Just to let anyone know who is interested, I disabled the sub biomes in BOP, and then added them into the external biome section of the CC config file and they do spawn in randomly into their proper climate zones. I did this because of the problem with the tropics in 1.7.10 and it happened to work.
I do have a question for Zeno410 though, besides what is the new feature. I added oil ocean from buildcraft into the external biomes and it does generate, but only in the middle of landmasses or islands. I tried moving it into the ocean section of the config, and changing the climate to OCEAN, but that didn't fix it, they just got added back into the external biome section like before.
Is there a way I can make it spawn in the Ocean? I dont mind it spawning on land, because when it happens on islands its like a neat atoll type island, but it would be nice if they spawned in the ocean as well.
Can I see your config file? I see build craft oil here and there but not the full one biome
From the little bit of testing I've done, Most of the sub biomes stick to a normal biome they belong to and work fine, only ones that seem to have issues are mangrove, volcano, tropics and the ocean subbiomes. however turning off the sub biomes turn the others off as well.
minecraftsharky, When you add the sub biomes in as normal biomes do they spawn in correct places? as in "canyon ravine" spawns in the canyon biomes only? I imagine the oil ocean and oild fields from buildcraft need to be seen as sub biomes to spawn correctly, which is probably why you are having issues
Zeno410, Is there any plans to expand ocean biomes to the climate band? It would be awesome to have frozen oceans stretch across the snowy band.
I do have a question for Zeno410 though, besides what is the new feature. I added oil ocean from buildcraft into the external biomes and it does generate, but only in the middle of landmasses or islands. I tried moving it into the ocean section of the config, and changing the climate to OCEAN, but that didn't fix it, they just got added back into the external biome section like before.
Is there a way I can make it spawn in the Ocean? I dont mind it spawning on land, because when it happens on islands its like a neat atoll type island, but it would be nice if they spawned in the ocean as well.
Thanks
That should work; I'll take a look at it. However, isn't oil ocean supposed to be a sub-biome?
I just want to thank you for being so patient and responding so quickly, Can I get a little insight into how the sub biomes work? Like why bop sub biomes don't adhere to the latitude systems while I assume vanilla does? Is there a general documentation on how the biome/sub biome system works?
Since I'm not using the BOP worldtype does that mean nothing in the BOP configs are being referenced?
I assume having 1 in incidence for kelp forest and coral reef still cause a lot to spawn because there is so much ocean available? Is there a way to change what biomes are valid for sub biomes to spawn in or would you need the source for the particular mod?
The sub-biome system is extremely complex. Basically, nothing placing sub-biomes is going to be aware of climate zones - the information is lost when the biomes are placed. Vanilla adheres to the sub-biome system by having simple sub-biomes: sub-biomes are always the same climate zone as their parents. BoP's are more complex.
CC can do sub-biomes programmatically but I've never figured a good way to do configs because it would be very complex. There are several different systems depending on how complex the sub-biome selection is (none, one, and several).
1 in ocean shouldn't create all that much; I set the ocean incidence to *100* for exactly that purpose. So 1 kelp and 1 coral would mean out of 102 biomes in the ocean "zone" 100 would be ocean, 1 kelp, and 1 coral.
There's isn't necessarily all that much ocean because most of the ocean is typically *deep* ocean, which is a separate zone. I know deep ocean placements are working because I use it for Highland islands.
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.
Yes, I've thought about writing my own sub-biome placement for BoP; it's just a lot of work to find out what the sub-biomes *should* be. With other mods I can look at the code.
Rivers would be harder to do - river placement is all hard-coded. The river placement routines would have to be rewritten, and they are agonizingly finicky.
Beaches - there's a lot of non-sandy beach, but unless it's rock, there's usually some kind of beach (marshes excepted). Trees marching into the ocean don't look right. Right now I'm disinclined to add more kind of beaches because multiple beach types create a lot of headaches in the RTG routines. If you're playing with biome mods there tend to be more stone beaches, especially with Highlands.
Subbing rivers for beaches - I think I could do that but, again, it would create conflict with RTG.
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 after significant testing, I just disabled tropics, volcanos and mangroves, not sure where they are SUPPOSED to spawn but I haven't seen the other sub biomes screw up yet...
Just need to get build craft biomes to actually work and I'll be golden
Just to let anyone know who is interested, I disabled the sub biomes in BOP, and then added them into the external biome section of the CC config file and they do spawn in randomly into their proper climate zones. I did this because of the problem with the tropics in 1.7.10 and it happened to work.
I do have a question for Zeno410 though, besides what is the new feature. I added oil ocean from buildcraft into the external biomes and it does generate, but only in the middle of landmasses or islands. I tried moving it into the ocean section of the config, and changing the climate to OCEAN, but that didn't fix it, they just got added back into the external biome section like before.
Is there a way I can make it spawn in the Ocean? I dont mind it spawning on land, because when it happens on islands its like a neat atoll type island, but it would be nice if they spawned in the ocean as well.
