New version out: beta55 This fixes a bug producing inconsistent landmass placements and another that would produce invalid biome IDs. It has also been rewritten to tolerate multithreaded access.
Converting a pre-existing world can cause chunk walls if chunk wall prevention is off.
Edit: updated to beta55 to fix a river generation bug
Do you have a seed and settings that will generate all of the vanilla biomes near spawn for testing?
I want to take a good look at RTG worldgen this weekend, and want a test world to look at.
Jungles are annoyingly hard to find in vanilla, worse than mesas. Heck, once I can find an ocean in vanilla I can find a mushroom island. Oh yea -- oceans are annoying hard to find :-)
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Do you have a seed and settings that will generate all of the vanilla biomes near spawn for testing?
I want to take a good look at RTG worldgen this weekend, and want a test world to look at.
Jungles are annoyingly hard to find in vanilla, worse than mesas. Heck, once I can find an ocean in vanilla I can find a mushroom island. Oh yea -- oceans are annoying hard to find :-)
I don't have a seed collection since the effect of a seed depends on the configs and I'm always changing mine. But, CC is vastly more forgiving that vanilla for finding the climate special biomes of jungle, mesa, and megataiga. The search distance is less than 1/10 what it would be in vanilla.
Use a config setting without islands so you'll always spawn on something big enough to have everything and use ForgeAmidst for a quick check whether the continent is complete enough.
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.
Ohh, the giant taiga's -- I completely forgot about them.
Those taigas, and the jungles, seem to be bigger than biome-sized blobs; they look (at least in vanilla) like they are climate-zone sized blobs. I know that was mentioned before, and I thought you said you'd look to try to verify that; did you?
Actually ... Mesa's seem in-between those two in size. Am I crazy?
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
All three of the "special" biomes show up climate-sized, yes, verified. The reason they're easier to find in Climate Control is that they're biome-sized, so crudely you travel about 1/16 as far before you find them - the average frequencies are about the same. It's not quite that much easer because the biomes in CC are restricted to their climates, which is why I said 1/10 - but that's still huge.
Mesa might be a little smaller in vanilla because they tend to get smoothed away more as an extreme climate. I'm not sure though - they might just be rarer.
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.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
beta56 released. Fixes a crash when generating worlds with smootherCoastline=false (that option generates vanilla-style coasts with many more blobs of ocean near the coast).
I've narrowed the issue to down to one of CC's config options, I loaded it up with the default configs, didn't get the crash. I was going back through and changed a few options, and got the crash again. I don't recall which setting I changed to cause the crash.
They redid the Forge Gradle scripts for 1.8, and the build procedure, and backported the changes to the more recent versions of Forge 1.7.10 (like 1614). Re-organize your build environment to the new standard (source tree in ./src/main/java, asset tree in ./src/main/resources, with mcmod.info in that directory) and you'll find that things get substituted correctly. Also see my GitHub repos for examples--the newer stuff, like Ashenwheat, anyway.
I couldn't get the token substitution to work properly back in 1.7.10 early, either.
When I have banded climates on, Thaumcraft biomes only show up in the Hot zones, despite whatever I tell them to do in the config. It doesn't seem to happen when banded is off. I've been trying to figure out why on my own, because I am sure it is something I am doing. But I give up and ask for help now
I am also using RTG, but I don't think that is doing it.
configs if they help:
# 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"=4
# per thousand; vanilla is 10
I:"Mushroom Island Incidence"=140
# 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
# 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=300
# 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=true
# 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=
# force small continent near origin
B:forceStartContinent=false
# 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=false
}
##########################################################################################################
# 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"=2
# relative incidence of hot zones like savanna/desert/plains/mesa
I:"Hot Zone Incidence"=1
# 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"=2
}
##########################################################################################################
# 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" {
# True freezes oceans in snowy latitudes. Only used with latitudinal climates.
B:"Frozen Icecaps"=true
# half the climate zone size from vanilla, unless quartering
B:"Half Zone Size"=true
# Place mountains in chains
B:"Mountains in Mountain Chains"=true
# quarter the climate zone size from vanilla
B:"Quarter Zone Size"=false
# ignore climate zones altogether
B:"Random Biomes"=false
# Number of climate zones to shift the band from the default of the warm - to - cool transition at 0. Positive numbers shift the bands up.
