That doesn't look like something RFTools or anybody else could fix. I *think* there's some kind of sequencing error were one of my instanceVars isn't set up before it gets used. I seem to have changed that file lately which is disrupting my debugging, could you rerun with the most recent test version?
Doesn't seem to have worked, still getting the same error for that dimension in particular (you can delete and remake dimensions and they'll always have the same seed depending on which "dimlets" you used, makes testing pretty easy). What I've noticed in this version as well is that even with S:includeDimensionIDs=0, CC still seems to be working in those different dimensions, according to the console.
This is really starting to bug me now. Any ideas on a fix?
I was experiencing something very similar just a little while ago, and realized I'd changed my biome IDs around in a few mods, which is what I believe was throwing off CC's generation. Could you double-check the Climate Control biome IDs and compare it to the actual mod IDs? As soon as I fixed that up, I stopped seeing strange spawning (Ie, Climate Control had a biome ID set to 119, when it was 142 in the mod's ID configuration). Not really sure why, though, and it may have been a placebo effect, but it's something to at least try.
I was experiencing something very similar just a little while ago, and realized I'd changed my biome IDs around in a few mods, which is what I believe was throwing off CC's generation. Could you double-check the Climate Control biome IDs and compare it to the actual mod IDs? As soon as I fixed that up, I stopped seeing strange spawning (Ie, Climate Control had a biome ID set to 119, when it was 142 in the mod's ID configuration). Not really sure why, though, and it may have been a placebo effect, but it's something to at least try.
Yeah it could be this definitely, as I think the same thing was happening to me in a previous world. I ended up deleting all of my Climate Control configs and letting them recreate after I removed a biome adding mod (Highlands), since the ids were all mismatched.
I also noticed a couple of BOP biomes were missing. I think they were Dense Forest, Xeric Shrubland and Eucalyptus Forest. If I add them to the biomesoplentyinCC config, will they generate?
Hoyo! Does anyone know if there's a way to create smaller islands than the default setting allow? The smallest landmasses you can set the frequencies for are 500x1000 and this is a little too large for the feel I'm going for. Can you just add in a custom size or what? Thanks in advance for any input!
You can make all landmasses smaller by shrinking the biome size. Change it to 3 and everything is half as far across. Your biome sizes will change too, though, getting smaller as well.
You could make smaller islands appear by having sub-biomes in Ocean and Deep Ocean, but that would need some programmatic changes. Currently I have that off because the islands tend to clash with continental climates.
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.
Hi, thanks for the response. I tried setting the biome size lower and found that they tend to look speckled in that case. The other option may be viable for some people, perhaps you could include an option in the config to enable it in the next update? Thanks for your input!
Edit: As a matter of fact, is there any way I could do this myself without too much hassle? The idea sounds so good to me and the continental climate conflict issue wouldn't apply because I'd just have sparse small islands, no continents at all. Or perhaps very rare continents but extremely far from any other land masses (and hence any conflicting climate zones).
The Meaning of Life, the Universe, and Everything.
Join Date:
12/2/2012
Posts:
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Member Details
Quick question in regards to Biomes O' Plenty. In the biomesoplentyInCC.cfg (And probably other configuration files as well), it has sub-biomes that don't seem to be accounted for in the actual biome mod configuration files. Should these sub-biomes have the same ID as their parent biomes, or should we have them set as a new, open ID?
Ie, my biomesoplentyInCC.cfg has
I:"Canyon Ravine (Sub-Biome) ID"=X
I:"Canyon Ravine ID"=Y
while Biomes O Plenty's config file does not have the Canyon Ravine (Sub-Biome) present at all. Should they be set to the same ID, or should I treat them as entirely different biomes and have them set to two separate IDs?
Same ID, I believe. Actually I don't think those (Sub-Biome) biomes do anything. When I wrote this the BoP config still had those obsolete names. But same ID to be safe.
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 Meaning of Life, the Universe, and Everything.
Join Date:
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Posts:
281
Member Details
Appreciate the quick response. I'd had them set to separate IDs, but really can't recall whether they were spawning or not. I'll change them to share the same ID, thanks.
