Put the BoP IDs back; those are in the world now and shouldn't be changed. (If I'd implemented the change check you'd have been notified on the change) I'll try to figure out a way to suppress them in the general config as the settings in the general config have no effect and won't have an effect even if I put in the ID change check.
If a biome hasn't shown up in the world you *can* change the ID. There's a complication from chunk wall prevention; a biome can be in the biome location records CC keeps even if it's not actually been created. If you haven't changed anything about the biome layouts in this world (incidences and presence) then you can toss the "Lockedxxx" files in the world save data folder. CC will regenerate them but if there have been no changes they'll generate the same apart from the biome ID changes, which is what you want.
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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 disabled all vanilla biomes and I tried to create a world set to "Biomes O' Plenty" world gen, and got this crash: http://pastebin.com/n1iS08mr
I'm using both biomes o plenty & Extrabiomes XL. I recently got rid of Advanced Terrain Generation, not sure if any of those mods has something to do with the crash. I'm trying to just use BoP & EBXL biomes, no vanilla biomes. If I could, I'd like to keep the awesome vanilla biomes like Ice Spikes & Mesa Bryce.
I disabled all vanilla biomes and I tried to create a world set to "Biomes O' Plenty" world gen, and got this crash: http://pastebin.com/n1iS08mr
I'm using both biomes o plenty & Extrabiomes XL. I recently got rid of Advanced Terrain Generation, not sure if any of those mods has something to do with the crash. I'm trying to just use BoP & EBXL biomes, no vanilla biomes. If I could, I'd like to keep the awesome vanilla biomes like Ice Spikes & Mesa Bryce.
Most likely you didn't turn on the BoP and EBXL biomes. There is a master flag in the configs for each biome mod, and by default it's off so they don't insert themselves into existing world (I'm about to improve this system). You'll have to turn them on. You're getting this crash because almost all biomes are off.
You can get individual vanilla biomes by leaving vanilla biomes on and setting the incidences of the rest to zero, but Ice Spikes and Mesa Bryce are special biomes and can't be gotten without their host biomes. Climate Control actually can set sub-biomes and special biomes, but I haven't thought of a good way to do configs for it.
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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.
Er, no, these are entirely fresh worlds, not the same world. The crash occurs before the game has even loaded properly.
That's actually looking like a BoP-only problem - the crash is occurring during mod setup before the mods interact. If it happens with CC not in the mod folder, post your BoP config and BoP version and I'll look at it.
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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.
Fixed bugs when loading on dedicated servers that didn't use the default "world" folder.
Changed the config system for biome mods. By default they are now added to new worlds but not old ones. There is now a "InNewWorlds" flag in each biome mod config that controls whether it's placed in new world.
Added rare oasis subbiome to desert mountains and rare pinelands subbiome (shangri-la) to snow mountains
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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.
Can't you just leave the configs for biome weights to their respected mod? I had all the weights configured, and I had to redo them for your mod. Plus, your configs are missing some new biomes that both BoP & EBXL has. Thanks for your help btw. I didn't know there was a seperate config folder.
I could certainly add villages to beaches, but they might not work the way you'd like. The center of the village would be on the beach, but the buildings are scattered to some distance out, and many will end up on true land (probably not a problem) or in the ocean (ick).
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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.
That's a pity because the -1 business is a nice clean system.
If you set the incidence to 0 and turn off BoPSubBiomes, the biomes should never appear although they'll still occupy an ID slot. BoP should run first of the biome mods (Forge runs mods alphabetically after accounting for dependencies) so you might even be able to re-use the slots for other mod biomes. If that doesn't work straight-out I might be able to write a mod to manage the biome ID conflicts by manipulating the master biome table. That's what I intended to do originally when I put in the biome ID configs but when I looked at the biome mods' code I didn't feel confident I could manage all their internal references. But maybe with CC running the show, the internal BoP references to biome ID won't matter and changing references in the biome table will suffice.
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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.
First guess on the Mushroom island problem: it's a biome ID conflict. Check for anything that might be getting that ID. Also, check for Mushroom Island Shore and - I guess there's an Mushroom Island M too, right?
FWIW I'm mixing Highlands and BoP pretty freely without trouble, so it can work.
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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.
That's the one and really only thing that I've found to be super confusing with Climate Control. An update on the CC ID Configs would be awesome, so I'm patiently awaiting that update. ;p
Yeah, yeah, I know the configs are confusing. The way it's currently running the IDs in the general configs don't do anything and I'm trying to figure out a way to remove them.
