I getting a bit confused over one thing, if I wanted to have a biome adding mod (say Biomes O' Plenty) running with RTG which config should I change? Climate Control's or RTG's?
I getting a bit confused over one thing, if I wanted to have a biome adding mod (say Biomes O' Plenty) running with RTG which config should I change? Climate Control's or RTG's?
Depends on what you want to change. Climate control's configs will affection location and frequencies of BoP Biomes. RTG configs will affect terrain and biotic features in the biomes. You don't normally need to fiddle with configs, though - you should get pretty acceptable results from the defaults.
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.
Depends on what you want to change. Climate control's configs will affection location and frequencies of BoP Biomes. RTG configs will affect terrain and biotic features in the biomes. You don't normally need to fiddle with configs, though - you should get pretty acceptable results from the defaults.
Ah, so I can fiddle with both, I misinterpreted the OP I thought I can only change one or the other. Thanks
Another thing, to generate terrain both with RTG and Biomes O' Plenty what world gen should I use? Vanilla, BOP or "Realistic"?
On 1.7.10, how do I fully disable mushroom island biome spawns? I did all of the configuration tweaks, and I'm still seeing absurd amounts of mushroom island biomes, so I'd like to stop them from spawning fully. I am using BiomeTweaker, as Climate Control does not work with some of the mods that RTG supports.
If it's not a biome ID conflict directly, it could be that you've changed BOP's biome IDs when resolving biome ID conflicts... apparently it's better to change the *other* mods' biome IDs when resolving conflicts.
If that's not it either, you could try using BiomeTweaker to remove the biome from generation:
Erebus has a rather dumb way of handling IDs, it can only use up to 127 of the 256 max IDs (forces a crash if you try and use an ID higher than 127), therefore, a few BoP IDs had to be changed. I included their changed IDs in the BiomeTweaker file for RTG.
I tried pulling them from generation, but that didn't work. I suppose I could try that.
Does BiomeTweaker let you replace a biome based on nearby biome climates though? Because the random mushroom biomes causes some inconsistency.
I don't think that's something BiomeTweaker can do, though I'm not 100% sure.
Rather than trying to remove Mushroom Island biomes from generation, you could also try changing some *different* BOP biome IDs. I don't know the exact nature of the bug, but I know that it doesn't happen all the time. So maybe if you re-assign the Erebus biomes to a different set of BOP biome IDs, that might get around the problem. Might also be worth choosing a set of biome IDs from the "overworld biomes to generate" section of the BOP configs as I suspect the bug might be related to replacing 'sub-biomes'.
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Tried that, mushroom biomes are less frequent. Will investigate further.
Here are my config files, just in case I missed something.
I did that, and unfortunately, I'm still having the issue. I don't use CC (it will not spawn biomes from Ridiculous World). While the mushroom biome rates aren't as bad as they were before putting his setting in, they do not seem to respect weight, or the climate settings in the file provided for BiomeTweaker.
I'm noticing a trend with my variant of the error. No BoP Biomes are spawning, and mushroom islands appear to be replacing every single one. I noticed Climate Control was able to stop this issue in the past, so I never had to deal with it. But seeing as it does not have inbuilt support for a mod I want to play around with, is there a way to force it to generate biomes from that mod? Will it respect BiomeTweaker tweaks that might allow me to force it to spawn?
No BOP biomes are generating? If you DropBox your entire BiomeTweaker config folder, I'll take a look and see if I can spot anything.
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Here is my entire config folder. I've been trying all kinds of stuff to try and force the mushroom island biomes to stop spawning all over, and yet manage to have BoP biomes.
That will at least get BOP biomes generating and might just 'snap' everything else into place.
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I thought I did that but I'll check again.
Edit: Yep you're right. Not sure how this happened, but I think it should be fixed now.
I also might have found a way to reduce mushroom island spawns properly. In addition to Mohawky's tweaks, you also need to stop BoP from overriding oceans.
Edit: Yep you're right. Not sure how this happened, but I think it should be fixed now.
I also might have found a way to reduce mushroom island spawns properly. In addition to Mohawky's tweaks, you also need to stop BoP from overriding oceans.
Just an FYI, make sure you keep RTG.cfg at the start of the list of configs to load, because the configs are likely loaded in that order, so you will want all of the biomes configured before setting up the mob configs, that way they are ensured to be properly added to the spawn lists.
Just an FYI, make sure you keep RTG.cfg at the start of the list of configs to load, because the configs are likely loaded in that order, so you will want all of the biomes configured before setting up the mob configs, that way they are ensured to be properly added to the spawn lists.
I just realized those mob scripts were out of date. I accidentally gave myself scripts from an older version of the pack I am working on. Like, from late January and early Feburary (turns out Erebus was not causing the issues, so I gave myself copies of those scripts that had Erebus mobs spawn in the overworld, and grabbed the wrong ones. I managed to find the proper ones though) However, none the less, this has helped me quite a bit anyways. I thank you for all the help you could give me in dealing with the mushrooms. If I was unable to find a fix sooner, my game probably would have looked like Morrowind at some point.
I'm noticing a trend with my variant of the error. No BoP Biomes are spawning, and mushroom islands appear to be replacing every single one. I noticed Climate Control was able to stop this issue in the past, so I never had to deal with it. But seeing as it does not have inbuilt support for a mod I want to play around with, is there a way to force it to generate biomes from that mod? Will it respect BiomeTweaker tweaks that might allow me to force it to spawn?