Thanks
By "external biome section" do you mean appending to the climate control config or is this something else?
The sub biomes do not spawn like proper sub biomes, but they do at least spawn in the correct climate zone. I like the tropics biome, but I dont want it taking over my world.
The buildcraft biomes should be sub biomes, but I wasnt getting them spawned at all until I added them as external biomes.
My Config file:
# Configuration file
"assorted parameters" {
# Use more random generators, better behaved rivers, and larger rare climates
B:"0.5 generation"=true
# Use 1.6 compatibility mode
B:1.6Compatibility=false
# place little islands near shore rather than in deep ocean
B:"Allow Derpy Islands"=false
# Biome size, exponential: 4 is regular and 6 is large biomes
I:"Biome Size"=5
# per thousand; vanilla is 10
I:"Mushroom Island Incidence"=10
# generate as if CC weren't on; for loading pre-existing worlds or just preventing chunk boundaries
B:"No Generation Changes"=false
# add testing routines and crash in suspicious circumstances
B:TestingMode=false
B:VanillaBiomesOn=true
# Generate land masses and climate zones similar to vanilla 1.7
B:VanillaLandAndClimate=false
# True for triple-width rivers
B:WiderRivers=true
# impose Climate Control generation on the Biomes o' Plenty world type
B:alterBoPWorlds=true
# impose Climate Control generation on Highlands world types
B:alterHighlandsWorlds=false
I:bandedClimateWidth=-1
# biomes not saved on edges; more than 3 has no effect; -1 deactivates saving biomes
I:biomeRingsNotSaved=3
# Number of Chunk Biome layouts cached. Above 500 is ignored. 0 or below shuts off chunk info caching
I:cacheSize=0
# climate not saved on edges; -1 deactivates saving climates
I:climateRingsNotSaved=3
# Have Climate Control set the biomes for village generation; may be incompatible with village mods
B:controlVillageBiomes=false
# Comma-delimited list of externalBiome Names. No quotes or line returnsYou will have to reload Minecraft after changing this.Names not in the list aren't removed from the configs but they have no effect
S:externalBiomeNames=Desert Oil Field,Ocean Oil Field,Tropics
# force small continent near origin
B:forceStartContinent=true
# max height value for allowing rivers; 10.0 allows everything; 0.75 is plains but no hills
D:maxChasm=10.0
# Maximum Number of Rescue attempts. Negative numbers mean no limit
I:rescueLimit=-1
# subbiomes not saved on edges, default 3, -1 deactivates saving sub-biomes
I:subBiomeRingsNotSaved=-1
# suppress Climate Control generation in default, large biomes, and amplified worlds
B:suppressInStandardWorlds=false
# True for double-width beaches
B:wideBeaches=true
}
##########################################################################################################
# climate incidences
#--------------------------------------------------------------------------------------------------------#
# Blocks of land are randomly assigned to each zone with a frequency proportional to the incidence. Processing eliminates some extreme climates later, especially for quarter size zones. Consider doubling hot and snowy incidences for quarter size zones.
##########################################################################################################
"climate incidences" {
# relative incidence of cool zones like forest/plains/hills/taiga/roofed forest
I:"Cool Zone Incidence"=5
# relative incidence of hot zones like savanna/desert/plains/mesa
I:"Hot Zone Incidence"=5
# relative incidence of snowy zones
I:"Snowy Zone Incidence"=1
# relative incidence of warm zones like forest/plains/hills/jungle/swamp
I:"Warm Zone Incidence"=5
}
##########################################################################################################
# climate zone parameters
#--------------------------------------------------------------------------------------------------------#
# Full-size is similar to 1.7 defaults. Half-size creates zones similar to pre-1.7 snowy zones. Quarter-size creates fairly small zones but the hot and snowy incidences are limited
##########################################################################################################
"climate zone parameters" {
# half the climate zone size from vanilla, unless quartering
B:"Half Zone Size"=true
# quarter the climate zone size from vanilla
B:"Quarter Zone Size"=false
# ignore climate zones altogether
B:"Random Biomes"=false
# Width of banded climates (climate depends on latitude). 0 or less for normal rules. Width is in terms of climate zones, whatever they are
I:bandedClimateWidth=20
}
##########################################################################################################
# externalbiomeclimates
#--------------------------------------------------------------------------------------------------------#
# Climate Types are: SNOWY,COOL,WARM,HOT,OCEAN,DEEP_OCEANMEDIUM,PLAINS,LAND. MEDIUM is COOL and WARM, PLAINS is COOL and WARM and HOT, LAND is all four land
##########################################################################################################