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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.
You should probably post this to the BoP section. There has been an intermittent problem with Mushroom Islands all over in BoP.
Also, check to see if you're getting a CC world and not a BoP world. I had another user complain BoP was overriding CC. Doesn't seem to happen to me, but I wouldn't expect flags for BoP generation to affect CC worlds most of the time.
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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.
My acid test is to set the configs to an extreme waterworld (medium islands 10, everything else 0). With vanilla it's pretty obvious anyway because CC doesn't make many of those large lakes, but the BoP world is more ambiguous.
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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.
(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?
Yes, survival island of a sort - but usually not extreme, because you've got an entire biome of island. I've thought of using CC to do a "real" survival island. Start with an all-ocean world with BoP (coral reefs) as a deep ocean biome (alternatively put regular oceans in the deep ocean and get them as sub-biomes) Coral reefs and kelp forests occasionally spawn real survival islands - the sort with one tree. Start on one with climate locking on, which will lock in the ocean for thousands of blocks in all direction. The you can switch to a "normal" config so there will be real land out there - if you can survive to find it. Mwuhahaha!
But the point of this for *testing* is that you'll never see a single-biome island start with vanilla or any of the biome mods, so I can immediately know if CC is running the show. With the default CC configs sometimes it can take hours of exploring to be *sure* it's not a vanilla land layout. Sometimes it's immediately obvious, but if testing I want to know right away.
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'm planning on adding Climate Control to my modpack, for use with RTG.
Problem is, I don't want to mess with the "default" and "biomesoplenty" worldtypes. Basically, I want climate control to do absolutely nothing outside of the RTG world type, barring config edits by server administrators or players. Is that possible?
I'm planning on adding Climate Control to my modpack, for use with RTG.
Problem is, I don't want to mess with the "default" and "biomesoplenty" worldtypes. Basically, I want climate control to do absolutely nothing outside of the RTG world type, barring config edits by server administrators or players. Is that possible?
There is already a config for the BoP worldtype, and by default it's actually off. I can add one for default worlds.
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 literally haven't looked at it for almost a year. IIRC it got the general flavor of a world correctly but seemed to not be getting the right seed. It won't have an important fix to separateLandmasses I put in recently.
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.
Put the BoP IDs back; those are in the world now and shouldn't be changed. (If I'd implemented the change check you'd have been notified on the change) I'll try to figure out a way to suppress them in the general config as the settings in the general config have no effect and won't have an effect even if I put in the ID change check.
If a biome hasn't shown up in the world you *can* change the ID. There's a complication from chunk wall prevention; a biome can be in the biome location records CC keeps even if it's not actually been created. If you haven't changed anything about the biome layouts in this world (incidences and presence) then you can toss the "Lockedxxx" files in the world save data folder. CC will regenerate them but if there have been no changes they'll generate the same apart from the biome ID changes, which is what you want.
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 disabled all vanilla biomes and I tried to create a world set to "Biomes O' Plenty" world gen, and got this crash: http://pastebin.com/n1iS08mr
I'm using both biomes o plenty & Extrabiomes XL. I recently got rid of Advanced Terrain Generation, not sure if any of those mods has something to do with the crash. I'm trying to just use BoP & EBXL biomes, no vanilla biomes. If I could, I'd like to keep the awesome vanilla biomes like Ice Spikes & Mesa Bryce.
Most likely you didn't turn on the BoP and EBXL biomes. There is a master flag in the configs for each biome mod, and by default it's off so they don't insert themselves into existing world (I'm about to improve this system). You'll have to turn them on. You're getting this crash because almost all biomes are off.
You can get individual vanilla biomes by leaving vanilla biomes on and setting the incidences of the rest to zero, but Ice Spikes and Mesa Bryce are special biomes and can't be gotten without their host biomes. Climate Control actually can set sub-biomes and special biomes, but I haven't thought of a good way to do configs for it.
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 actually looking like a BoP-only problem - the crash is occurring during mod setup before the mods interact. If it happens with CC not in the mod folder, post your BoP config and BoP version and I'll look at it.
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.
OK, new version released: 0.4.beta33
Support for forthcoming RTG 0.5!
Fixed bugs when loading on dedicated servers that didn't use the default "world" folder.
Changed the config system for biome mods. By default they are now added to new worlds but not old ones. There is now a "InNewWorlds" flag in each biome mod config that controls whether it's placed in new world.
