This mod removes the biome clustering by temperature in 1.7 and instead distributes biomes randomly, as they were in 1.6.4 and earlier, so you can have hot and cold biomes next to each other (biome size and terrain generation is otherwise default). In addition, a new world type is added (Random Biomes, using ID 15), so you can still play default/large biomes/amplified worlds in the modded game without worrying about messing them up.
Installing and using this mod is pretty simple; extract the contents of the zip and add the files to the 1.7.2 jar, following the instructions here. After that, all you need to do is select Random Biomes as the world type in the world options menu; the 1.7.10 version is completely compatible with the 1.7.2 version (I actually only had to copy the 1.7.2 source into 1.7.10 with no changes):
This is the result, looking down at spawn, using the seed shown above (-123775873255737467):
From left to right, clockwise, you see a mega taiga, taiga, jungle, ice plains, plains, and swamp.
Now, here is a larger scale rendering of the world (a bit larger than a level-3 map, 1024 blocks square); the number of biomes in 1.7 means that you'll still have to explore a bit to find all the biomes
Also, as an optional part of this mod, is a cave/ravine/mineshaft mod which modifies cave generation to get actual cave systems and not random caves all over the place, makes ravines more variable/interesting, and a more uniform distribution of abandoned mineshafts (no decrease in spawn rate close to the origin and a minimum spacing between complexes, with a lower overall chance).
Note: you MUST install the Random Biomes part for this to work, or the game will crash; the changes also only affect the Random Biomes world type.
Here is a comparison between normal cave generation (left) and modified (right), over areas measuring 832x832 blocks; note that while cave systems are larger and denser, there is also more empty space between them, with no small caves scattered around; many cave systems are completely separated from others, and also mostly don't overlap abandoned mineshafts:
OK, here's a Forge version. I also added config settings to change the frequencies of particular biomes. The defaults are closer to standard Minecraft frequencies than in MasterCaver's version. The change to defaults may or may not be what a particular player wants, because it means more of "ordinary" biomes like forest,desert, and ice plains, and less "unusual" biomes like jungle and mesa. But, it's easy to change. Finally each world is saved with its biome frequency settings so you can play with frequencies without messing up existing worlds.
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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 made some videos of creative flight in the Forge version of Random Biomes. First, a flight with default settings. I adjusted the biome frequencies to be closer to those of vanilla, so it's less wild than with MasterCaver's version. You still see all three climate zones multiple times in 90 seconds of creative flight, so it's still going to work like 1.6 in that you expect to find pretty much all the common biome types in a maxed-out map around spawn:
Of course, I figure some people will want more variety to their worlds than that. So I added in the ability to customize biome frequencies. You can make any mix, all the way up to a world that has only one biome type. Here's an example of an Arizona-style world with mostly deserts and mesas:
And a jungle/swamp world (with a lot of other stuff, still):
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.
No; it only works for 1.7.2 as that would require decompiling and deobfuscating a snapshot, something that even Optifine doesn't attempt to do (or takes weeks to do; they are only just releasing a test version for 1.7.9).
That said, I've heard that MCP may soon release an update for 1.7.9, meaning that mods can easily be made for that version, although that still won't work with the snapshots (and given the changes made in 1.8 we will likely be on 1.9 by the time MCP is able to deobfuscate it... hopefully Mojang makes progress on their plugin API; of course, that would only help if they provided the hooks to change something).
The Meaning of Life, the Universe, and Everything.
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FaustXXXVII
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All the Mojang team is doing great with Minecraft and all the aditions but that simple update literally messed all my minecraft experience; it is true that no one likes to find a snow biome or a jungle every 10 chunks but now everything you see is forest as far the eye can see. Then what is the point of "explore" if you are not going to find anything new until you walk around 100000 blocks.
I remember my first world was snow/plains/forest and swamp, but now the only thing you get is plains/forest and then a whole empty ocean.
But now this is what I needed, gonna try to install it right now.
All the Mojang team is doing great with Minecraft and all the aditions but that simple update literally messed all my minecraft experience; it is true that no one likes to find a snow biome or a jungle every 10 chunks but now everything you see is forest as far the eye can see. Then what is the point of "explore" if you are not going to find anything new until you walk around 100000 blocks.