externalbiomeclimates {
S:"Desert Oil Field climate"=HOT
S:"Ocean Oil Field climate"=MEDIUM
S:"Tropics climate"=MEDIUM
}
externalbiomeids {
I:"Desert Oil Field ID"=96
I:"Ocean Oil Field ID"=-1
I:"Tropics ID"=79
}
externalbiomeincidences {
I:"Desert Oil Field Incidence"=5
I:"Ocean Oil Field Incidence"=10
I:"Tropics Incidence"=10
}
externalbiomevillages {
B:"Desert Oil Field hasVillages"=false
B:"Ocean Oil Field hasVillages"=false
B:"Tropics hasVillages"=false
}
##########################################################################################################
# ocean control parameters
#--------------------------------------------------------------------------------------------------------#
# Frequencies are x per thousand but a little goes a very long way because seeds grow a lot. SeparateLandmasses = true makes an oceanic world with these settings andSeparateLandmasses = false makes a continental world
##########################################################################################################
"ocean control parameters" {
# frequency of large continent seeds, about 8000x16000
I:"Incidence of Continents,Large"=1
# frequency of medium continent seeds, about 4000x8000
I:"Incidence of Continents,Medium"=10
# frequency of small continent seeds, about 2000x4000
I:"Incidence of Continents,Small"=0
# frequency of large island seeds, about 500x1000
I:"Incidence of Islands,Large"=0
# frequency of medium island seeds, about 250x500, but they tend to break up into archipelagos
I:"Incidence of Islands,Medium"=40
# True mostly stops landmasses merging.With default settings you will get an oceanic world if true and a continental world if false
B:SeparateLandmasses=true
}
##########################################################################################################
# oceanbiomeclimates
#--------------------------------------------------------------------------------------------------------#
# Climate Types are: SNOWY,COOL,WARM,HOT,OCEAN,DEEP_OCEANMEDIUM,PLAINS,LAND. MEDIUM is COOL and WARM, PLAINS is COOL and WARM and HOT, LAND is all four land
##########################################################################################################
##########################################################################################################
# vanillabiomeclimates
#--------------------------------------------------------------------------------------------------------#
# Climate Types are: SNOWY,COOL,WARM,HOT,OCEAN,DEEP_OCEANMEDIUM,PLAINS,LAND. MEDIUM is COOL and WARM, PLAINS is COOL and WARM and HOT, LAND is all four land
##########################################################################################################
vanillabiomeclimates {
S:"Birch Forest Hills M climate"=DEFAULT
S:"Birch Forest Hills climate"=DEFAULT
S:"Birch Forest M climate"=DEFAULT
S:"Birch Forest climate"=Warm
S:"Cold Taiga Hills climate"=DEFAULT
S:"Cold Taiga M climate"=DEFAULT
S:"Cold Taiga climate"=Snowy
S:"Desert Hills climate"=DEFAULT
S:"Desert M climate"=DEFAULT
S:"Desert climate"=Hot
S:"Extreme Hills M climate"=DEFAULT
S:"Extreme Hills climate"=MEDIUM
S:"Extreme Hills+ M climate"=DEFAULT
S:"Extreme Hills+ climate"=DEFAULT
S:"Flower Forest climate"=DEFAULT
S:"Forest Hills climate"=DEFAULT
S:"Forest climate"=MEDIUM
S:"Ice Mountains climate"=DEFAULT
S:"Ice Plains Spikes climate"=DEFAULT
S:"Ice Plains climate"=Snowy
S:"Jungle Hills climate"=DEFAULT
S:"Jungle M climate"=DEFAULT
S:"Jungle climate"=Warm
S:"Mega Spruce Taiga climate"=DEFAULT
S:"Mega Taiga Hills climate"=DEFAULT
S:"Mega Taiga climate"=Cool
S:"Mesa (Bryce) climate"=DEFAULT
S:"Mesa Plateau F M climate"=DEFAULT
S:"Mesa Plateau F climate"=Hot
S:"Mesa Plateau M climate"=DEFAULT
S:"Mesa Plateau climate"=Hot
S:"Mesa climate"=DEFAULT
S:"Mushroom Island climate"=DEFAULT
S:"Plains climate"=PLAINS
S:"Roofed Forest M climate"=DEFAULT
S:"Roofed Forest climate"=Cool
S:"Savanna M climate"=DEFAULT
S:"Savanna Plateau M climate"=DEFAULT
S:"Savanna Plateau climate"=DEFAULT
S:"Savanna climate"=Hot
S:"Sunflower Plains climate"=DEFAULT
S:"Swampland M climate"=DEFAULT
S:"Swampland climate"=Warm
S:"Taiga (snowless) M climate"=DEFAULT
S:"Taiga (snowless) climate"=Cool
S:"Taiga Hills climate"=DEFAULT
}
vanillabiomeids {
I:"Birch Forest Hills ID"=28
I:"Birch Forest Hills M ID"=156
I:"Birch Forest ID"=27
I:"Birch Forest M ID"=155
I:"Cold Taiga Hills ID"=31
I:"Cold Taiga ID"=30
I:"Cold Taiga M ID"=158
I:"Desert Hills ID"=17
I:"Desert ID"=2
I:"Desert M ID"=130
I:"Extreme Hills ID"=3
I:"Extreme Hills M ID"=131
I:"Extreme Hills+ ID"=34
I:"Extreme Hills+ M ID"=162
I:"Flower Forest ID"=132
I:"Forest Hills ID"=18
I:"Forest ID"=4
I:"Ice Mountains ID"=13
I:"Ice Plains ID"=12
I:"Ice Plains Spikes ID"=140
I:"Jungle Hills ID"=21
I:"Jungle ID"=21
I:"Jungle M ID"=149
I:"Mega Spruce Taiga ID"=160
I:"Mega Taiga Hills ID"=33
I:"Mega Taiga ID"=32
I:"Mesa (Bryce) ID"=165
I:"Mesa ID"=37
I:"Mesa Plateau F ID"=38
I:"Mesa Plateau F M ID"=166