Climate Control has an "external biomes" option which allows you to create hooks for biomes it doesn't have code for. The interface is a bit awkward but it works. Some BT tweaks work in CC and some don't - I've never investigated which are which in detail. Tweaks to characteristics of biomes (temp and such) and to replace one biome with another will work.
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 any way, i can generate amplified RTG Landscape? I found nothing in the Configs.
I'm slightly baffled by why you would want an amplified RTG world in the first place. It sounds a bit like having Pablo Picasso paint a pastiche of a Rembrandt, or shopping for a four-door motorcycle. Amplified is pretty much the antithesis of realistic.
I getting a bit confused over one thing, if I wanted to have a biome adding mod (say Biomes O' Plenty) running with RTG which config should I change? Climate Control's or RTG's?
AH YES! That helped! Thank youuuu! The huge oceans were starting to annoy the bajeebus outta me xD
Depends on what you want to change. Climate control's configs will affection location and frequencies of BoP Biomes. RTG configs will affect terrain and biotic features in the biomes. You don't normally need to fiddle with configs, though - you should get pretty acceptable results from the defaults.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Ah, so I can fiddle with both, I misinterpreted the OP I thought I can only change one or the other. Thanks
Another thing, to generate terrain both with RTG and Biomes O' Plenty what world gen should I use? Vanilla, BOP or "Realistic"?
On 1.7.10, how do I fully disable mushroom island biome spawns? I did all of the configuration tweaks, and I'm still seeing absurd amounts of mushroom island biomes, so I'd like to stop them from spawning fully. I am using BiomeTweaker, as Climate Control does not work with some of the mods that RTG supports.
As far as I know, I have no Biome ID conflicts. I had to change a few though because of Erebus and Twilight Forest.
However, I will check for unseen conflicts by using Anti ID Conflict.
Edit: No ID conflicts.
Erebus has a rather dumb way of handling IDs, it can only use up to 127 of the 256 max IDs (forces a crash if you try and use an ID higher than 127), therefore, a few BoP IDs had to be changed. I included their changed IDs in the BiomeTweaker file for RTG.
I tried pulling them from generation, but that didn't work. I suppose I could try that.
Does BiomeTweaker let you replace a biome based on nearby biome climates though? Because the random mushroom biomes causes some inconsistency.
Tried that, mushroom biomes are less frequent. Will investigate further.
Here are my config files, just in case I missed something.
https://www.dropbox.com/s/kzgbhysvfxaimnj/configs.zip?dl=0
Edit: I'm going to yank out Erebus, and use plain BoP IDs.
forest biome is actually a mega taiga biome? a "normal" forest must be something more like this:
Removing Erebus had no effect on the absurd amount of mushroom island biomes.
I tried removing the biomes from spawning, as well as trying to replace them, but neither solved the issue.
I did that, and unfortunately, I'm still having the issue. I don't use CC (it will not spawn biomes from Ridiculous World). While the mushroom biome rates aren't as bad as they were before putting his setting in, they do not seem to respect weight, or the climate settings in the file provided for BiomeTweaker.
The mushroom biome spam is, IIRC, a bug in the BoP sub-biome placement so weights don't help. I did think Mohawky's fix would get it though.
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 noticing a trend with my variant of the error. No BoP Biomes are spawning, and mushroom islands appear to be replacing every single one. I noticed Climate Control was able to stop this issue in the past, so I never had to deal with it. But seeing as it does not have inbuilt support for a mod I want to play around with, is there a way to force it to generate biomes from that mod? Will it respect BiomeTweaker tweaks that might allow me to force it to spawn?
Here is my entire config folder. I've been trying all kinds of stuff to try and force the mushroom island biomes to stop spawning all over, and yet manage to have BoP biomes.
https://www.dropbox.com/s/kzgbhysvfxaimnj/configs.zip?dl=0
I thought I did that but I'll check again.
Edit: Yep you're right. Not sure how this happened, but I think it should be fixed now.
I also might have found a way to reduce mushroom island spawns properly. In addition to Mohawky's tweaks, you also need to stop BoP from overriding oceans.
Just an FYI, make sure you keep RTG.cfg at the start of the list of configs to load, because the configs are likely loaded in that order, so you will want all of the biomes configured before setting up the mob configs, that way they are ensured to be properly added to the spawn lists.
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RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
I just realized those mob scripts were out of date. I accidentally gave myself scripts from an older version of the pack I am working on. Like, from late January and early Feburary (turns out Erebus was not causing the issues, so I gave myself copies of those scripts that had Erebus mobs spawn in the overworld, and grabbed the wrong ones. I managed to find the proper ones though) However, none the less, this has helped me quite a bit anyways. I thank you for all the help you could give me in dealing with the mushrooms. If I was unable to find a fix sooner, my game probably would have looked like Morrowind at some point.
Nah... to look like Morrowind you'd have to add those damned cliff racers...
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
Climate Control has an "external biomes" option which allows you to create hooks for biomes it doesn't have code for. The interface is a bit awkward but it works. Some BT tweaks work in CC and some don't - I've never investigated which are which in detail. Tweaks to characteristics of biomes (temp and such) and to replace one biome with another will 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.
I'm slightly baffled by why you would want an amplified RTG world in the first place. It sounds a bit like having Pablo Picasso paint a pastiche of a Rembrandt, or shopping for a four-door motorcycle. Amplified is pretty much the antithesis of realistic.