I:bandedClimateOffset=0
# 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=4
# X offset for initial spawn search in blocks
I:xSpawnOffset=0
# Z offset for initial spawn search in blocks
I:zSpawnOffset=0
}
##########################################################################################################
# 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"=0
# frequency of medium continent seeds, about 4000x8000
I:"Incidence of Continents,Medium"=0
# frequency of small continent seeds, about 2000x4000
I:"Incidence of Continents,Small"=500
# 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"=0
# True mostly stops landmasses merging.With default settings you will get an oceanic world if true and a continental world if false
B:SeparateLandmasses=false
}
##########################################################################################################
# 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"=cool
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"=cool
S:"Extreme Hills+ M climate"=DEFAULT
S:"Extreme Hills+ climate"=DEFAULT
S:"Flower Forest climate"=warm
S:"Forest Hills climate"=DEFAULT
S:"Forest climate"=warm
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"=DEEP_OCEAN
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"=DEEP_OCEAN
S:"Plains climate"=medium
S:"Roofed Forest M climate"=DEFAULT
S:"Roofed Forest climate"=warm
S:"Savanna M climate"=DEFAULT
S:"Savanna Plateau M climate"=DEFAULT
S:"Savanna Plateau climate"=DEFAULT
S:"Savanna climate"=Hot
S:"Sunflower Plains climate"=warm
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"=22
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
}
Anyone got a config for making an equator with polar regions (of course they repeat N and S)? Would like to sniff around in them to see what I may be doing wrong. Love the mod BTW!!! I'm using it with FTB Infinity, RTG and Streams. Working towards getting a server going with these.
Thanks!
ps - external biomes added are given -1 as their ID? I assume we have to edit their IDs in order to avoid a conflict?
Update for Climate Control:beta58 This fixes a couple of Thaumcraft and Highlands biomes which didn't register custom climate configs. Also the config incidence for continents have been increased to reduce archipelago starts and increase the amount of land with a continental setting (which is with SeparateLandmasses = false).
Note that existing configs don't get changed. Existing users should delete and re-generate the ClimateControl.cfg file in the config directory (but not in any worldspecificconfig directory; those should be left alone). Power users can just edit out the Ocean Control parameters and let them regenerate.
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.
Anyone got a config for making an equator with polar regions (of course they repeat N and S)? Would like to sniff around in them to see what I may be doing wrong. Love the mod BTW!!! I'm using it with FTB Infinity, RTG and Streams. Working towards getting a server going with these.
Thanks!
ps - external biomes added are given -1 as their ID? I assume we have to edit their IDs in order to avoid a conflict?
I don't remember the exact numbers, but to find out, set a world to all land, and just change the I:bandedClimateOffset until you get what you want. I think the number to make the equator the center of the polar regions is negative 1 1/2 times the climate width.
You have to edit the IDs to make them appear. -1 is a "not in use" flag for CC.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
I don't remember the exact numbers, but to find out, set a world to all land, and just change the I:bandedClimateOffset until you get what you want. I think the number to make the equator the center of the polar regions is negative 1 1/2 times the climate width.
You have to edit the IDs to make them appear. -1 is a "not in use" flag for CC.
Yeah I've been messing around with a bunch of numbers in the config. Last night I thought I had it but wanted biomes to be larger so set them to 6. Got a crash in next new world I generated. So gotta check logs. Will try the settings you suggested. Thank you! And yeah I just copied over the biome IDs from BOP etc.
BoP biomes should already be there, and BoP can get cranky when you turn off biomes.
Meaning NoBoPSubBiomes? I understood subbiomes had to be turned off then added as external biomes which is where the IDs have to be corrected in order for them to generate? Also, could you elaborate on "number to make the equator the center of the polar regions is negative 1 1/2 times the climate width"? If climate width is 2 it would be -1.5 x 2 = -3 ? I've tried that but it's not making climate bands at all.
New version out: beta55 This fixes a bug producing inconsistent landmass placements and another that would produce invalid biome IDs. It has also been rewritten to tolerate multithreaded access.
