Yes, XZ chunk flips. I think there's an option in the Mariculture configs that stops it. Check the RTG main post.
Do you have an idea where in the Mariculture code this is happening? Because I just get lost when I look at it. joshie says if a PR is created that fixes it, the code will be pulled, built and released.
Do you have an idea where in the Mariculture code this is happening? Because I just get lost when I look at it. joshie says if a PR is created that fixes it, the code will be pulled, built and released.
Sorry, I haven't looked at the code. The problem is likely a variable swap somewhere and it's very hard to swap those things.
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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.
Hey guy, need a bit of help honing in on some ideal settings.
I'm currently trying to generate a world to be used on my server. I'm aiming for a world with oceans as the base, but with large continents AND large biomes.
I would like biomes to be ~7000 blocks in diameter, and for continents to be 10x that size minimum (~70,000 blocks wide at least). As for the ocean, I need there to be quite a bit of ocean until the next continent - about 2-3x continent size between actual land mass continents - I'm thinking about 15,000+ blocks between any two large continent-sized landmasses, with occasional islands scattered throughout the ocean.
Also, what programs/mods are people using to generate maps? I've been using JourneyMap and ACT to generate my map then save it as a png, but I was curious if people have something faster/better.
First of all, there's a lot of randomness in generation, so individual things can be very different.
Biome size 4 is 256 blocks across on average, and it doubles with every step. Biome size 9 would be 8,000 blocks across.
If you want the continents to be 10 times as large across as the biomes *on average*, the closest is probably Small Continents, which are made up of one or more 4 biomes across, but usually several. That will be smaller than 70,000 across on average, and often much smaller. Medium Continents are made up of blobs 8 biomes across, but almost always several and sometimes quite a few, so that will tend to be a lot larger than 70,000 on average.
For the ocean width an incidence of 60 might be pretty good.
For scattered islands, put in Large and Medium island incidences well below 60. If you want people to hit one large island on a average ocean crossing, go for about 30; for one medium island go for about 15. Adjust up or down based on how often you want to hit islands.
I have to ask: why do you want such enormous landmasses?
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 have to ask: why do you want such enormous landmasses?
Thanks for the tips. I'll give it a go.
I'm developing a modpack that involves travelling and trading. I want a world with ocean as it's base, with a couple of large continents for players to trade between, with each continent being rather large. Biomes are needed to be rather large as well in order to force players to prepare for travelling, and to utilize methods of transportation like wagons and horses (and boats) for faster travel. Although, my sizes might be a bit too big - but I would rather start big than small.
Also, are there any programs/mods that can view a world's map with just the seed, and with support for RTG/CC? I also have a couple biome mods, so not sure if that'll affect such programs. Just need an easier way to view the outcome of my settings other than generating the world and mapping it with JourneyMap (it's quite a tedious process)
Also, are there any programs/mods that can view a world's map with just the seed, and with support for RTG/CC? I also have a couple biome mods, so not sure if that'll affect such programs. Just need an easier way to view the outcome of my settings other than generating the world and mapping it with JourneyMap (it's quite a tedious process)
ForgeAmidst shows CC generation quite nicely. It can't handle maps as big as you want, but the generation is very similar with different biome sizes except for the size of the biomes (obviously). You could look at the world with the default biome size of 4 and it'll be pretty much the same as a biome size of 9 except that it's scaled down by a factor of 32.
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'm developing a modpack that involves travelling and trading. I want a world with ocean as it's base, with a couple of large continents for players to trade between, with each continent being rather large. Biomes are needed to be rather large as well in order to force players to prepare for travelling, and to utilize methods of transportation like wagons and horses (and boats) for faster travel. Although, my sizes might be a bit too big - but I would rather start big than small.
So, you're looking for two large continents, with large biomes, so that neither continent's "accessible" area contains everything, and the players have to trade across the water?
(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?
So, you're looking for two large continents, with large biomes, so that neither continent's "accessible" area contains everything, and the players have to trade across the water?
That's ... a great idea.
I even went a step further by restricting certain resources/ores to certain biomes. Like, coal is only found in abundance in mountain/hill biomes, copper in deserts and hot biomes, etc.
But, yea, I'm trying to get a very specific world setup. It's still going to be random, but random within a set of strict parameters.
I think I might be a bit dumb here, but how do I use ForgeAmidst? When I open the .jar, the program crashes. I think I'm missing something here lol
EDIT: Figured it out. Turns out that it's a mod, not a program (like the vanilla Amidst is). Also, I was trying to use the version in your OP, Zeno, which isn't compatible with (I'm guessing) newer versions of CC. I found the working version via Google, so you might want to include the latest ForgeAmidst link in the OP. Even doing searches for 'Amidst' within here on the forum - the links posted by other people throw missing link errors.