Hello again, sorry for all the questions. I'm trying to get Climate Control to work on a little modpack server for some friends so I've been madly fiddling for the past few days. I'm having some trouble understanding the island size frequencies. As I mentioned in a previous post, I'm going for the smallest islands possible (the 500x1000 ones) so I set the frequencies of all other types to zero and have been adjusting the frequency of just the medium islands but it seems to have no effect. I spawn on a continent much larger than the medium islands (well over 2000 x 3000) so I assume that the mod just generates a continent to spawn on. Then, I'm able to go over 15000 blocks in any direction and not hit land except the occasional mushroom biome. This is the case even if I set the frequency to 100, which should generate plenty of islands. I'm not sure if I'd ever hit land either, I just gave up after hours of sailing. I appreciate any input as usual.
(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 am getting a really weird error in my Regrowth Server. It seems to be from Climate Control, but I am not sure. Any help would be awesome because if I can't get it fixed I might just have to do a server reset.
# add testing routines and crash in suspicious circumstances
B:TestingMode=false
# Include vanilla biomes in world
B:VanillaBiomesOn=false
# 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
# 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
# max height value for allowing rivers; 10.0 allows everything; 0.75 is plains but no hills
D:maxChasm=10.0
# subbiomes not saved on edges, default 3, -1 deactivates saving sub-biomes
I:subBiomeRingsNotSaved=0
}
##########################################################################################################
# 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"=1
# relative incidence of hot zones like savanna/desert/plains/mesa
I:"Hot Zone Incidence"=1
# 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"=1
}
##########################################################################################################
# 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" {
# half the climate zone size from vanilla, unless quartering
B:"Half Zone Size"=true
# quarter the climate zone size from vanilla
B:"Quarter Zone Size"=false
# ignore climate zones altogether
B:"Random Biomes"=true
}
##########################################################################################################
# ocean control parameters
#--------------------------------------------------------------------------------------------------------#
# Frequencies are x per thousand but a little goes a very long way because seeds grow a lot. About half the total continent frequencies is the percent land. For worlds with 1.7-like generation set large island seeds to about 300. That will largely fill the oceans after seed growth.
##########################################################################################################
"ocean control parameters" {
# frequency of large continent seeds, about 8000x16000
I:"Large Continent Frequency"=8
# frequency of large island seeds, about 1000x2000
I:"Large Island Frequency"=35
# frequency of medium continent seeds, about 4000x8000
I:"Medium Continent Frequency"=12
# frequency of medium island seeds, about 500x1000
I:"Medium Island Frequency"=40
# True reduces the chance of landmasses merging
B:SeparateLandmasses=false
# frequency of small continent seeds, about 2000x4000
I:"Small Continent Frequency"=18
}
You've got vanilla biomes off. Is that intentional? If you want to use only modded biomes, make sure that you have biomes in all the climate zones and that the mod configs are turned on (there's a "master switch" at the top of each modded config, and it's off by default.
Edit: and turning off vanilla biomes without properly replacing them causes that crash.
(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?
Doesn't seem to have worked, still getting the same error for that dimension in particular (you can delete and remake dimensions and they'll always have the same seed depending on which "dimlets" you used, makes testing pretty easy). What I've noticed in this version as well is that even with S:includeDimensionIDs=0, CC still seems to be working in those different dimensions, according to the console.
I was experiencing something very similar just a little while ago, and realized I'd changed my biome IDs around in a few mods, which is what I believe was throwing off CC's generation. Could you double-check the Climate Control biome IDs and compare it to the actual mod IDs? As soon as I fixed that up, I stopped seeing strange spawning (Ie, Climate Control had a biome ID set to 119, when it was 142 in the mod's ID configuration). Not really sure why, though, and it may have been a placebo effect, but it's something to at least try.
Yeah it could be this definitely, as I think the same thing was happening to me in a previous world. I ended up deleting all of my Climate Control configs and letting them recreate after I removed a biome adding mod (Highlands), since the ids were all mismatched.
I also noticed a couple of BOP biomes were missing. I think they were Dense Forest, Xeric Shrubland and Eucalyptus Forest. If I add them to the biomesoplentyinCC config, will they generate?
The version I wrote CC for doesn't have any of those biomes, so they won't generate.
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 not reproducing this just with CC and FastCraft 1.9. Can you send zips of your mod and config folders.