I:"Mesa Plateau ID"=39
I:"Mesa Plateau M ID"=167
I:"Mushroom Island ID"=14
I:"Plains ID"=1
I:"Roofed Forest ID"=29
I:"Roofed Forest M ID"=157
I:"Savanna ID"=35
I:"Savanna M ID"=163
I:"Savanna Plateau ID"=36
I:"Savanna Plateau M ID"=164
I:"Sunflower Plains ID"=129
I:"Swampland ID"=6
I:"Swampland M ID"=134
I:"Taiga (snowless) ID"=5
I:"Taiga (snowless) M ID"=133
I:"Taiga Hills ID"=19
}
Just copied that to my log (I didn't have that section) Changed the ID's to what they are in my instance, I'm not getting any of the 3, I have tropics disabled in the bop config so I didn't expect that one to work, but still nothing on the build craft biomes.
Instead of copying it right in, try just adding the biome names into the comma separated external biome list and start a world. It should put the entries in there automatically. Thats how I got them in there in the first place. I have a lot of mods so my biome ids are all over the place,
Yeah, clearly I'm blind and didn't see that option, oil oceans are working now, and yeah they spawn with beaches, can't tell how they look ingame, since my instance decided to break rendering
I do have to clarify, I have seen oil spouts in the ocean without modifying anything, I don't know how buildcraft biomes are supposed to work but google image search shows clusters and what I would see would be a one off thing.
I did read though this entire thread and did see some info about turning off beaches for specific biomes, I assume that needs to be done via programing rather then config editing?
They are the same in game with the beaches. It makes kind of a neat atoll style island with the oil ocean in the middle. I dont really mind that, but they do spawn inland on land masses like big lakes which I don't. Oil dessert seem ok to me though, because it only spawns in hot climates near other desserts so far for me.
In my case since I'm setting up a limited world via worldborder, I can just remove the beaches by hand, I haven't seen an oil ocean spawn inland yet, I have it set as a deep ocean Biome though.
After reading the thread and seeing you talk about wanting to do that, I looked at the image again, and it was pretty clear. How well does it work with smaller land masses?
The mountain ranges are generally good for continents but not islands. Sometimes the large island get split and that's a nice effect but most of the time you don't actually see the chaining. I was considering suppressing the chains on islands but it seems to be tricky.
As I see it the main benefit is that you can have geography within a continent, so a largish continent, and especially an all-land world, doesn't become just a smear of land.
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.
Mountain chains! Mountains can now be set to appear mostly in mountain chains. A great option to add interest to large land areas.
Configs to choose starting position of the spawn search. So if you find a great spot off in the wild blue yonder, you can just start there. (Yes, Sedridor, you got both.)
Frozen Ocean option for snowy zones in latitudinal climates
Bugfixes for climate bands - were not working properly for islands.
Reduction in continental growth - there was way too much.
An exciting new feature is coming to Climate Control:
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.
Just to let anyone know who is interested, I disabled the sub biomes in BOP, and then added them into the external biome section of the CC config file and they do spawn in randomly into their proper climate zones. I did this because of the problem with the tropics in 1.7.10 and it happened to work.
I do have a question for Zeno410 though, besides what is the new feature. I added oil ocean from buildcraft into the external biomes and it does generate, but only in the middle of landmasses or islands. I tried moving it into the ocean section of the config, and changing the climate to OCEAN, but that didn't fix it, they just got added back into the external biome section like before.
Is there a way I can make it spawn in the Ocean? I dont mind it spawning on land, because when it happens on islands its like a neat atoll type island, but it would be nice if they spawned in the ocean as well.
Thanks
Can I see your config file? I see build craft oil here and there but not the full one biome
From the little bit of testing I've done, Most of the sub biomes stick to a normal biome they belong to and work fine, only ones that seem to have issues are mangrove, volcano, tropics and the ocean subbiomes. however turning off the sub biomes turn the others off as well.
minecraftsharky, When you add the sub biomes in as normal biomes do they spawn in correct places? as in "canyon ravine" spawns in the canyon biomes only? I imagine the oil ocean and oild fields from buildcraft need to be seen as sub biomes to spawn correctly, which is probably why you are having issues
Zeno410, Is there any plans to expand ocean biomes to the climate band? It would be awesome to have frozen oceans stretch across the snowy band.