Converting a pre-existing world can cause chunk walls if chunk wall prevention is off.
Edit: updated to beta55 to fix a river generation bug
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Can you post your crash logs? It's working for me even with a downloaded copy and my other mods removed (so no cross-imports).
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.
There is a crash on world start when setting "smooth coastlines" config to false. Not sure if this is related to another config option.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/1441135-wip-reboot-dimension-the-betweenlands-a-dark
Do you have a seed and settings that will generate all of the vanilla biomes near spawn for testing?
I want to take a good look at RTG worldgen this weekend, and want a test world to look at.
Jungles are annoyingly hard to find in vanilla, worse than mesas. Heck, once I can find an ocean in vanilla I can find a mushroom island. Oh yea -- oceans are annoying hard to find :-)
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I don't have a seed collection since the effect of a seed depends on the configs and I'm always changing mine. But, CC is vastly more forgiving that vanilla for finding the climate special biomes of jungle, mesa, and megataiga. The search distance is less than 1/10 what it would be in vanilla.
Use a config setting without islands so you'll always spawn on something big enough to have everything and use ForgeAmidst for a quick check whether the continent is complete enough.
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.
Ohh, the giant taiga's -- I completely forgot about them.
Those taigas, and the jungles, seem to be bigger than biome-sized blobs; they look (at least in vanilla) like they are climate-zone sized blobs. I know that was mentioned before, and I thought you said you'd look to try to verify that; did you?
Actually ... Mesa's seem in-between those two in size. Am I crazy?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
All three of the "special" biomes show up climate-sized, yes, verified. The reason they're easier to find in Climate Control is that they're biome-sized, so crudely you travel about 1/16 as far before you find them - the average frequencies are about the same. It's not quite that much easer because the biomes in CC are restricted to their climates, which is why I said 1/10 - but that's still huge.
Mesa might be a little smaller in vanilla because they tend to get smoothed away more as an extreme climate. I'm not sure though - they might just be rarer.
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.
Where is the project page for the forge/modded world gen compatible version of Amidst?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
beta56 released. Fixes a crash when generating worlds with smootherCoastline=false (that option generates vanilla-style coasts with many more blobs of ocean near the coast).
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.
Source updated with the version correct. But I don't understand why it says "1.0" Some Forge hoop I'm not jumping through properly, probably.
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.
Actually I DO have ${version} and ${mcversion} in the mcmod.info file. So I guess I'll have to go back to doing it manually.
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.
They redid the Forge Gradle scripts for 1.8, and the build procedure, and backported the changes to the more recent versions of Forge 1.7.10 (like 1614). Re-organize your build environment to the new standard (source tree in ./src/main/java, asset tree in ./src/main/resources, with mcmod.info in that directory) and you'll find that things get substituted correctly. Also see my GitHub repos for examples--the newer stuff, like Ashenwheat, anyway.
I couldn't get the token substitution to work properly back in 1.7.10 early, either.
--<@ My collection of Actually Somewhat Useful Minecraft Modding Links @>--
My Mods: Sinhika's Bark
Ported Mods: akkamaddi's Additions, akkamaddi's Ashenwheat, AleXndrTheGr8st's SimpleCore/SimpleOres/etc
Other Stuff: old/obsolete Ruins templates, updated to Ruins 1.7.10
Update that fixes a bug that was suppressing M biomes in RTG worlds: CC beta 57
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.
When I have banded climates on, Thaumcraft biomes only show up in the Hot zones, despite whatever I tell them to do in the config. It doesn't seem to happen when banded is off. I've been trying to figure out why on my own, because I am sure it is something I am doing. But I give up and ask for help now
I am also using RTG, but I don't think that is doing it.
configs if they help:
# 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"=4
# per thousand; vanilla is 10
I:"Mushroom Island Incidence"=140
# 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
# 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=300
# 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=true
# 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=
# force small continent near origin
B:forceStartContinent=false
# 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=false
}
##########################################################################################################
# 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"=2
# relative incidence of hot zones like savanna/desert/plains/mesa
I:"Hot Zone Incidence"=1
# 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"=2
}
##########################################################################################################
# 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" {
# True freezes oceans in snowy latitudes. Only used with latitudinal climates.
B:"Frozen Icecaps"=true
# half the climate zone size from vanilla, unless quartering
B:"Half Zone Size"=true
# Place mountains in chains
B:"Mountains in Mountain Chains"=true
# quarter the climate zone size from vanilla
B:"Quarter Zone Size"=false
# ignore climate zones altogether
B:"Random Biomes"=false
# Number of climate zones to shift the band from the default of the warm - to - cool transition at 0. Positive numbers shift the bands up.
