When running your mod along with Thaumcraft,the biomes,nodes and trees of Thaumcraft get really rare,and i'm pretty sure it's Climate Control that's refusing to generate them.Could you take a look at the Thaumcraft world gen?
0.2 only does vanilla biomes. 0.4 can do mod biomes *but* the connection has to be done explicitly by either me in CC or the other modder in their mod (using an API I have to finish up). Thaumcraft is closed-source and I can't find anything about his biomes in the API. Maybe I'll be able to pull it out of the Forge Biome dictionary, but at present I can't put in the Thaumcraft biomes.
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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 may have found a weird bug: After installing climate control 0.4 beta I find really huge mushroom Island between a lot of biomes (I though it can spawn only in the ocean?) = http://imgur.com/ewn7q3I
even if this isn't a bug on your side, is it possible to block some biomes to be spawned? I really hate Mushroom Islands
edit: another thing, you wrote we should use the world type of cc but there isn't anyone besides BoP :/? Maybe that is the error?
OK, I've posted the modded AMIDST and links to the source code on the front page. Looking forward to how the vanilla world merges!
I'm getting an error when trying to open the modified AMIDST. Is there a requirement to run it?
And when I get the guys on my server to explore more, I'll post some pics of the new chunks here
I have an Idea for the Thaumcraft problem? maybe for the idea to block some biomes, another option to add some biomes via biome ID because you can see the Thaumcraft Biome ID in the thaumcraft config so users could add some by themself :D? And block some if they want^^
I'm getting an error when trying to open the modified AMIDST. Is there a requirement to run it?
And when I get the guys on my server to explore more, I'll post some pics of the new chunks here
I don't remember a requirement for AMIDST. I know there's supposed to be a problem with the Mac Mavericks OS. What's the error?
Edit: some things that could be causing trouble: the file name is wrong (e.g. Mac -> PC), the java path is wrong; you don't have a jar launcher; your Java is a sufficiently different version.
I have an Idea for the Thaumcraft problem? maybe for the idea to block some biomes, another option to add some biomes via biome ID because you can see the Thaumcraft Biome ID in the thaumcraft config so users could add some by themself :D? And block some if they want^^
In principle that works; the one roadblock is that it might be hard to have a way for the user to get the needed info into a config file without something really awkward. But I might be able to work out a Thaumcraft biome settings in my code using that tactic.
I may have found a weird bug: After installing climate control 0.4 beta I find really huge mushroom Island between a lot of biomes (I though it can spawn only in the ocean?) = http://imgur.com/ewn7q3I
even if this isn't a bug on your side, is it possible to block some biomes to be spawned? I really hate Mushroom Islands
edit: another thing, you wrote we should use the world type of cc but there isn't anyone besides BoP :/? Maybe that is the error?
The most likely cause is that some other biome has been set to the mushroom biome ID of 14 (or mushroom biome shore of 15). There's a list in the CC config files under vanillabiomeids, as well as the ocean and deep ocean IDs under oceanbiomeids. It's also possible some other mod or config file is mucking around with the biome IDs.
I didn't quite see the size, but BoP can also place these large complexes out in the deep ocean and they can be next to Mushroom Island. Mushroom Islands are somewhat larger in CC than in vanilla, although the largest they could reasonably be would be the size of two biomes (from two Mushroom Islands stuck together).
If you can't see a reason for this, email me (see profile) your config and mod folders and I'll take a look at it.
The CC config files *do* allow you to suppress most normal biomes. There are incidence settings - vanillabiomeincidences for vanilla, which is at the bottom - and biomes show up as primary biomes in proportion to that number. At zero, they won't generate as full biomes, ever. They can still generate as sub-biomes, as I haven't figured out how to do config settings for that. So, for example, if you set Forest to 0 you'll never see full-sized forests, but you will still see them as copses in plains. Biomes like Ice Plains and MegaTaiga that are never sub-biomes will disappear completely. If you're using Highlands or BoP biomes they'll have incidence settings too once you've run the game once.
Unfortunately for you, you can't currently do this for Mushroom Islands. I *could* have done Mushroom Islands in a similar way, as biomes in the Deep Ocean "climate" I created for consistency. But, Minecraft doesn't do Mushroom Islands as biomes; it does them with a special GenLayer system. I wouldn't be able to duplicate vanilla's Mushroom Island locations if I did them "my way" (although statistically it would be very similar and it would be very hard to tell the difference).