I remember my first world was snow/plains/forest and swamp, but now the only thing you get is plains/forest and then a whole empty ocean.
But now this is what I needed, gonna try to install it right now.
I thought that I'd note that there is a much better mod, partially based off of mine, that allows you to do much more; for example, get real oceans and change the distribution of biomes (my mod makes rarer biomes much more common because I bypassed the methods used to select biomes, giving them all the same chance).
That said, I'm currently working on a second version that randomizes the temperature categories instead, with the same random biome effect, except rarer biomes are now selected according to their specialized methods (except for jungle, as from what I've seen they can become extremely large, so I'm just making them generate like regular biomes).
I thought that I'd note that there is a much better mod, partially based off of mine, that allows you to do much more; for example, get real oceans and change the distribution of biomes (my mod makes rarer biomes much more common because I bypassed the methods used to select biomes, giving them all the same chance).
That said, I'm currently working on a second version that randomizes the temperature categories instead, with the same random biome effect, except rarer biomes are now selected according to their specialized methods (except for jungle, as from what I've seen they can become extremely large, so I'm just making them generate like regular biomes).
Mesa and Mega Taiga use the same clustering flag as Jungle and likewise tend to occur in large clumps. It's somewhat less noticeable as a) there are fewer biomes in those climates anyway so everything else is more clustered too B ) they are a lot easier to get around in so they are less frustrating to hit and c) (for Mesa) there's a lot less hot biome for it to be clumped in. But I've certainly seen some ginormous Mega taiga clumps in vanilla. So, you may want to use the Jungle method on those too. I set them to default to half the frequency of the common biomes and that has a nice feel to me - they're unusual, but not very hard to find.
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.
Mesa and Mega Taiga use the same clustering flag as Jungle and likewise tend to occur in large clumps. It's somewhat less noticeable as a) there are fewer biomes in those climates anyway so everything else is more clustered too B ) they are a lot easier to get around in so they are less frustrating to hit and c) (for Mesa) there's a lot less hot biome for it to be clumped in. But I've certainly seen some ginormous Mega taiga clumps in vanilla. So, you may want to use the Jungle method on those too. I set them to default to half the frequency of the common biomes and that has a nice feel to me - they're unusual, but not very hard to find.
I was wondering if you had any idea of the relative frequencies of climate zones as I want to simulate the vanilla frequency of each climate zone. Also, I realized that I didn't actually have to do anything with jungles (or the other biomes) to restrict size as they would be split up anyway because I am effectively making the climate zones the size of individual biomes, which effectively limits biome size.
That is, in the GenLayerBiome class a variable (var9) is used in an if-else to select temperature categories for values of 1 to 4 and I overrode it by placing all the code for those values inside of a single else-if for var9 = 1 to 4, then used my own variable set to a random number to select a temperature category; I based the frequency on the number of biomes in each of the respective fields (6 for hot, 6 for warm, 4 for cool, and 4 for snow):
else if (var9 >= 1 && var9 <= 4)
{
// Randomly selects a temperature category to use; frequency based on the number of biomes in each category
// hot biomes = 30%
// warm biomes = 30%
// cool biomes = 20%
// snow biomes = 20%
int temperatureCategory = this.nextInt(100);
if (temperatureCategory < 30)
{
// Hot biomes
if (var10 > 0)
{
if (this.nextInt(3) == 0)
{
// Mesa Plateau
var6[var8 + var7 * par3] = BiomeGenBase.field_150608_ab.biomeID;
}
else
{
// Mesa Plateau F
var6[var8 + var7 * par3] = BiomeGenBase.field_150607_aa.biomeID;
}
}
else
{
var6[var8 + var7 * par3] = this.field_151623_c[this.nextInt(this.field_151623_c.length)].biomeID;
}
}
else if (temperatureCategory >= 30 && temperatureCategory < 60)
{
// Medium biomes
if (var10 > 0)
{
var6[var8 + var7 * par3] = BiomeGenBase.jungle.biomeID;
}
else
{
var6[var8 + var7 * par3] = this.field_151621_d[this.nextInt(this.field_151621_d.length)].biomeID;
}
}
else if (temperatureCategory >= 60 && temperatureCategory < 80)
{
// Cool biomes
if (var10 > 0)
{
// Mega Taiga
var6[var8 + var7 * par3] = BiomeGenBase.field_150578_U.biomeID;
}
else
{
var6[var8 + var7 * par3] = this.field_151622_e[this.nextInt(this.field_151622_e.length)].biomeID;
}
}
else
{
// Snow biomes
var6[var8 + var7 * par3] = this.field_151620_f[this.nextInt(this.field_151620_f.length)].biomeID;
}
}
I was wondering if you had any idea of the relative frequencies of climate zones as I want to simulate the vanilla frequency of each climate zone. Also, I realized that I didn't actually have to do anything with jungles (or the other biomes) to restrict size as they would be split up anyway because I am effectively making the climate zones the size of individual biomes, which effectively limits biome size.