Also, I notice there's some whining about FastCraft 1.22 and chunk saves, so you might try a different FastCraft.
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.
Hoyo! Does anyone know if there's a way to create smaller islands than the default setting allow? The smallest landmasses you can set the frequencies for are 500x1000 and this is a little too large for the feel I'm going for. Can you just add in a custom size or what? Thanks in advance for any input!
maggots97
[SSSS]
You can make all landmasses smaller by shrinking the biome size. Change it to 3 and everything is half as far across. Your biome sizes will change too, though, getting smaller as well.
You could make smaller islands appear by having sub-biomes in Ocean and Deep Ocean, but that would need some programmatic changes. Currently I have that off because the islands tend to clash with continental climates.
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 for the response. I tried setting the biome size lower and found that they tend to look speckled in that case. The other option may be viable for some people, perhaps you could include an option in the config to enable it in the next update? Thanks for your input!
Edit: As a matter of fact, is there any way I could do this myself without too much hassle? The idea sounds so good to me and the continental climate conflict issue wouldn't apply because I'd just have sparse small islands, no continents at all. Or perhaps very rare continents but extremely far from any other land masses (and hence any conflicting climate zones).
maggots97
[SSSS]
Quick question in regards to Biomes O' Plenty. In the biomesoplentyInCC.cfg (And probably other configuration files as well), it has sub-biomes that don't seem to be accounted for in the actual biome mod configuration files. Should these sub-biomes have the same ID as their parent biomes, or should we have them set as a new, open ID?
Ie, my biomesoplentyInCC.cfg has
I:"Canyon Ravine ID"=Y
while Biomes O Plenty's config file does not have the Canyon Ravine (Sub-Biome) present at all. Should they be set to the same ID, or should I treat them as entirely different biomes and have them set to two separate IDs?
Same ID, I believe. Actually I don't think those (Sub-Biome) biomes do anything. When I wrote this the BoP config still had those obsolete names. But same ID to be safe.
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.
Appreciate the quick response. I'd had them set to separate IDs, but really can't recall whether they were spawning or not. I'll change them to share the same ID, thanks.
It can crash like that at startup if it has too hard a time finding a land biome to start 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.
Hello again, sorry for all the questions. I'm trying to get Climate Control to work on a little modpack server for some friends so I've been madly fiddling for the past few days. I'm having some trouble understanding the island size frequencies. As I mentioned in a previous post, I'm going for the smallest islands possible (the 500x1000 ones) so I set the frequencies of all other types to zero and have been adjusting the frequency of just the medium islands but it seems to have no effect. I spawn on a continent much larger than the medium islands (well over 2000 x 3000) so I assume that the mod just generates a continent to spawn on. Then, I'm able to go over 15000 blocks in any direction and not hit land except the occasional mushroom biome. This is the case even if I set the frequency to 100, which should generate plenty of islands. I'm not sure if I'd ever hit land either, I just gave up after hours of sailing. I appreciate any input as usual.
Thanks,
maggots97
[SSSS]
Another in the ongoing series of excessively subtle teasers from Zeno:
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.
RCTCG
* 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 am getting a really weird error in my Regrowth Server. It seems to be from Climate Control, but I am not sure. Any help would be awesome because if I can't get it fixed I might just have to do a server reset.
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{
"class": "net.minecraft.launchwrapper.LaunchClassLoader",
"method": "findClass",
"file": "LaunchClassLoader.java",
"line": 191
},
{
"class": "java.lang.ClassLoader",
"method": "loadClass",
"line": -1,
"signatures": []
},
{
"class": "java.lang.ClassLoader",
"method": "loadClass",
"line": -1,
"signatures": []
}
],
"exception": "java.lang.ClassNotFoundException",
"message": "net.minecraft.client.Minecraft",
"cause": {
"stack": [
{
"class": "cpw.mods.fml.common.asm.transformers.SideTransformer",
"method": "transform",
"file": "SideTransformer.java",
"line": 50
},
{
"class": "net.minecraft.launchwrapper.LaunchClassLoader",
"method": "runTransformers",
"file": "LaunchClassLoader.java",
"line": 279
},
{
"class": "net.minecraft.launchwrapper.LaunchClassLoader",
"method": "findClass",
"file": "LaunchClassLoader.java",
"line": 176
}
],
"exception": "java.lang.RuntimeException",
"message": "Attempted to load class bao for invalid side SERVER"
}
}
},
"random": -1311494706,
"resolved": true,
"branding": [
"Minecraft 1.7.10",
"MCP v9.05",
"FML v7.10.99.99",
"Minecraft Forge 10.13.4.1448",
"108 mods loaded, 107 mods active"
],
"runtime": {
"mcp": "MCP v9.05",
"fml": "7.10.99.99",
"forge": "10.13.4.1448"
},
"minecraft": "Minecraft 1.7.10",
"javaVersion": "Oracle Corporation 1.7.0_80",
"side": "server",
"obfuscated": true,
"type": "crashlog"
}
].