That should work; I'll take a look at it. However, isn't oil ocean supposed to be a sub-biome?
I'm looking at it. I thought it would be easy but it turns out it has complicated interactions with the land separation system.
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 just want to thank you for being so patient and responding so quickly, Can I get a little insight into how the sub biomes work? Like why bop sub biomes don't adhere to the latitude systems while I assume vanilla does? Is there a general documentation on how the biome/sub biome system works?
Since I'm not using the BOP worldtype does that mean nothing in the BOP configs are being referenced?
I assume having 1 in incidence for kelp forest and coral reef still cause a lot to spawn because there is so much ocean available? Is there a way to change what biomes are valid for sub biomes to spawn in or would you need the source for the particular mod?
The sub-biome system is extremely complex. Basically, nothing placing sub-biomes is going to be aware of climate zones - the information is lost when the biomes are placed. Vanilla adheres to the sub-biome system by having simple sub-biomes: sub-biomes are always the same climate zone as their parents. BoP's are more complex.
CC can do sub-biomes programmatically but I've never figured a good way to do configs because it would be very complex. There are several different systems depending on how complex the sub-biome selection is (none, one, and several).
1 in ocean shouldn't create all that much; I set the ocean incidence to *100* for exactly that purpose. So 1 kelp and 1 coral would mean out of 102 biomes in the ocean "zone" 100 would be ocean, 1 kelp, and 1 coral.
There's isn't necessarily all that much ocean because most of the ocean is typically *deep* ocean, which is a separate zone. I know deep ocean placements are working because I use it for Highland islands.
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, I've thought about writing my own sub-biome placement for BoP; it's just a lot of work to find out what the sub-biomes *should* be. With other mods I can look at the code.
Rivers would be harder to do - river placement is all hard-coded. The river placement routines would have to be rewritten, and they are agonizingly finicky.
Beaches - there's a lot of non-sandy beach, but unless it's rock, there's usually some kind of beach (marshes excepted). Trees marching into the ocean don't look right. Right now I'm disinclined to add more kind of beaches because multiple beach types create a lot of headaches in the RTG routines. If you're playing with biome mods there tend to be more stone beaches, especially with Highlands.
Subbing rivers for beaches - I think I could do that but, again, it would create conflict with RTG.
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 after significant testing, I just disabled tropics, volcanos and mangroves, not sure where they are SUPPOSED to spawn but I haven't seen the other sub biomes screw up yet...
Just need to get build craft biomes to actually work and I'll be golden
By "external biome section" do you mean appending to the climate control config or is this something else?
I'm guessing the new feature is mountain ranges?
My Config file:
"assorted parameters" {
# Use more random generators, better behaved rivers, and larger rare climates
B:"0.5 generation"=true
# Use 1.6 compatibility mode
B:1.6Compatibility=false
# place little islands near shore rather than in deep ocean
B:"Allow Derpy Islands"=false
# Biome size, exponential: 4 is regular and 6 is large biomes
I:"Biome Size"=5
# per thousand; vanilla is 10
I:"Mushroom Island Incidence"=10
# generate as if CC weren't on; for loading pre-existing worlds or just preventing chunk boundaries
B:"No Generation Changes"=false
# suppress Bop sub-biome generation
B:NoBoPSubBiomes=true
# Percentage of rivers prevented; changes cause chunk boundaries at some rivers
I:PercentRiverReduction=0
# increase smoothing steps; also shrinks unusual biomes some; changing produces occaisional chunk walls
B:"Smoother Coastlines"=true
# add testing routines and crash in suspicious circumstances
B:TestingMode=false
B:VanillaBiomesOn=true
# Generate land masses and climate zones similar to vanilla 1.7
B:VanillaLandAndClimate=false
# True for triple-width rivers
B:WiderRivers=true
# impose Climate Control generation on the Biomes o' Plenty world type
B:alterBoPWorlds=true
# impose Climate Control generation on Highlands world types
B:alterHighlandsWorlds=false
I:bandedClimateWidth=-1
# biomes not saved on edges; more than 3 has no effect; -1 deactivates saving biomes
I:biomeRingsNotSaved=3
# Number of Chunk Biome layouts cached. Above 500 is ignored. 0 or below shuts off chunk info caching
I:cacheSize=0
# climate not saved on edges; -1 deactivates saving climates
I:climateRingsNotSaved=3
# Have Climate Control set the biomes for village generation; may be incompatible with village mods
B:controlVillageBiomes=false
# Comma-delimited list of externalBiome Names. No quotes or line returnsYou will have to reload Minecraft after changing this.Names not in the list aren't removed from the configs but they have no effect
S:externalBiomeNames=Desert Oil Field,Ocean Oil Field,Tropics
# force small continent near origin
B:forceStartContinent=true
# max height value for allowing rivers; 10.0 allows everything; 0.75 is plains but no hills
D:maxChasm=10.0
# Maximum Number of Rescue attempts. Negative numbers mean no limit
I:rescueLimit=-1
# subbiomes not saved on edges, default 3, -1 deactivates saving sub-biomes
I:subBiomeRingsNotSaved=-1
# suppress Climate Control generation in default, large biomes, and amplified worlds
B:suppressInStandardWorlds=false
# True for double-width beaches
B:wideBeaches=true
}
##########################################################################################################
# climate incidences
#--------------------------------------------------------------------------------------------------------#
# Blocks of land are randomly assigned to each zone with a frequency proportional to the incidence. Processing eliminates some extreme climates later, especially for quarter size zones. Consider doubling hot and snowy incidences for quarter size zones.