That is, in the GenLayerBiome class a variable (var9) is used in an if-else to select temperature categories for values of 1 to 4 and I overrode it by placing all the code for those values inside of a single else-if for var9 = 1 to 4, then used my own variable set to a random number to select a temperature category; I based the frequency on the number of biomes in each of the respective fields (6 for hot, 6 for warm, 4 for cool, and 4 for snow):
Well, I had to do some research. The flag is set in GenLayerEdge.SPECIAL by increasing the climate value by a lot (3840, I think - weird number). It gets set in 1 block in 13. So, 1 part special to 12 parts everything else combined. IIRC, there are 4 common biomes in cool, 6 in warm, and 3 in hot, so Mega taiga is 1/3 as common as other cool biomes, Jungle 1/2 as common as other warms, and the two Mesas combined are 1/4 as common as other hot biomes.
This matches my experience with my Climate Control journal world (where the uncommon biomes are all 1/2 as common as the common ones). Jungle seems about as common as in vanilla, but Mesa is definitely more common. Mega taiga I can't tell because I accidentally cranked up Roofed Forest to about 2/3 of its climate, and since I moved it to cool for variety reasons, it swamped out the Mega taiga.
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.
Well, I had to do some research. The flag is set in GenLayerEdge.SPECIAL by increasing the climate value by a lot (3840, I think - weird number). It gets set in 1 block in 13. So, 1 part special to 12 parts everything else combined. IIRC, there are 4 common biomes in cool, 6 in warm, and 3 in hot, so Mega taiga is 1/3 as common as other cool biomes, Jungle 1/2 as common as other warms, and the two Mesas combined are 1/4 as common as other hot biomes.
This matches my experience with my Climate Control journal world (where the uncommon biomes are all 1/2 as common as the common ones). Jungle seems about as common as in vanilla, but Mesa is definitely more common. Mega taiga I can't tell because I accidentally cranked up Roofed Forest to about 2/3 of its climate, and since I moved it to cool for variety reasons, it swamped out the Mega taiga.
I was thinking of the relative frequencies of each temperature category (hot/warm/cool/snow); in other words, does the AMIDST map I posted have a proper distribution of biomes? I based the percentages on the number of "base" biomes in each category; for example, 6 in "hot" (desert is listed three times, savanna twice, and plains once; this means that desert is as common as the other two together), divided by the total number in all categories.
At least to me, Ice Plains in particular appears to be too common, although since it isn't one big area it is hard to tell if it actually is (and why was Ice Plains made so big anyway? Even in 1.6.4 it is generated separately from other biomes to make it very large).
I was thinking of the relative frequencies of each temperature category (hot/warm/cool/snow); in other words, does the AMIDST map I posted have a proper distribution of biomes? I based the percentages on the number of "base" biomes in each category; for example, 6 in "hot" (desert is listed three times, savanna twice, and plains once; this means that desert is as common as the other two together), divided by the total number in all categories.
The short answer is that you can't figure it out mathematically. You can only figure out the ratios by looking at a lot of map areas (or writing a program to do it for you.) Why? well...
