pictures of does not happen every time. It only happens occasionally and it always seems to involve magical forest, reika's biomes or both it is weird. Also I was messing around with the Biomes zones and could not seem to get lavender fields in BOP to spawn at all. I moved it to hot, medium and plains and it didn't work on any of them nor did it work on the default. I am running the latest BOP so that may have something to do with it.
Try the lastest version and see if that fixes the Ars Magica issue.
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.
It sounds like Reika's biomes are somehow reactivating the problem with spawn chunks. I can't take a look until I get back (didn't see the problem in my own testing). A fix might be to start the world with the Reika's biomes off and then change the world to turn them on. They'll show up once you reach the edge of the spawn map, roughly.
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.
Make sure BoP will spawn lavender fields with CC off. They take biomes out sometimes. Otherwise, I'll have to look when I get back.
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.
Yes, Ars Magica now has a config file and the biome does spawn with, roughly, what seems to be appropriate frequency based on the weight. Now, however, could we maybe work on this one? Whereas AM2 works just fine without its biome because the trees get introduced elsewhere, the Vampirism mod (linked below) is actually kinda broken when its biome doesn't generate. I believe, once that's handled, all of my particular biome/worldgen needs will be addressed. Thanks for the time and effort for this mod!
Vampirism mod link
Do you mean the Wyvern biome as MoCreatures places it? It shouldn't be in the Overworld; I had to write the OWD mod to make it show up. Whats the Wyvern biome ID and can you spoiler post your CC configs?
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 had this happen when I was first playing with CC a couple of weeks ago and it turned out to be a Biome ID conflict, have you checked for those already?
It will be a long time before there's a CC for 1.9, because I'll have to wait for Forge. Last time it took months before Forge was workable. Once Forge is out, it should be very simple to convert.
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.
New update for CC out -beta30. It has a much-requested feature:
A wide rivers option, approximately 3 times as wide. This is an all-or-nothing feature - all rivers are wide or none are. You can change an existing world but you will get small chunk walls at the river shifts.
This also has support for Vampirism.
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.
Reasonably-width-ed rivers? Nice.
* 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?
Muhahaha. Thanks!
Next issue
Okay, so I fiddled with CC settings on a single player game using my Windows Minecraft client ... also used that to tweak other mod settings. Once I was "happy" I moved the mods and config folders to my Linux box and put them in a skeleton dedicated server directory that had nothing but eula.txt and server.properties. I checked through the settings in server.properties and made sure they were what I expected (including a seed I had decided on in single-player), removed a couple of mods (OptiFine and Zyin's (SP?) HUD) that aren't server compatible and fired it up.
Everything looks to load fine, it takes a few moments to generate the spawn biome and all that jazz and right when it goes to change from "starting" to "started" it dies. All I get out of the log is the following, but it looks like all of the CC output gets dumped to the console and not in to the log file, maybe? I see a lot of CC related stuff in the console text when the server is starting, but none of those lines appear in the log.
Any thoughts as to what I should look in to first to see what's causing this?
java.lang.NoSuchMethodError: net.minecraft.server.MinecraftServer.func_71221_J()Ljava/lang/String;
at climateControl.ClimateControl.serverStarted(ClimateControl.java:145) ~[ClimateControl.class:?]
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.7.0_80]
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) ~[?:1.7.0_80]
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) ~[?:1.7.0_80]
at java.lang.reflect.Method.invoke(Unknown Source) ~[?:1.7.0_80]
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532) ~[FMLModContainer.class:?]
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source) ~[?:?]
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) ~[?:1.7.0_80]
at java.lang.reflect.Method.invoke(Unknown Source) ~[?:1.7.0_80]
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74) ~[guava-17.0.jar:?]
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47) ~[guava-17.0.jar:?]
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322) ~[guava-17.0.jar:?]
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304) ~[guava-17.0.jar:?]
at com.google.common.eventbus.EventBus.post(EventBus.java:275) ~[guava-17.0.jar:?]
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212) ~[LoadController.class:?]
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190) ~[LoadController.class:?]
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.7.0_80]
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) ~[?:1.7.0_80]
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) ~[?:1.7.0_80]
at java.lang.reflect.Method.invoke(Unknown Source) ~[?:1.7.0_80]
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74) ~[guava-17.0.jar:?]
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47) ~[guava-17.0.jar:?]
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322) ~[guava-17.0.jar:?]
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304) ~[guava-17.0.jar:?]
at com.google.common.eventbus.EventBus.post(EventBus.java:275) ~[guava-17.0.jar:?]
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119) [LoadController.class:?]
at cpw.mods.fml.common.Loader.serverStarted(Loader.java:802) [Loader.class:?]
at cpw.mods.fml.common.FMLCommonHandler.handleServerStarted(FMLCommonHandler.java:283) [FMLCommonHandler.class:?]
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:389) [MinecraftServer.class:?]
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685) [li.class:?]
That looks like an obfuscation error. I'll see if I can find a different Forge version that works.
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.
Try this version. Yes, the crash was because Forge doesn't deobfuscate the method; but the method wouldn't work right in a server context anyway.
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.
Fixed. Again, much thanks.
I've been playing with settings for the past two days, but for the life of me, I can't find a config that I'm really happy with. I could use some help (I'm using the 1.7.10 version).
I'm building a world in single-player creative for a future iteration of our guild's server. We use Archimedes, Small Boats, and Ships Mod (all three), and naval travel is a big deal to us, hence my wanting to use CC (I used Terrain Control before, but was unhappy with the results).
What I want is a map with mostly medium and large islands, the occasional small continent, separated by 1k to 3k (ish) blocks of deep ocean, with the rare derpy mini-islands here and there, all with large biomes.
After playing with the settings, however, I'm not getting quite what I'm after. With default configuration and large biomes set in the game's world creation screen, I get very rare islands, when I can find any land at all that is. When I mess with the settings, I'm always either having huge, endless oceans, or sprawling, endless land, and I can't find a happy medium.
Can someone recommend some settings to try that would get what I'm after? Or perhaps some settings and a seed to input?
Tutorial: How to create a server economy with Forge mods
Large biomes is probably your problem. If you have Large Biomes (biome size 6 in CC), *everything* is 4 times as long and occupies 16x as much area. (If you're just using the Large Biomes settings without changing the CC biome size, you should *not* be seeing that, just a normal world.).
How does my journal world map look?
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.