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 most likely cause is that some other biome has been set to the mushroom biome ID of 14 (or mushroom biome shore of 15). There's a list in the CC config files under vanillabiomeids, as well as the ocean and deep ocean IDs under oceanbiomeids. It's also possible some other mod or config file is mucking around with the biome IDs.
I didn't quite see the size, but BoP can also place these large complexes out in the deep ocean and they can be next to Mushroom Island. Mushroom Islands are somewhat larger in CC than in vanilla, although the largest they could reasonably be would be the size of two biomes (from two Mushroom Islands stuck together).
If you can't see a reason for this, email me (see profile) your config and mod folders and I'll take a look at it.
The CC config files *do* allow you to suppress most normal biomes. There are incidence settings - vanillabiomeincidences for vanilla, which is at the bottom - and biomes show up as primary biomes in proportion to that number. At zero, they won't generate as full biomes, ever. They can still generate as sub-biomes, as I haven't figured out how to do config settings for that. So, for example, if you set Forest to 0 you'll never see full-sized forests, but you will still see them as copses in plains. Biomes like Ice Plains and MegaTaiga that are never sub-biomes will disappear completely. If you're using Highlands or BoP biomes they'll have incidence settings too once you've run the game once.
Unfortunately for you, you can't currently do this for Mushroom Islands. I *could* have done Mushroom Islands in a similar way, as biomes in the Deep Ocean "climate" I created for consistency. But, Minecraft doesn't do Mushroom Islands as biomes; it does them with a special GenLayer system. I wouldn't be able to duplicate vanilla's Mushroom Island locations if I did them "my way" (although statistically it would be very similar and it would be very hard to tell the difference).
Yeah I checked every biome ID of every mod I've installed and there was no double ids. I checked every config for world gen stuff, nothing found. Then I thought, hey delete BOP and look and what is.... Now it works perfekt :/ I don't know if it's your integration or that I have another BOP version (2.0.2.932) but now it works.... :/ But without CC, the problem is gone too? so maybe a conflict?^^
EDIT: so I changed from BOP to Highlands and the bug is gone So maybe I'm right :>
I don't remember a requirement for AMIDST. I know there's supposed to be a problem with the Mac Mavericks OS. What's the error?
Edit: some things that could be causing trouble: the file name is wrong (e.g. Mac -> PC), the java path is wrong; you don't have a jar launcher; your Java is a sufficiently different version.
I'm just getting a Java Exception. I'm running Windows 7 with Java 7 update 65. From what I believe, my path is correct, but I'm not sure about a launcher (I guess I do have something working, as I have opened other jar files before).
Yeah I checked every biome ID of every mod I've installed and there was no double ids. I checked every config for world gen stuff, nothing found. Then I thought, hey delete BOP and look and what is.... Now it works perfekt :/ I don't know if it's your integration or that I have another BOP version (2.0.2.932) but now it works.... :/ But without CC, the problem is gone too? so maybe a conflict?^^
EDIT: so I changed from BOP to Highlands and the bug is gone So maybe I'm right :>i'
I'm running with an earlier BOP (887 or so) without any trouble. I wouldn't be shocked to see incompatibilities with later BoP's, but I wouldn't expect *that*. Are you running 1.7.10?
I'm just getting a Java Exception. I'm running Windows 7 with Java 7 update 65. From what I believe, my path is correct, but I'm not sure about a launcher (I guess I do have something working, as I have opened other jar files before).
It needs some libraries, as Sedridor reported. I have a build running which seems to have all the needed libraries. I'm going to try to work in reading the general config file before releasing (maybe tomorrow), although here's the current if you're in a big hurry.
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.
@Zeno410: No I'm running 1.7.2 with the latest BOP, but like I said I deleted it and now I play with Highlands an the bug doesn't appear. I don't know why, it's like I tested it the whole day and finally found a solution The last thing I need is Thaumcraft support then I'm more than happy :PPPP
The modified AMIDST should now include all needed libraries and run on its own. It also reads and uses the general config file on a Mac; I programmed it to do it on other operating systems but I haven't tested it.
If you're using the 0.4 beta, the 0.2 will produces fairly similar land structures except there's no medium land islands. Climates and biomes will be completely different. The 0.2 mapper uses only the general config and doesn't read the world-specific config files.
There will be a 0.4 mapper later which will read the world-specific files and match the release version's land, climates, and vanilla biomes. Not yet sure I'll be able to do mod biomes right.
The release version of 0.4 will use different random seeds than the beta or the mapping program. I copied and pasted a number of lines without checking the seeds and duplicated some (this was a long time ago, actually). Initially I ignored it because I figured it didn't matter but I just realized there are some relatively subtle problems I want fixed.