<rant on>
OMG, the vanilla climate system is the worst Rube Goldberg contraption I've ever seen in gaming programming. It starts by making 1/6 of the land snowy and 1/6 cool and the rest hot. No warm at all (can you believe that?) Then it jiggers the coastline, moving them out on average for most climates, but with a special condition to expand it more for snowy zone than others. Then any hot zone which is next to a cool or snowy area is made a warm zone. Then any snowy areas next to warm become cool.
If it were all land without water, you'd have about 1/486 snowy, 1/3 cool, 1/2 warm, and 1/6 hot. If it were all tiny islands in a vast ocean, it would something like 1/3 snowy, 1/6 cool, no warm (seriously) and 1/2 hot (snowy goes up because of the biased expansion). The actual number is between those (broad range, eh?) probably closer to the first number.
To make it even more complicated, about 1/3 of hot zone is plains, which normally will look like part of the temperate zone, so hot *looks* like it occupies less space than you'd calculate.
<rant 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.
This seems like a pretty awesome mod! Useful for those who preferred the old world generation, but want the features of 1.7.2 in their game. Would you mind if I used this mod in my Modpack?
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Random Biomes 1.7.10 download: https://www.dropbox.com/s/a4hn6ht8g243af4/RandomBiomes_1.7.10.zip
Random Biomes 1.7.2 download: https://www.dropbox....andomBiomes.zip
Installing and using this mod is pretty simple; extract the contents of the zip and add the files to the 1.7.2 jar, following the instructions here. After that, all you need to do is select Random Biomes as the world type in the world options menu; the 1.7.10 version is completely compatible with the 1.7.2 version (I actually only had to copy the 1.7.2 source into 1.7.10 with no changes):
This is the result, looking down at spawn, using the seed shown above (-123775873255737467):
From left to right, clockwise, you see a mega taiga, taiga, jungle, ice plains, plains, and swamp.
Now, here is a larger scale rendering of the world (a bit larger than a level-3 map, 1024 blocks square); the number of biomes in 1.7 means that you'll still have to explore a bit to find all the biomes
Also, as an optional part of this mod, is a cave/ravine/mineshaft mod which modifies cave generation to get actual cave systems and not random caves all over the place, makes ravines more variable/interesting, and a more uniform distribution of abandoned mineshafts (no decrease in spawn rate close to the origin and a minimum spacing between complexes, with a lower overall chance).
1.7.10 version: https://www.dropbox.com/s/e6tyrbs2w4mvvyp/RandomBiomesCaves_1.7.10.zip
1.7.2 version: https://www.dropbox....BiomesCaves.zip
(same installation as Random Biomes)
Note: you MUST install the Random Biomes part for this to work, or the game will crash; the changes also only affect the Random Biomes world type.
Here is a comparison between normal cave generation (left) and modified (right), over areas measuring 832x832 blocks; note that while cave systems are larger and denser, there is also more empty space between them, with no small caves scattered around; many cave systems are completely separated from others, and also mostly don't overlap abandoned mineshafts:
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
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.
Of course, I figure some people will want more variety to their worlds than that. So I added in the ability to customize biome frequencies. You can make any mix, all the way up to a world that has only one biome type. Here's an example of an Arizona-style world with mostly deserts and mesas:
And a jungle/swamp world (with a lot of other stuff, still):
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.
Yes, you can.
Just generate your map in SP then drag the map into your server folder.
No; it only works for 1.7.2 as that would require decompiling and deobfuscating a snapshot, something that even Optifine doesn't attempt to do (or takes weeks to do; they are only just releasing a test version for 1.7.9).
That said, I've heard that MCP may soon release an update for 1.7.9, meaning that mods can easily be made for that version, although that still won't work with the snapshots (and given the changes made in 1.8 we will likely be on 1.9 by the time MCP is able to deobfuscate it... hopefully Mojang makes progress on their plugin API; of course, that would only help if they provided the hooks to change something).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
I remember my first world was snow/plains/forest and swamp, but now the only thing you get is plains/forest and then a whole empty ocean.
But now this is what I needed, gonna try to install it right now.
I thought that I'd note that there is a much better mod, partially based off of mine, that allows you to do much more; for example, get real oceans and change the distribution of biomes (my mod makes rarer biomes much more common because I bypassed the methods used to select biomes, giving them all the same chance).