I:bandedClimateOffset=0
# 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=4
# X offset for initial spawn search in blocks
I:xSpawnOffset=0
# Z offset for initial spawn search in blocks
I:zSpawnOffset=0
}
##########################################################################################################
# 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"=0
# frequency of medium continent seeds, about 4000x8000
I:"Incidence of Continents,Medium"=0
# frequency of small continent seeds, about 2000x4000
I:"Incidence of Continents,Small"=500
# 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"=0
# True mostly stops landmasses merging.With default settings you will get an oceanic world if true and a continental world if false
B:SeparateLandmasses=false
}
##########################################################################################################
# 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 climate"=OCEAN
}
oceanbiomeids {
I:"DeepOcean ID"=24
I:"Ocean ID"=0
}
oceanbiomeincidences {
I:"DeepOcean Incidence"=10
I:"Ocean Incidence"=10
}
oceanbiomevillages {
B:"DeepOcean 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"=cool
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"=cool
S:"Extreme Hills+ M climate"=DEFAULT
S:"Extreme Hills+ climate"=DEFAULT
S:"Flower Forest climate"=warm
S:"Forest Hills climate"=DEFAULT
S:"Forest climate"=warm
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"=DEEP_OCEAN
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"=DEEP_OCEAN
S:"Plains climate"=medium
S:"Roofed Forest M climate"=DEFAULT
S:"Roofed Forest climate"=warm
S:"Savanna M climate"=DEFAULT
S:"Savanna Plateau M climate"=DEFAULT
S:"Savanna Plateau climate"=DEFAULT
S:"Savanna climate"=Hot
S:"Sunflower Plains climate"=warm
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"=22
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"=2
I:"Cold Taiga Incidence"=2
I:"Desert Incidence"=10
I:"Extreme Hills Incidence"=8
I:"Forest Incidence"=1
I:"Ice Plains Incidence"=17
I:"Jungle Incidence"=5
I:"Mega Taiga Incidence"=5
I:"Mesa Plateau F Incidence"=4
I:"Mesa Plateau Incidence"=5
I:"Plains Incidence"=17
I:"Roofed Forest Incidence"=2
I:"Savanna Incidence"=10
I:"Swampland Incidence"=2
I:"Taiga (snowless) Incidence"=4
}
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"=true
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
}
# Configuration file
"assorted parameters" {
B:ThaumcraftBiomesOn=true
B:ThaumcraftInNewDimensons=true
}
thaumcraftbiomeclimates {
S:"Eerie climate"=medium
S:"Magical Forest climate"=medium
S:"Tainted climate"=medium
}
thaumcraftbiomeincidences {
I:"Eerie Incidence"=1
I:"Magical Forest Incidence"=5
I:"Tainted Incidence"=1
}
thaumcraftbiomevillages {
B:"Eerie hasVillages"=false
B:"Magical Forest hasVillages"=false
B:"Tainted hasVillages"=false
}
# Configuration file
"assorted parameters" {
B:BoPBiomesOn=true
B:BoPInNewDimensons=true
}
bopclimates {
S:"Alps Forest climate"=Snowy
S:"Alps climate"=Snowy
S:"Arctic climate"=Snowy
S:"Bamboo Forest climate"=WARM
S:"Bayou climate"=WARM
S:"Bog climate"=COOL
S:"Boneyard climate"=DEFAULT
S:"Boreal Forest climate"=COOL
S:"Brushland climate"=DEFAULT
