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    posted a message on Climate Control - change climate zones sizes, ocean sizes, and more

    Check the configs in your worldspecificconfig folder in the world save file to make sure your changes are being carried. Aside from the banding issue, that world appears to have large islands, which are zeroed out in your config.


    If bandedClimateWidth is positive and noGenerationChanges is false you should be getting the bands. I can't read the posted image; can you cut and paste your entire config as text in spoiler tags?

    Posted in: Minecraft Mods
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    posted a message on GeographiCraft - Stop chunk walls, control size and frequencies of climate zones, oceans, land, and biomes, and more

    Unfortunately calling worldgen events is not enough, because there's no worldgen event to replace. GC has to hack into the vanilla biome generation routine. If the pregen uses its own, or copies the vanilla one before GC gets to it, the replacement won't work.


    IIRC it currently does the replacement when the vanilla generation is first called, so that's probably why nothing happens in pregen.


    What exactly do you mean by the chunk smoothing not working.? It works for me. The setup for a world originally create without GC is complicated, though. You have to run it twice; first with "No Generation Changes"=true in the *general* for GC to record what the prior system did, and then again with "No Generation Changes"=false in the *worldspecific* config.


    I have thought about trying to make GC figure this out automatically but I've shied away because bugs could damage worlds in essentially irreparable ways.

    Posted in: Minecraft Mods
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    posted a message on The Airship

    A couple of mods have had airships, and while they are fun to fly and a great way to see the scenery they really kill the survival aspect of the game. It's just too easy to fly over mobs and avoid all land combat, and that's with a mod that doesn't even allow you to fire from the airship. I put them into my second journal world but I was so disappointed with the change to the feel of the game that I haven't used them since.


    With this proposal you could putt-putt around all night butchering mobs that can't hurt you in any way, since you can fire beyond a skeleton's recognition range. Given that it's easy to travel with 9 stacks of charcoal no fuel requirement could provide a reasonable control. You could burn a charcoal a second and still have enough to stay up from when monsters start to spawn through to dawn.


    So, I think airships should stay where they are - in mods, so you can add them if you want a drastic change to the game.

    Posted in: Suggestions
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    posted a message on Survival, night with no coal

    You can surround yourself with a 2-high wall of whatever is available, with a slat roof (row of blocks every other row) to keep out spiders. This even lets you dig down and mine in a vertical shaft under the openings in the roof since moonlight will come down the opening, so you can get stuff done and not be bored. I frequently end up making a furnace or roasting charcoal that way since I don't get it done during the day - I spend the day collecting as much wood as possible. Don't go too deep if you don't have torches because if you exceed the 24-block limit you can get spawns inside the makeshift base.


    In the morning you can climb up on the roof (after the skellies burn off) to see if there are any mobs about before going out.

    Posted in: Survival Mode
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    posted a message on GeographiCraft - Stop chunk walls, control size and frequencies of climate zones, oceans, land, and biomes, and more

    Geographicraft will probably be able to work with Lost Cities, if they don't alter the system for biome generation. I'll take a look.


    RTG probably could support that API, but I can't get the time to work on it right now. Both the principal programmers have personal issues that occupy too much time and mindspace. I would be the one to do that bit if we did it. (The GC change is much easier, just an hour or less if it works).

    Posted in: Minecraft Mods
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    posted a message on Climate Control - change climate zones sizes, ocean sizes, and more

    What are you trying to do and how are you trying to do it?

    Posted in: Minecraft Mods
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    posted a message on Underground Biomes Constructs

    No plans to update but post a spoilered crashlog and I'll look at it. Most likely it's a mod conflict, actually.

    Posted in: Minecraft Mods
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    posted a message on Climate Control - change climate zones sizes, ocean sizes, and more

    That file is copied and managed the same way.

    Posted in: Minecraft Mods
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    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes

    You can call it a bug or not but the simple fact is that I wasn't able to intervene in BoP's sub-biome assignments. They're simply out of my control. I honestly don't think even *they* understand that system (it has been dropped for the post-1.7.10 version) because they never fixed the South Seas Complex bug after over a year of complaints. I would have to write an entirely new sub-biome system and I'm not even clear what theirs is supposed to be doing.


    ID = -1 has the same effect as incidence 0.