##########################################################################################################
"climate incidences" {
# relative incidence of cool zones like forest/plains/hills/taiga/roofed forest
I:"Cool Zone Incidence"=5
# relative incidence of hot zones like savanna/desert/plains/mesa
I:"Hot Zone Incidence"=5
# relative incidence of snowy zones
I:"Snowy Zone Incidence"=1
# relative incidence of warm zones like forest/plains/hills/jungle/swamp
I:"Warm Zone Incidence"=5
}
##########################################################################################################
# climate zone parameters
#--------------------------------------------------------------------------------------------------------#
# Full-size is similar to 1.7 defaults. Half-size creates zones similar to pre-1.7 snowy zones. Quarter-size creates fairly small zones but the hot and snowy incidences are limited
##########################################################################################################
"climate zone parameters" {
# half the climate zone size from vanilla, unless quartering
B:"Half Zone Size"=true
# quarter the climate zone size from vanilla
B:"Quarter Zone Size"=false
# ignore climate zones altogether
B:"Random Biomes"=false
# Width of banded climates (climate depends on latitude). 0 or less for normal rules. Width is in terms of climate zones, whatever they are
I:bandedClimateWidth=20
}
##########################################################################################################
# externalbiomeclimates
#--------------------------------------------------------------------------------------------------------#
# Climate Types are: SNOWY,COOL,WARM,HOT,OCEAN,DEEP_OCEANMEDIUM,PLAINS,LAND. MEDIUM is COOL and WARM, PLAINS is COOL and WARM and HOT, LAND is all four land
##########################################################################################################
externalbiomeclimates {
S:"Desert Oil Field climate"=HOT
S:"Ocean Oil Field climate"=MEDIUM
S:"Tropics climate"=MEDIUM
}
externalbiomeids {
I:"Desert Oil Field ID"=96
I:"Ocean Oil Field ID"=-1
I:"Tropics ID"=79
}
externalbiomeincidences {
I:"Desert Oil Field Incidence"=5
I:"Ocean Oil Field Incidence"=10
I:"Tropics Incidence"=10
}
externalbiomevillages {
B:"Desert Oil Field hasVillages"=false
B:"Ocean Oil Field hasVillages"=false
B:"Tropics hasVillages"=false
}
##########################################################################################################
# ocean control parameters
#--------------------------------------------------------------------------------------------------------#
# Frequencies are x per thousand but a little goes a very long way because seeds grow a lot. SeparateLandmasses = true makes an oceanic world with these settings andSeparateLandmasses = false makes a continental world
##########################################################################################################
"ocean control parameters" {
# frequency of large continent seeds, about 8000x16000
I:"Incidence of Continents,Large"=1
# frequency of medium continent seeds, about 4000x8000
I:"Incidence of Continents,Medium"=10
# frequency of small continent seeds, about 2000x4000
I:"Incidence of Continents,Small"=0
# frequency of large island seeds, about 500x1000
I:"Incidence of Islands,Large"=0
# frequency of medium island seeds, about 250x500, but they tend to break up into archipelagos
I:"Incidence of Islands,Medium"=40
# True mostly stops landmasses merging.With default settings you will get an oceanic world if true and a continental world if false
B:SeparateLandmasses=true
}
##########################################################################################################
# oceanbiomeclimates
#--------------------------------------------------------------------------------------------------------#
# Climate Types are: SNOWY,COOL,WARM,HOT,OCEAN,DEEP_OCEANMEDIUM,PLAINS,LAND. MEDIUM is COOL and WARM, PLAINS is COOL and WARM and HOT, LAND is all four land
##########################################################################################################
oceanbiomeclimates {
S:"DeepOcean climate"=DEEP_OCEAN
S:"Ocean Oil Field climate"=OCEAN
S:"Ocean climate"=OCEAN
}
oceanbiomeids {
I:"DeepOcean ID"=24