S:"Canyon Ravine (Sub-Biome) climate"=DEFAULT
S:"Canyon Ravine climate"=DEFAULT
S:"Canyon climate"=HOT
S:"Chaparral climate"=WARM
S:"Cherry Blossom Grove climate"=warm
S:"Coniferous Forest (Snow) climate"=DEFAULT
S:"Coniferous Forest climate"=WARM
S:"Coral Reef climate"=ocean
S:"Corrupted Sands (Nether) climate"=DEFAULT
S:"Corrupted Sands climate"=DEFAULT
S:"Crag climate"=MEDIUM
S:"Dead Forest climate"=COOL
S:"Dead Swamp climate"=WARM
S:"Deciduous Forest climate"=WARM
S:"Dense Forest climate"=COOL
S:"Dry River climate"=DEFAULT
S:"Eucalyptus Forest climate"=DEEP_OCEAN
S:"Fen climate"=WARM
S:"Flower Field climate"=warm
S:"Frost Forest climate"=SNOWY
S:"Fungi Forest climate"=DEEP_OCEAN
S:"Garden climate"=warm
S:"Glacier climate"=snowy
S:"Grassland climate"=cool
S:"Gravel Beach climate"=DEFAULT
S:"Grove climate"=COOL
S:"Heathland climate"=warm
S:"Highland climate"=warm
S:"Jade Cliffs climate"=WARM
S:"Kelp Forest climate"=OCEAN
S:"Land of Lakes Marsh climate"=COOL
S:"Land of Lakes climate"=COOL
S:"Lavender Fields climate"=warm
S:"Lush Desert climate"=HOT
S:"Lush River climate"=DEFAULT
S:"Lush Swamp climate"=WARM
S:"Mangrove climate"=DEEP_OCEAN
S:"Maple Woods climate"=COOL
S:"Marsh climate"=COOL
S:"Meadow Forest climate"=cool
S:"Meadow climate"=COOL
S:"Moor climate"=cool
S:"Mountain climate"=warm
S:"Mystic Grove climate"=warm
S:"Oasis climate"=DEFAULT
S:"Ominous Woods climate"=warm
S:"Orchard climate"=warm
S:"Origin Valley climate"=MEDIUM
S:"Outback climate"=HOT
S:"Phantasmagoric Inferno climate"=DEFAULT
S:"Prairie climate"=WARM
S:"Quagmire climate"=DEFAULT
S:"Rainforest climate"=WARM
S:"Redwood Forest climate"=COOL
S:"Sacred Springs climate"=DEEP_OCEAN
S:"Savanna Plateau (Sub-Biome) climate"=DEFAULT
S:"Savanna climate"=DEFAULT
S:"Scrubland climate"=DEFAULT
S:"Seasonal Forest climate"=COOL
S:"Seasonal Spruce Forest (Sub-Biome) climate"=DEFAULT
S:"Shield climate"=COOL
S:"Shore climate"=DEFAULT
S:"Shrubland climate"=COOL
S:"Silkglades climate"=warm
S:"Sludgepit climate"=WARM
S:"Snowy Coniferous Forest climate"=SNOWY
S:"Spruce Woods climate"=cool
S:"Steppe climate"=Cool
S:"Temperate Rainforest climate"=WARM
S:"Thicket climate"=COOL
S:"Tropical Rainforest climate"=DEEP_OCEAN
S:"Tropics climate"=DEEP_OCEAN
S:"Tundra climate"=cool
S:"Undergarden climate"=DEFAULT
S:"Visceral Heap climate"=DEFAULT
S:"Volcano climate"=DEEP_OCEAN
S:"Wasteland climate"=HOT
S:"Wetland climate"=cool
S:"Woodland climate"=WARM
S:"Xeric Shrubland climate"=HOT
}
bopincidences {
I:"Alps Forest Incidence"=5
I:"Alps Incidence"=5
I:"Arctic Incidence"=1
I:"Bamboo Forest Incidence"=0
I:"Bayou Incidence"=6
I:"Bog Incidence"=0
I:"Boreal Forest Incidence"=0
I:"Canyon Incidence"=5
I:"Chaparral Incidence"=0
I:"Cherry Blossom Grove Incidence"=10
I:"Coniferous Forest Incidence"=0
I:"Coral Reef Incidence"=9
I:"Crag Incidence"=0
I:"Dead Forest Incidence"=0
I:"Dead Swamp Incidence"=0
I:"Deciduous Forest Incidence"=0
I:"Dense Forest Incidence"=0
I:"Eucalyptus Forest Incidence"=2
I:"Fen Incidence"=0
I:"Flower Field Incidence"=5
I:"Frost Forest Incidence"=5
I:"Fungi Forest Incidence"=1
I:"Garden Incidence"=1
I:"Grassland Incidence"=0
I:"Grove Incidence"=5
I:"Heathland Incidence"=2
I:"Highland Incidence"=5
I:"Jade Cliffs Incidence"=5