The character of worlds will not change (% water, average crossing length, etc.) Because of the chunk prevention there won't be any chunk walls but I would recommend using both biome and climate caching to avoid weird junctions and split biomes. Existing 0.2 and beta CC worlds *will* have a shift in land location at the boundary; I doubt this will be noticeable on anything other than a map wall and it might affect nobody other than me with my journal world.
Edit: I'll try to make a test version for Thaumcraft tomorrow or the day after. If my plan works, it will be pretty simple. If not, I'll let people know.
Mushrooms Islands are easy to change. However, I think you're being misled by the maps in a way similar to how Mojang put in climate regions far too big for most player. Your eye can search a 2D map instantly. But searching on the ground (or in the water) is a very slow process because of the short view distances. Do you actually feel you're seeing them too often out on the water?
Right now there's a mushroom island every 100 biomes; given that you'll usually see one you pass, you'll see one every 30 biomes or so, or about every 7500 blocks. I fly around in the water a lot looking at worlds from the ground and actually I think it's less than that. With the defaults that's about every other ocean crossing. That is not too much to me.
I'll put in the turning factor anyway because it's really easy.
Rivers I agree are a problem. They're substantially more annoying than in 1.6 because the generally higher elevations makes then small canyons even in flat terrain and deeper canyons everywhere. There's an additional problem in that the vanilla system makes them usually run along biome boundaries but the more extensive smoothing in CC often runs them through biomes, and thus often through even higher terrain. There's a tuning factor that makes it easy to make them rarer but the ugly factor is hard to fix. Also, changes to the rivers will produce chunk boundaries my current systems can't fix.
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 am frequently guilty of excessively subtle teasers, and Climate Control generally doesn't make distinctive screenshots, but I'm pretty sure nobody else can do this:
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.
That is cool,but do the Aura Nodes generate properly?
Thank you for making your mod compatible with TC
They seem normal out in the ocean. I'm not seeing as many as I expect on land but maybe I'm flying too high. Tainted lands are coming out huge, the size of full biomes. I recall them being smaller, maybe the size of sub-biomes, but that's really awkward to do with CC at present. You can turn them off. I also put in Eerie biomes as independently generated, to see what would happen, and they seem to come out as Magical Forests with an eerie aspect. Can also be turned 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.
Beta2 is out, with Thaumcraft biomes, controls to reduce river and mushroom biome frequency, and bugfixes for climate smoothing and saving world-specific configs.
OK, I've posted the modded AMIDST and links to the source code on the front page. Looking forward to how the vanilla world merges!
0.2 only does vanilla biomes. 0.4 can do mod biomes *but* the connection has to be done explicitly by either me in CC or the other modder in their mod (using an API I have to finish up). Thaumcraft is closed-source and I can't find anything about his biomes in the API. Maybe I'll be able to pull it out of the Forge Biome dictionary, but at present I can't put in the Thaumcraft 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.
even if this isn't a bug on your side, is it possible to block some biomes to be spawned? I really hate Mushroom Islands
edit: another thing, you wrote we should use the world type of cc but there isn't anyone besides BoP :/? Maybe that is the error?
I'm getting an error when trying to open the modified AMIDST. Is there a requirement to run it?
And when I get the guys on my server to explore more, I'll post some pics of the new chunks here
I don't remember a requirement for AMIDST. I know there's supposed to be a problem with the Mac Mavericks OS. What's the error?
Edit: some things that could be causing trouble: the file name is wrong (e.g. Mac -> PC), the java path is wrong; you don't have a jar launcher; your Java is a sufficiently different version.
In principle that works; the one roadblock is that it might be hard to have a way for the user to get the needed info into a config file without something really awkward. But I might be able to work out a Thaumcraft biome settings in my code using that tactic.
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 most likely cause is that some other biome has been set to the mushroom biome ID of 14 (or mushroom biome shore of 15). There's a list in the CC config files under vanillabiomeids, as well as the ocean and deep ocean IDs under oceanbiomeids. It's also possible some other mod or config file is mucking around with the biome IDs.
I didn't quite see the size, but BoP can also place these large complexes out in the deep ocean and they can be next to Mushroom Island. Mushroom Islands are somewhat larger in CC than in vanilla, although the largest they could reasonably be would be the size of two biomes (from two Mushroom Islands stuck together).
If you can't see a reason for this, email me (see profile) your config and mod folders and I'll take a look at it.