I:"Ocean ID"=0
I:"Ocean Oil Field ID"=97
}
oceanbiomeincidences {
I:"DeepOcean Incidence"=190
I:"Ocean Incidence"=10
I:"Ocean Oil Field Incidence"=5
}
oceanbiomevillages {
B:"DeepOcean hasVillages"=false
B:"Ocean Oil Field hasVillages"=false
B:"Ocean hasVillages"=false
}
##########################################################################################################
# vanillabiomeclimates
#--------------------------------------------------------------------------------------------------------#
# Climate Types are: SNOWY,COOL,WARM,HOT,OCEAN,DEEP_OCEANMEDIUM,PLAINS,LAND. MEDIUM is COOL and WARM, PLAINS is COOL and WARM and HOT, LAND is all four land
##########################################################################################################
vanillabiomeclimates {
S:"Birch Forest Hills M climate"=DEFAULT
S:"Birch Forest Hills climate"=DEFAULT
S:"Birch Forest M climate"=DEFAULT
S:"Birch Forest climate"=Warm
S:"Cold Taiga Hills climate"=DEFAULT
S:"Cold Taiga M climate"=DEFAULT
S:"Cold Taiga climate"=Snowy
S:"Desert Hills climate"=DEFAULT
S:"Desert M climate"=DEFAULT
S:"Desert climate"=Hot
S:"Extreme Hills M climate"=DEFAULT
S:"Extreme Hills climate"=MEDIUM
S:"Extreme Hills+ M climate"=DEFAULT
S:"Extreme Hills+ climate"=DEFAULT
S:"Flower Forest climate"=DEFAULT
S:"Forest Hills climate"=DEFAULT
S:"Forest climate"=MEDIUM
S:"Ice Mountains climate"=DEFAULT
S:"Ice Plains Spikes climate"=DEFAULT
S:"Ice Plains climate"=Snowy
S:"Jungle Hills climate"=DEFAULT
S:"Jungle M climate"=DEFAULT
S:"Jungle climate"=Warm
S:"Mega Spruce Taiga climate"=DEFAULT
S:"Mega Taiga Hills climate"=DEFAULT
S:"Mega Taiga climate"=Cool
S:"Mesa (Bryce) climate"=DEFAULT
S:"Mesa Plateau F M climate"=DEFAULT
S:"Mesa Plateau F climate"=Hot
S:"Mesa Plateau M climate"=DEFAULT
S:"Mesa Plateau climate"=Hot
S:"Mesa climate"=DEFAULT
S:"Mushroom Island climate"=DEFAULT
S:"Plains climate"=PLAINS
S:"Roofed Forest M climate"=DEFAULT
S:"Roofed Forest climate"=Cool
S:"Savanna M climate"=DEFAULT
S:"Savanna Plateau M climate"=DEFAULT
S:"Savanna Plateau climate"=DEFAULT
S:"Savanna climate"=Hot
S:"Sunflower Plains climate"=DEFAULT
S:"Swampland M climate"=DEFAULT
S:"Swampland climate"=Warm
S:"Taiga (snowless) M climate"=DEFAULT
S:"Taiga (snowless) climate"=Cool
S:"Taiga Hills climate"=DEFAULT
}
vanillabiomeids {
I:"Birch Forest Hills ID"=28
I:"Birch Forest Hills M ID"=156
I:"Birch Forest ID"=27
I:"Birch Forest M ID"=155
I:"Cold Taiga Hills ID"=31
I:"Cold Taiga ID"=30
I:"Cold Taiga M ID"=158
I:"Desert Hills ID"=17
I:"Desert ID"=2
I:"Desert M ID"=130
I:"Extreme Hills ID"=3
I:"Extreme Hills M ID"=131
I:"Extreme Hills+ ID"=34
I:"Extreme Hills+ M ID"=162
I:"Flower Forest ID"=132
I:"Forest Hills ID"=18
I:"Forest ID"=4
I:"Ice Mountains ID"=13
I:"Ice Plains ID"=12
I:"Ice Plains Spikes ID"=140
I:"Jungle Hills ID"=21
I:"Jungle ID"=21
I:"Jungle M ID"=149
I:"Mega Spruce Taiga ID"=160
I:"Mega Taiga Hills ID"=33
I:"Mega Taiga ID"=32
I:"Mesa (Bryce) ID"=165
I:"Mesa ID"=37
I:"Mesa Plateau F ID"=38
I:"Mesa Plateau F M ID"=166
I:"Mesa Plateau ID"=39
I:"Mesa Plateau M ID"=167
I:"Mushroom Island ID"=14
I:"Plains ID"=1
I:"Roofed Forest ID"=29
I:"Roofed Forest M ID"=157
I:"Savanna ID"=35
I:"Savanna M ID"=163
I:"Savanna Plateau ID"=36
I:"Savanna Plateau M ID"=164
I:"Sunflower Plains ID"=129
I:"Swampland ID"=6
I:"Swampland M ID"=134
I:"Taiga (snowless) ID"=5
I:"Taiga (snowless) M ID"=133
I:"Taiga Hills ID"=19
}
vanillabiomeincidences {
I:"Birch Forest Incidence"=10
I:"Cold Taiga Incidence"=10
I:"Desert Incidence"=40
I:"Extreme Hills Incidence"=20
I:"Forest Incidence"=20
I:"Ice Plains Incidence"=30
I:"Jungle Incidence"=5
I:"Mega Taiga Incidence"=5
I:"Mesa Plateau F Incidence"=6
I:"Mesa Plateau Incidence"=5
I:"Plains Incidence"=30
I:"Roofed Forest Incidence"=10
I:"Savanna Incidence"=25
I:"Swampland Incidence"=10
I:"Taiga (snowless) Incidence"=10
}
vanillabiomevillages {
B:"Birch Forest Hills M hasVillages"=false
B:"Birch Forest Hills hasVillages"=false
B:"Birch Forest M hasVillages"=false
B:"Birch Forest hasVillages"=false
B:"Cold Taiga Hills hasVillages"=false
B:"Cold Taiga M hasVillages"=false
B:"Cold Taiga hasVillages"=false
B:"Desert Hills hasVillages"=false
B:"Desert M hasVillages"=false
B:"Desert hasVillages"=true
B:"Extreme Hills M hasVillages"=false
B:"Extreme Hills hasVillages"=false