I:"Kelp Forest Incidence"=3
I:"Land of Lakes Incidence"=0
I:"Land of Lakes Marsh Incidence"=0
I:"Lavender Fields Incidence"=10
I:"Lush Desert Incidence"=0
I:"Lush Swamp Incidence"=0
I:"Mangrove Incidence"=1
I:"Maple Woods Incidence"=2
I:"Marsh Incidence"=0
I:"Meadow Incidence"=9
I:"Moor Incidence"=4
I:"Mountain Incidence"=5
I:"Mystic Grove Incidence"=9
I:"Ominous Woods Incidence"=2
I:"Orchard Incidence"=0
I:"Origin Valley Incidence"=0
I:"Outback Incidence"=0
I:"Prairie Incidence"=3
I:"Rainforest Incidence"=0
I:"Redwood Forest Incidence"=0
I:"Sacred Springs Incidence"=0
I:"Seasonal Forest Incidence"=0
I:"Shield Incidence"=0
I:"Shrubland Incidence"=0
I:"Silkglades Incidence"=3
I:"Sludgepit Incidence"=0
I:"Snowy Coniferous Forest Incidence"=0
I:"Steppe Incidence"=0
I:"Temperate Rainforest Incidence"=0
I:"Thicket Incidence"=0
I:"Tropical Rainforest Incidence"=0
I:"Tropics Incidence"=1
I:"Tundra Incidence"=0
I:"Wasteland Incidence"=0
I:"Wetland Incidence"=4
I:"Woodland Incidence"=0
I:"Xeric Shrubland Incidence"=10
}
bopvillages {
B:"Alps Forest hasVillages"=false
B:"Alps hasVillages"=false
B:"Arctic hasVillages"=false
B:"Bamboo Forest hasVillages"=false
B:"Bayou hasVillages"=false
B:"Bog hasVillages"=false
B:"Boneyard hasVillages"=false
B:"Boreal Forest hasVillages"=false
B:"Brushland hasVillages"=false
B:"Canyon Ravine (Sub-Biome) hasVillages"=false
B:"Canyon Ravine hasVillages"=false
B:"Canyon hasVillages"=false
B:"Chaparral hasVillages"=false
B:"Cherry Blossom Grove hasVillages"=false
B:"Coniferous Forest (Snow) hasVillages"=false
B:"Coniferous Forest hasVillages"=false
B:"Coral Reef hasVillages"=false
B:"Corrupted Sands (Nether) hasVillages"=false
B:"Corrupted Sands hasVillages"=false
B:"Crag hasVillages"=false
B:"Dead Forest hasVillages"=false
B:"Dead Swamp hasVillages"=false
B:"Deciduous Forest hasVillages"=false
B:"Dense Forest hasVillages"=false
B:"Dry River hasVillages"=false
B:"Eucalyptus Forest hasVillages"=false
B:"Fen hasVillages"=false
B:"Flower Field hasVillages"=false
B:"Frost Forest hasVillages"=false
B:"Fungi Forest hasVillages"=false
B:"Garden hasVillages"=false
B:"Glacier hasVillages"=false
B:"Grassland hasVillages"=false
B:"Gravel Beach hasVillages"=false
B:"Grove hasVillages"=true
B:"Heathland hasVillages"=true
B:"Highland hasVillages"=false
B:"Jade Cliffs hasVillages"=false
B:"Kelp Forest hasVillages"=false
B:"Land of Lakes Marsh hasVillages"=false
B:"Land of Lakes hasVillages"=false
B:"Lavender Fields hasVillages"=true
B:"Lush Desert hasVillages"=false
B:"Lush River hasVillages"=false
B:"Lush Swamp hasVillages"=false
B:"Mangrove hasVillages"=false
B:"Maple Woods hasVillages"=false
B:"Marsh hasVillages"=false
B:"Meadow Forest hasVillages"=false
B:"Meadow hasVillages"=true
B:"Moor hasVillages"=false
B:"Mountain hasVillages"=false
B:"Mystic Grove hasVillages"=false
B:"Oasis hasVillages"=false
B:"Ominous Woods hasVillages"=false
B:"Orchard hasVillages"=false
B:"Origin Valley hasVillages"=false
B:"Outback hasVillages"=false
B:"Phantasmagoric Inferno hasVillages"=false
B:"Prairie hasVillages"=true
B:"Quagmire hasVillages"=false
B:"Rainforest hasVillages"=false
B:"Redwood Forest hasVillages"=false
B:"Sacred Springs hasVillages"=false