That said, I'm currently working on a second version that randomizes the temperature categories instead, with the same random biome effect, except rarer biomes are now selected according to their specialized methods (except for jungle, as from what I've seen they can become extremely large, so I'm just making them generate like regular biomes).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Mesa and Mega Taiga use the same clustering flag as Jungle and likewise tend to occur in large clumps. It's somewhat less noticeable as a) there are fewer biomes in those climates anyway so everything else is more clustered too B ) they are a lot easier to get around in so they are less frustrating to hit and c) (for Mesa) there's a lot less hot biome for it to be clumped in. But I've certainly seen some ginormous Mega taiga clumps in vanilla. So, you may want to use the Jungle method on those too. I set them to default to half the frequency of the common biomes and that has a nice feel to me - they're unusual, but not very hard to find.
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 was wondering if you had any idea of the relative frequencies of climate zones as I want to simulate the vanilla frequency of each climate zone. Also, I realized that I didn't actually have to do anything with jungles (or the other biomes) to restrict size as they would be split up anyway because I am effectively making the climate zones the size of individual biomes, which effectively limits biome size.
That is, in the GenLayerBiome class a variable (var9) is used in an if-else to select temperature categories for values of 1 to 4 and I overrode it by placing all the code for those values inside of a single else-if for var9 = 1 to 4, then used my own variable set to a random number to select a temperature category; I based the frequency on the number of biomes in each of the respective fields (6 for hot, 6 for warm, 4 for cool, and 4 for snow):
This was the result:
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Well, I had to do some research. The flag is set in GenLayerEdge.SPECIAL by increasing the climate value by a lot (3840, I think - weird number). It gets set in 1 block in 13. So, 1 part special to 12 parts everything else combined. IIRC, there are 4 common biomes in cool, 6 in warm, and 3 in hot, so Mega taiga is 1/3 as common as other cool biomes, Jungle 1/2 as common as other warms, and the two Mesas combined are 1/4 as common as other hot biomes.
This matches my experience with my Climate Control journal world (where the uncommon biomes are all 1/2 as common as the common ones). Jungle seems about as common as in vanilla, but Mesa is definitely more common. Mega taiga I can't tell because I accidentally cranked up Roofed Forest to about 2/3 of its climate, and since I moved it to cool for variety reasons, it swamped out the Mega taiga.
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 was thinking of the relative frequencies of each temperature category (hot/warm/cool/snow); in other words, does the AMIDST map I posted have a proper distribution of biomes? I based the percentages on the number of "base" biomes in each category; for example, 6 in "hot" (desert is listed three times, savanna twice, and plains once; this means that desert is as common as the other two together), divided by the total number in all categories.
At least to me, Ice Plains in particular appears to be too common, although since it isn't one big area it is hard to tell if it actually is (and why was Ice Plains made so big anyway? Even in 1.6.4 it is generated separately from other biomes to make it very large).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
The short answer is that you can't figure it out mathematically. You can only figure out the ratios by looking at a lot of map areas (or writing a program to do it for you.) Why? well...
<rant on>
OMG, the vanilla climate system is the worst Rube Goldberg contraption I've ever seen in gaming programming. It starts by making 1/6 of the land snowy and 1/6 cool and the rest hot. No warm at all (can you believe that?) Then it jiggers the coastline, moving them out on average for most climates, but with a special condition to expand it more for snowy zone than others. Then any hot zone which is next to a cool or snowy area is made a warm zone. Then any snowy areas next to warm become cool.
If it were all land without water, you'd have about 1/486 snowy, 1/3 cool, 1/2 warm, and 1/6 hot. If it were all tiny islands in a vast ocean, it would something like 1/3 snowy, 1/6 cool, no warm (seriously) and 1/2 hot (snowy goes up because of the biased expansion). The actual number is between those (broad range, eh?) probably closer to the first number.
To make it even more complicated, about 1/3 of hot zone is plains, which normally will look like part of the temperate zone, so hot *looks* like it occupies less space than you'd calculate.
<rant 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.
Click on this spoiler to see mods and ideas that I support!