I've tryed to use forge server instead of thermos but this not help.
This is the forge-server crash report: http://pastebin.com/7VX9hWy9
Also, I noticed this weird thing happening, it could be related with the crash, I removed those blocks once, but they still occurr to re-appear..
It looks like there's a biome ID for a biome that doesn't exist. Check your CC biome configs against the mods. It could also be another mod putting in sub-biomes.
The floating blocks wouldn't be a CC thing, although they might be related to a bogus biome.
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.
It looks like there's a biome ID for a biome that doesn't exist. Check your CC biome configs against the mods. It could also be another mod putting in sub-biomes.
The floating blocks wouldn't be a CC thing, although they might be related to a bogus biome.
could it be because I had thaumcraft before and now that thaumcraft it's not there anymore the config in CC still remained?
In this case would be sufficient to remove thaumcraft cfg in the climate control folder,right?
could it be because I had thaumcraft before and now that thaumcraft it's not there anymore the config in CC still remained?
In this case would be sufficient to remove thaumcraft cfg in the climate control folder,right?
That would cause the error, yes. You can't remove biomes without creating a lot of trouble. If any chunk anywhere has the biome you're stuck with it (this is without CC too). Even if there's not, CC may have prepared a place for it as part of the chunk wall prevention. You could try removing LockedBiomesDimension_0.dat from the data directory in the save directory, but that will create extensive chunk walls in combination with removing TC.
The best fix would be to add some new biomes with the same IDs as the Thaumcraft ones had.
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 didn't record it. I think it's something like 30 medium continent, 60 small continent, 80 large island, 40 medium island. Banded climates on, width of 4, medium climate zones and a climate offset of 6.
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.
Thanks. Medium climate zones means "Half Zone Size"=true?
I never would have choose an offset of 6 ;-)
Yes.
You would have gotten there after some experimentation. The default is for spawn to be between the cool and warm bands. To make the spawn the middle of the hot zone you have to move 1 1/2 bands, so for a width of 4 = 6.
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.
So if I wanted the spawn to be between the hot and warm zones (colored clay and wood at the start), I want an offset of 4?
...
Looking at the picture, the north/south offsets are not quite even. But it looks like about 8K distance between the southern treeline and the southern iceline. So if width=4 => 8K for the cool and warm, 4K for the hot, another 8K for the other cool and warm, then 4K for the ice, that's 24K for the whole cycle?
Would that mean width=3 is 12K for the whole cycle?
(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?
An offset equal to the zone width should put spawn on the border between hot and warm on average. Remember there's variation - the boundaries are not straight and can be off by a zone or so.
The width of each is the number of zones times the zone width (256 quartersize, 512 halfsize, 1K fullsize). The cycle is hot-warm-cool-snowy-cool-warm, so six bands total. 4 halfsize is 2K per zone, or 12K for a full cycle.
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.
Do you have an idea where in the Mariculture code this is happening? Because I just get lost when I look at it. joshie says if a PR is created that fixes it, the code will be pulled, built and released.
Sorry, I haven't looked at the code. The problem is likely a variable swap somewhere and it's very hard to swap those things.
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.
Geographicraft (ClimateControl for 1.8 and later) updated to 1.9.4. ZenoTechnology is not required for this version.
BoP biomes only work in the BoP or RTG worldtypes.
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.
Been messing around this mod for fun. It crashes when I use it with RTG and BoP at the same time.
Great mod so far!
Hey guy, need a bit of help honing in on some ideal settings.
I'm currently trying to generate a world to be used on my server. I'm aiming for a world with oceans as the base, but with large continents AND large biomes.
I would like biomes to be ~7000 blocks in diameter, and for continents to be 10x that size minimum (~70,000 blocks wide at least). As for the ocean, I need there to be quite a bit of ocean until the next continent - about 2-3x continent size between actual land mass continents - I'm thinking about 15,000+ blocks between any two large continent-sized landmasses, with occasional islands scattered throughout the ocean.
Also, what programs/mods are people using to generate maps? I've been using JourneyMap and ACT to generate my map then save it as a png, but I was curious if people have something faster/better.
First of all, there's a lot of randomness in generation, so individual things can be very different.
Biome size 4 is 256 blocks across on average, and it doubles with every step. Biome size 9 would be 8,000 blocks across.
If you want the continents to be 10 times as large across as the biomes *on average*, the closest is probably Small Continents, which are made up of one or more 4 biomes across, but usually several. That will be smaller than 70,000 across on average, and often much smaller. Medium Continents are made up of blobs 8 biomes across, but almost always several and sometimes quite a few, so that will tend to be a lot larger than 70,000 on average.
For the ocean width an incidence of 60 might be pretty good.