The CC config files *do* allow you to suppress most normal biomes. There are incidence settings - vanillabiomeincidences for vanilla, which is at the bottom - and biomes show up as primary biomes in proportion to that number. At zero, they won't generate as full biomes, ever. They can still generate as sub-biomes, as I haven't figured out how to do config settings for that. So, for example, if you set Forest to 0 you'll never see full-sized forests, but you will still see them as copses in plains. Biomes like Ice Plains and MegaTaiga that are never sub-biomes will disappear completely. If you're using Highlands or BoP biomes they'll have incidence settings too once you've run the game once.
Unfortunately for you, you can't currently do this for Mushroom Islands. I *could* have done Mushroom Islands in a similar way, as biomes in the Deep Ocean "climate" I created for consistency. But, Minecraft doesn't do Mushroom Islands as biomes; it does them with a special GenLayer system. I wouldn't be able to duplicate vanilla's Mushroom Island locations if I did them "my way" (although statistically it would be very similar and it would be very hard to tell the difference).
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 checked every biome ID of every mod I've installed and there was no double ids. I checked every config for world gen stuff, nothing found. Then I thought, hey delete BOP and look and what is.... Now it works perfekt :/ I don't know if it's your integration or that I have another BOP version (2.0.2.932) but now it works.... :/ But without CC, the problem is gone too? so maybe a conflict?^^
EDIT: so I changed from BOP to Highlands and the bug is gone So maybe I'm right :>
I'm just getting a Java Exception. I'm running Windows 7 with Java 7 update 65. From what I believe, my path is correct, but I'm not sure about a launcher (I guess I do have something working, as I have opened other jar files before).
I'm running with an earlier BOP (887 or so) without any trouble. I wouldn't be shocked to see incompatibilities with later BoP's, but I wouldn't expect *that*. Are you running 1.7.10?
It needs some libraries, as Sedridor reported. I have a build running which seems to have all the needed libraries. I'm going to try to work in reading the general config file before releasing (maybe tomorrow), although here's the current if you're in a big hurry.
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.
If you're using the 0.4 beta, the 0.2 will produces fairly similar land structures except there's no medium land islands. Climates and biomes will be completely different. The 0.2 mapper uses only the general config and doesn't read the world-specific config files.
There will be a 0.4 mapper later which will read the world-specific files and match the release version's land, climates, and vanilla biomes. Not yet sure I'll be able to do mod biomes right.
The release version of 0.4 will use different random seeds than the beta or the mapping program. I copied and pasted a number of lines without checking the seeds and duplicated some (this was a long time ago, actually). Initially I ignored it because I figured it didn't matter but I just realized there are some relatively subtle problems I want fixed.
The character of worlds will not change (% water, average crossing length, etc.) Because of the chunk prevention there won't be any chunk walls but I would recommend using both biome and climate caching to avoid weird junctions and split biomes. Existing 0.2 and beta CC worlds *will* have a shift in land location at the boundary; I doubt this will be noticeable on anything other than a map wall and it might affect nobody other than me with my journal world.
Edit: I'll try to make a test version for Thaumcraft tomorrow or the day after. If my plan works, it will be pretty simple. If not, I'll let people know.
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.
Right now there's a mushroom island every 100 biomes; given that you'll usually see one you pass, you'll see one every 30 biomes or so, or about every 7500 blocks. I fly around in the water a lot looking at worlds from the ground and actually I think it's less than that. With the defaults that's about every other ocean crossing. That is not too much to me.
I'll put in the turning factor anyway because it's really easy.
Rivers I agree are a problem. They're substantially more annoying than in 1.6 because the generally higher elevations makes then small canyons even in flat terrain and deeper canyons everywhere. There's an additional problem in that the vanilla system makes them usually run along biome boundaries but the more extensive smoothing in CC often runs them through biomes, and thus often through even higher terrain. There's a tuning factor that makes it easy to make them rarer but the ugly factor is hard to fix. Also, changes to the rivers will produce chunk boundaries my current systems can't fix.
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.
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.
Thank you for making your mod compatible with TC
They seem normal out in the ocean. I'm not seeing as many as I expect on land but maybe I'm flying too high. Tainted lands are coming out huge, the size of full biomes. I recall them being smaller, maybe the size of sub-biomes, but that's really awkward to do with CC at present. You can turn them off. I also put in Eerie biomes as independently generated, to see what would happen, and they seem to come out as Magical Forests with an eerie aspect. Can also be turned 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.
About the biomes,i think it's better the way you made them spawn,especially eerie and tainted ones(i love them :D).
Honestly, I don't have time. My AMIDST is only for Climate Control 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.