    Snowy biomes will frequently generate next to any biome in the COOL climate. If you want to keep snow (mostly) away from any biome you have to take it out of COOL. To keep Forest and Plains out, reassign them to the WARM climate. (They are currently assigned to multi-climate groups that include them in COOL). That will leave you with very few vanilla biomes in the COOL climate, only Extreme Hills, (warm) Taiga, and Roofed Forest (which you might want to move too).


    Roofed Forest, incidentally, is in there because I wanted to balance the biome assignments a bit. Vanilla puts it in WARM. I put it in there because I thought COOL climate was boring with only X-hill, Forest, Plains, and Taiga. If you're using BoP this won't be a problem.


    WARM biomes will still occasionally generate next to snow in short stretches but it's fairly uncommon. This is due to a corner effect - the biomes are laid out in a grid and you can have "illegitimate" contacts at corners, which can expand to a short stretch of contact due to border adjustments.


    I'll reply to CC questions either here, there, or on the GC thread. I prefer a CC-specific question be asked on the CC thread, though, to increase the archive value.

    Posted in: Minecraft Mods
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    posted a message on Climate Control - change climate zones sizes, ocean sizes, and more

    When a world is created, Climate Control makes a copy of the current settings in the general config folder and puts it into a worldspecificconfig folder in the save folder for that world. Thereafter, that config, and not the general, controls that world. This allows you to have multiple concurrent worlds with different configs.


    If you make changes to *that* file there's no records kept of earlier versions. You would have to do that manually. If you have I can't help but sounds like you didn't.

    Posted in: Minecraft Mods
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    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes
    Quote from Robijnvogel»

    For as far as I know, Climate Control tries to add all BoP biomes to the vanilla generator and therefore to RTG by default. BoP configs don't influence this. If you can disable certain BoP biomes, this needs to be done in the CC configs/scripts.


    Quote from TRen208»

    Aha! So that's what I was missing. Thank you so much! However, one more question for you. How exactly do I disable them in Climate Control's config then..


    The BoPinCC config file in the ClimateControl directory will have incidences. If you set them to 0 the biomes will not appear as full biomes but they can appear as sub-biomes. You can also shut off BoP sub-biomes with NoBoPSubBiomes=true in the main CC config. You can't do it on a biome by biome basis because the BoP subbiome system is VERY elaborate and I wasn't able to either replicate or modify it. I recommend turning it off, now, because BoP in 1.7 produces these horrific Volcano-Mangrove island complexes in the Deep Ocean and I don't think they ever fixed it.
    Posted in: Minecraft Mods
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    posted a message on What have you done recently?

    The sliver of desert is something the vanilla biome layout does. It puts a desert border around Mesa and I'm not really sure why. I assume there are problems with junctions between Mesas and some other biomes but I put in an option to suppress those edges in Geographicraft and everything looked fine to me, or at least better than those goofy little desert slivers. I always thought the vanilla Mesa-Extreme Hills junction was particularly problematic because the desert drops down between those two elevated biomes.


    I play Hardcore most of the time and I rarely die. You just have to play very conservatively. With that village start you should be able to go a really long time.

    Posted in: Survival Mode
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    posted a message on What Happened Here?

    There's still Minecraft discussion, just not here. Minecraft on Reddit gets dozens of threads and hundreds of comments, maybe more, every single day. I don't really understand the like for Reddit because what you say is so ephemeral. After two days, tops, it's off the front page and probably nobody will ever see it again. The entry cost to a successful thread is really high there, as well - I often see "4 year survival world" posts. So, four years of play for one successful thread on Reddit?

    Posted in: Survival Mode
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    posted a message on GeographiCraft - Stop chunk walls, control size and frequencies of climate zones, oceans, land, and biomes, and more

    If you want a world with only Hot climate biomes, you have to 0 out all other climates. No matter what the incidences, GC can't ever put a never-(whatever) biome in that climate. You're getting the crash because when GC is trying to place biomes in Snowy/Cool/Warm climates it can't find anything to put there, so boom.


    Just set Snowy, Cool, and Warm climates to 0 and you'll get nothing but the Hot zone biomes. You don't even have to change the biome incidences for all the non-hot biomes because there will never be a suitable climate for them to get placed in.


    If you're lazy, a quick fix is to set Random Biomes to "true". That makes GC lump all the land climates together when placing biomes, just picking a biome based on overall incidence. That's what you designed for, so you'll get what you wanted. Note you're still going to have landmasses in a universal ocean, which might not be what you want. Set SeparateLandmasses to false if you want to allow a universal continent.

    Posted in: Minecraft Mods
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