B:"Savanna Plateau (Sub-Biome) hasVillages"=false
B:"Savanna hasVillages"=false
B:"Scrubland hasVillages"=false
B:"Seasonal Forest hasVillages"=false
B:"Seasonal Spruce Forest (Sub-Biome) hasVillages"=false
B:"Shield hasVillages"=false
B:"Shore hasVillages"=false
B:"Shrubland hasVillages"=false
B:"Silkglades hasVillages"=false
B:"Sludgepit hasVillages"=false
B:"Snowy Coniferous Forest hasVillages"=false
B:"Spruce Woods hasVillages"=false
B:"Steppe hasVillages"=false
B:"Temperate Rainforest hasVillages"=false
B:"Thicket hasVillages"=false
B:"Tropical Rainforest hasVillages"=false
B:"Tropics hasVillages"=false
B:"Tundra hasVillages"=true
B:"Undergarden hasVillages"=false
B:"Visceral Heap hasVillages"=false
B:"Volcano hasVillages"=false
B:"Wasteland hasVillages"=false
B:"Wetland hasVillages"=false
B:"Woodland hasVillages"=false
B:"Xeric Shrubland hasVillages"=true
}
Anyone got a config for making an equator with polar regions (of course they repeat N and S)? Would like to sniff around in them to see what I may be doing wrong. Love the mod BTW!!! I'm using it with FTB Infinity, RTG and Streams. Working towards getting a server going with these.
Thanks!
ps - external biomes added are given -1 as their ID? I assume we have to edit their IDs in order to avoid a conflict?
Update for Climate Control:beta58 This fixes a couple of Thaumcraft and Highlands biomes which didn't register custom climate configs. Also the config incidence for continents have been increased to reduce archipelago starts and increase the amount of land with a continental setting (which is with SeparateLandmasses = false).
Note that existing configs don't get changed. Existing users should delete and re-generate the ClimateControl.cfg file in the config directory (but not in any worldspecificconfig directory; those should be left alone). Power users can just edit out the Ocean Control parameters and let them regenerate.
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 don't remember the exact numbers, but to find out, set a world to all land, and just change the I:bandedClimateOffset until you get what you want. I think the number to make the equator the center of the polar regions is negative 1 1/2 times the climate width.
You have to edit the IDs to make them appear. -1 is a "not in use" flag for CC.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Yeah I've been messing around with a bunch of numbers in the config. Last night I thought I had it but wanted biomes to be larger so set them to 6. Got a crash in next new world I generated. So gotta check logs. Will try the settings you suggested. Thank you! And yeah I just copied over the biome IDs from BOP etc.
BoP biomes should already be there, and BoP can get cranky when you turn off biomes.
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.
Meaning NoBoPSubBiomes? I understood subbiomes had to be turned off then added as external biomes which is where the IDs have to be corrected in order for them to generate? Also, could you elaborate on "number to make the equator the center of the polar regions is negative 1 1/2 times the climate width"? If climate width is 2 it would be -1.5 x 2 = -3 ? I've tried that but it's not making climate bands at all.