Added rare oasis subbiome to desert mountains and rare pinelands subbiome (shangri-la) to snow mountains
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.
Can't you just leave the configs for biome weights to their respected mod? I had all the weights configured, and I had to redo them for your mod. Plus, your configs are missing some new biomes that both BoP & EBXL has. Thanks for your help btw. I didn't know there was a seperate config folder.
I could certainly add villages to beaches, but they might not work the way you'd like. The center of the village would be on the beach, but the buildings are scattered to some distance out, and many will end up on true land (probably not a problem) or in the ocean (ick).
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 a pity because the -1 business is a nice clean system.
If you set the incidence to 0 and turn off BoPSubBiomes, the biomes should never appear although they'll still occupy an ID slot. BoP should run first of the biome mods (Forge runs mods alphabetically after accounting for dependencies) so you might even be able to re-use the slots for other mod biomes. If that doesn't work straight-out I might be able to write a mod to manage the biome ID conflicts by manipulating the master biome table. That's what I intended to do originally when I put in the biome ID configs but when I looked at the biome mods' code I didn't feel confident I could manage all their internal references. But maybe with CC running the show, the internal BoP references to biome ID won't matter and changing references in the biome table will suffice.
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.
First guess on the Mushroom island problem: it's a biome ID conflict. Check for anything that might be getting that ID. Also, check for Mushroom Island Shore and - I guess there's an Mushroom Island M too, right?
FWIW I'm mixing Highlands and BoP pretty freely without trouble, so it can work.
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, yeah, I know the configs are confusing. The way it's currently running the IDs in the general configs don't do anything and I'm trying to figure out a way to remove them.
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.
You should probably post this to the BoP section. There has been an intermittent problem with Mushroom Islands all over in BoP.
Also, check to see if you're getting a CC world and not a BoP world. I had another user complain BoP was overriding CC. Doesn't seem to happen to me, but I wouldn't expect flags for BoP generation to affect CC worlds most of the time.
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.
My acid test is to set the configs to an extreme waterworld (medium islands 10, everything else 0). With vanilla it's pretty obvious anyway because CC doesn't make many of those large lakes, but the BoP world is more ambiguous.
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.
So ... you spawn on a tiny piece of land, and that's all the land you'll ever see? :-)
Survival island extreme.
* 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?
Yes, survival island of a sort - but usually not extreme, because you've got an entire biome of island. I've thought of using CC to do a "real" survival island. Start with an all-ocean world with BoP (coral reefs) as a deep ocean biome (alternatively put regular oceans in the deep ocean and get them as sub-biomes) Coral reefs and kelp forests occasionally spawn real survival islands - the sort with one tree. Start on one with climate locking on, which will lock in the ocean for thousands of blocks in all direction. The you can switch to a "normal" config so there will be real land out there - if you can survive to find it. Mwuhahaha!
But the point of this for *testing* is that you'll never see a single-biome island start with vanilla or any of the biome mods, so I can immediately know if CC is running the show. With the default CC configs sometimes it can take hours of exploring to be *sure* it's not a vanilla land layout. Sometimes it's immediately obvious, but if testing I want to know right away.
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.
OK, so, I've keeping my eye on this awesome Prefect Storm we've go a-brewing here
Realistic World Generation coming into its own, updating
Climate Control is updating, giving us prefect control over those pesky oceans
And now, they're merging into a beautiful mesh that brings all the great things of both mods together
However, (you knew this was coming ) I think we can add just one more thing to this Prefect Storm
Zeno, please update your modded Amidst to the current version of CC!! please?! please?
Hey Zeno410, I have a request.
I'm planning on adding Climate Control to my modpack, for use with RTG.
Problem is, I don't want to mess with the "default" and "biomesoplenty" worldtypes. Basically, I want climate control to do absolutely nothing outside of the RTG world type, barring config edits by server administrators or players. Is that possible?
Honestly, not soon. There's a lot to do for RTG yet. You have the most recent version, right? beta18?
There is already a config for the BoP worldtype, and by default it's actually off. I can add one for default worlds.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
That would be great!
Uh, no, where does one download that?
And I understand that this wouldn't be immdeite or soon, I was just thinking it would be a good idea
Last version of AMIDSTforCC
I literally haven't looked at it for almost a year. IIRC it got the general flavor of a world correctly but seemed to not be getting the right seed. It won't have an important fix to separateLandmasses I put in recently.
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.