For scattered islands, put in Large and Medium island incidences well below 60. If you want people to hit one large island on a average ocean crossing, go for about 30; for one medium island go for about 15. Adjust up or down based on how often you want to hit islands.
I have to ask: why do you want such enormous landmasses?
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.
That's not intended. The effect is (probably) that the chunk wall prevention won't work. Is this on a server or SP?
Edit: you might have Java reflection turned 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.
Thanks for the tips. I'll give it a go.
I'm developing a modpack that involves travelling and trading. I want a world with ocean as it's base, with a couple of large continents for players to trade between, with each continent being rather large. Biomes are needed to be rather large as well in order to force players to prepare for travelling, and to utilize methods of transportation like wagons and horses (and boats) for faster travel. Although, my sizes might be a bit too big - but I would rather start big than small.
Also, are there any programs/mods that can view a world's map with just the seed, and with support for RTG/CC? I also have a couple biome mods, so not sure if that'll affect such programs. Just need an easier way to view the outcome of my settings other than generating the world and mapping it with JourneyMap (it's quite a tedious process)
ForgeAmidst shows CC generation quite nicely. It can't handle maps as big as you want, but the generation is very similar with different biome sizes except for the size of the biomes (obviously). You could look at the world with the default biome size of 4 and it'll be pretty much the same as a biome size of 9 except that it's scaled down by a factor of 32.
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.
So, you're looking for two large continents, with large biomes, so that neither continent's "accessible" area contains everything, and the players have to trade across the water?
That's ... a great idea.
* 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 even went a step further by restricting certain resources/ores to certain biomes. Like, coal is only found in abundance in mountain/hill biomes, copper in deserts and hot biomes, etc.
But, yea, I'm trying to get a very specific world setup. It's still going to be random, but random within a set of strict parameters.
I think I might be a bit dumb here, but how do I use ForgeAmidst? When I open the .jar, the program crashes. I think I'm missing something here lol
EDIT: Figured it out. Turns out that it's a mod, not a program (like the vanilla Amidst is). Also, I was trying to use the version in your OP, Zeno, which isn't compatible with (I'm guessing) newer versions of CC. I found the working version via Google, so you might want to include the latest ForgeAmidst link in the OP. Even doing searches for 'Amidst' within here on the forum - the links posted by other people throw missing link errors.
This was the link I found that had a working DL:
https://www.dropbox.com/s/7wnopprms8agduh/ForgeAmidst-1.7.10-1.2-beta.jar?dl=0
Server crash with apparently no reason
I've tryed to use forge server instead of thermos but this not help.
This is the forge-server crash report: http://pastebin.com/7VX9hWy9
Also, I noticed this weird thing happening, it could be related with the crash, I removed those blocks once, but they still occurr to re-appear..
http://i.imgur.com/GHcqH8n.jpg?1
It looks like there's a biome ID for a biome that doesn't exist. Check your CC biome configs against the mods. It could also be another mod putting in sub-biomes.
The floating blocks wouldn't be a CC thing, although they might be related to a bogus biome.
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.
could it be because I had thaumcraft before and now that thaumcraft it's not there anymore the config in CC still remained?
In this case would be sufficient to remove thaumcraft cfg in the climate control folder,right?
That would cause the error, yes. You can't remove biomes without creating a lot of trouble. If any chunk anywhere has the biome you're stuck with it (this is without CC too). Even if there's not, CC may have prepared a place for it as part of the chunk wall prevention. You could try removing LockedBiomesDimension_0.dat from the data directory in the save directory, but that will create extensive chunk walls in combination with removing TC.
The best fix would be to add some new biomes with the same IDs as the Thaumcraft ones had.
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 didn't record it. I think it's something like 30 medium continent, 60 small continent, 80 large island, 40 medium island. Banded climates on, width of 4, medium climate zones and a climate offset of 6.
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 would have gotten there after some experimentation. The default is for spawn to be between the cool and warm bands. To make the spawn the middle of the hot zone you have to move 1 1/2 bands, so for a width of 4 = 6.
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.
So if I wanted the spawn to be between the hot and warm zones (colored clay and wood at the start), I want an offset of 4?
...
Looking at the picture, the north/south offsets are not quite even. But it looks like about 8K distance between the southern treeline and the southern iceline. So if width=4 => 8K for the cool and warm, 4K for the hot, another 8K for the other cool and warm, then 4K for the ice, that's 24K for the whole cycle?
Would that mean width=3 is 12K for the whole cycle?
* 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?
An offset equal to the zone width should put spawn on the border between hot and warm on average. Remember there's variation - the boundaries are not straight and can be off by a zone or so.
The width of each is the number of zones times the zone width (256 quartersize, 512 halfsize, 1K fullsize). The cycle is hot-warm-cool-snowy-cool-warm, so six bands total. 4 halfsize is 2K per zone, or 12K for a full cycle.
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.