B:"Extreme Hills+ M hasVillages"=false
B:"Extreme Hills+ hasVillages"=false
B:"Flower Forest hasVillages"=false
B:"Forest Hills hasVillages"=false
B:"Forest hasVillages"=false
B:"Ice Mountains hasVillages"=false
B:"Ice Plains Spikes hasVillages"=false
B:"Ice Plains hasVillages"=false
B:"Jungle Hills hasVillages"=false
B:"Jungle M hasVillages"=false
B:"Jungle hasVillages"=false
B:"Mega Spruce Taiga hasVillages"=false
B:"Mega Taiga Hills hasVillages"=false
B:"Mega Taiga hasVillages"=false
B:"Mesa (Bryce) hasVillages"=false
B:"Mesa Plateau F M hasVillages"=false
B:"Mesa Plateau F hasVillages"=false
B:"Mesa Plateau M hasVillages"=false
B:"Mesa Plateau hasVillages"=false
B:"Mesa hasVillages"=false
B:"Mushroom Island hasVillages"=false
B:"Plains hasVillages"=true
B:"Roofed Forest M hasVillages"=false
B:"Roofed Forest hasVillages"=false
B:"Savanna M hasVillages"=false
B:"Savanna Plateau M hasVillages"=false
B:"Savanna Plateau hasVillages"=false
B:"Savanna hasVillages"=true
B:"Sunflower Plains hasVillages"=false
B:"Swampland M hasVillages"=false
B:"Swampland hasVillages"=false
B:"Taiga (snowless) M hasVillages"=false
B:"Taiga (snowless) hasVillages"=false
B:"Taiga Hills hasVillages"=false
}
Just copied that to my log (I didn't have that section) Changed the ID's to what they are in my instance, I'm not getting any of the 3, I have tropics disabled in the bop config so I didn't expect that one to work, but still nothing on the build craft biomes.
Instead of copying it right in, try just adding the biome names into the comma separated external biome list and start a world. It should put the entries in there automatically. Thats how I got them in there in the first place. I have a lot of mods so my biome ids are all over the place,
Yeah, clearly I'm blind and didn't see that option, oil oceans are working now, and yeah they spawn with beaches, can't tell how they look ingame, since my instance decided to break rendering
I do have to clarify, I have seen oil spouts in the ocean without modifying anything, I don't know how buildcraft biomes are supposed to work but google image search shows clusters and what I would see would be a one off thing.
I did read though this entire thread and did see some info about turning off beaches for specific biomes, I assume that needs to be done via programing rather then config editing?
They are the same in game with the beaches. It makes kind of a neat atoll style island with the oil ocean in the middle. I dont really mind that, but they do spawn inland on land masses like big lakes which I don't. Oil dessert seem ok to me though, because it only spawns in hot climates near other desserts so far for me.
In my case since I'm setting up a limited world via worldborder, I can just remove the beaches by hand, I haven't seen an oil ocean spawn inland yet, I have it set as a deep ocean Biome though.
Dingdingding! We have a winner!
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.
After reading the thread and seeing you talk about wanting to do that, I looked at the image again, and it was pretty clear. How well does it work with smaller land masses?
Well the beaches on the oil oceans don't actually show up in game, so that is awesome!
The mountain ranges are generally good for continents but not islands. Sometimes the large island get split and that's a nice effect but most of the time you don't actually see the chaining. I was considering suppressing the chains on islands but it seems to be tricky.
As I see it the main benefit is that you can have geography within a continent, so a largish continent, and especially an all-land world, doesn't become just a smear of land.
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.
New Release! CC 0.5beta52
Mountain chains! Mountains can now be set to appear mostly in mountain chains. A great option to add interest to large land areas.
Configs to choose starting position of the spawn search. So if you find a great spot off in the wild blue yonder, you can just start there. (Yes, Sedridor, you got both.)
Frozen Ocean option for snowy zones in latitudinal climates
Bugfixes for climate bands - were not working properly for islands.
Reduction in continental growth - there was way too much.
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.