That looks like the Settings Tester crashing due to a bad biome configuration. Could you post your CC config?
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.
Hmm. This keeps getting removed. I have tried posting it a few times. Hopefully it sticks this time.
# 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
# per thousand; vanilla is 10
I:"Mushroom Island Incidence"=0
# 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=false
# Percentage of rivers prevented; changes cause chunk boundaries at some rivers
I:PercentRiverReduction=100
# 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
# Include vanilla biomes in world
B:VanillaBiomesOn=false
# 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
# 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
# max height value for allowing rivers; 10.0 allows everything; 0.75 is plains but no hills
D:maxChasm=10.0
# subbiomes not saved on edges, default 3, -1 deactivates saving sub-biomes
I:subBiomeRingsNotSaved=0
}
##########################################################################################################
# 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"=1
# relative incidence of hot zones like savanna/desert/plains/mesa
I:"Hot Zone Incidence"=1
# 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"=1
}
##########################################################################################################
# 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" {
# half the climate zone size from vanilla, unless quartering
B:"Half Zone Size"=true
# quarter the climate zone size from vanilla
B:"Quarter Zone Size"=false
# ignore climate zones altogether
B:"Random Biomes"=true
}
##########################################################################################################
# ocean control parameters
#--------------------------------------------------------------------------------------------------------#
# Frequencies are x per thousand but a little goes a very long way because seeds grow a lot. About half the total continent frequencies is the percent land. For worlds with 1.7-like generation set large island seeds to about 300. That will largely fill the oceans after seed growth.
##########################################################################################################
"ocean control parameters" {
# frequency of large continent seeds, about 8000x16000
I:"Large Continent Frequency"=8
# frequency of large island seeds, about 1000x2000
I:"Large Island Frequency"=35
# frequency of medium continent seeds, about 4000x8000
I:"Medium Continent Frequency"=12
# frequency of medium island seeds, about 500x1000
I:"Medium Island Frequency"=40
# True reduces the chance of landmasses merging
B:SeparateLandmasses=false
# frequency of small continent seeds, about 2000x4000
I:"Small Continent Frequency"=18
}
oceanbiomeclimates {
S:"DeepOcean climate"=DEFAULT
S:"Ocean climate"=DEFAULT
}
oceanbiomeids {
I:"DeepOcean ID"=24
I:"Ocean ID"=0
}
oceanbiomeincidences {
I:"DeepOcean Incidence"=50
I:"Ocean Incidence"=50
}
oceanbiomevillages {
B:"DeepOcean hasVillages"=false
B:"Ocean hasVillages"=false
}
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
}
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"=21
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"=30
I:"Extreme Hills Incidence"=20
I:"Forest Incidence"=20
I:"Ice Plains Incidence"=30
I:"Jungle Incidence"=5
I:"Mega Taiga Incidence"=5
I:"Mesa Plateau F Incidence"=4
I:"Mesa Plateau Incidence"=1
I:"Plains Incidence"=30
I:"Roofed Forest Incidence"=10
I:"Savanna Incidence"=20
I:"Swampland Incidence"=10
I:"Taiga (snowless) Incidence"=10
}
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
}
You've got vanilla biomes off. Is that intentional? If you want to use only modded biomes, make sure that you have biomes in all the climate zones and that the mod configs are turned on (there's a "master switch" at the top of each modded config, and it's off by default.
Edit: and turning off vanilla biomes without properly replacing them causes that crash.
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 is the expected time until RTC+CC work together? (Less than a week? More than a week?)
* 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?