Okay, this thing doesn't tell you how to make an ocean world with continents as that's what I'm looking for. If someone could help me out that would be amazing as I have been through the configs and have made adjustments but I still only get like maybe 4 biomes and coming but islands and a giant ocean that I can't find anything. I'm a youtube trying to make good content and it's hard when there are like I said only a few biomes popping up and a giant ocean that is void of land.
So in the config file, I did make seperatelandmasses=true as I want oceans to sail the seas but I also modified the incidence areas to produce more large and medium lands bigger but still no luck if there is anyone can do to help me if this thread is still active please let me know.
If someone would help me out please I would love you to death.
# 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"=false
# 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=6
# 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"=10
# frequency of medium continent seeds, about 4000x8000
I:"Incidence of Continents,Medium"=30
# frequency of small continent seeds, about 2000x4000
I:"Incidence of Continents,Small"=60
# frequency of large island seeds, about 500x1000
I:"Incidence of Islands,Large"=40
# frequency of medium island seeds, about 250x500, but they tend to break up into archipelagos
I:"Incidence of Islands,Medium"=30
# 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
Your continents don't have much higher incidences than your islands, and since the islands are smaller they're also more frequent. The defaults are currently 0/60/120/60/30 so you have FAR fewer continents than with the default configs and only slightly fewer islands. I find with the defaults I rarely have a crossing exceeding 8,000 blocks or so, and 2-4000 is more common. Keep in mind medium continents are pretty big, and generally speaking the oceans between them are a similar size.
Also, ForgeAmidst makes it MUCH easier to look at config effects. You can just pop up a map in five seconds rather than spending hours flying around.
I'm using 1.7.10 so no luck with Amidst. I looked back a page back and seen where someone asked you about how you got your world preview and so I copied that and still have massive oceans and when I run into land ive still only seeing the same four biomes nothing new.
So I went back and edited the oceans from 100 to 60 and still having problems with the biomes and massive oceans.
Any other hints I could try?
##########################################################################################################
# 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"=false
# 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=6
# 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"=40
# frequency of medium continent seeds, about 4000x8000
I:"Incidence of Continents,Medium"=50
# frequency of small continent seeds, about 2000x4000
I:"Incidence of Continents,Small"=40
# frequency of large island seeds, about 500x1000
I:"Incidence of Islands,Large"=80
# frequency of medium island seeds, about 250x500, but they tend to break up into archipelagos
I:"Incidence of Islands,Medium"=30
# 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
##########################################################################################################
Hello there. I love this mod, but I'm having some difficulty configuring it. I have tried to look around for information but have no clue where to even start (I don't even know what config files to use).
For reference I am using BoP (2.1.0) as my only biome mod other than Climate Control (0.6.beta58) and I am on Minecraft 1.7.10.
The first issue I have is getting ocean biomes to behave. To start off I get random islands like these and I want to remove them.
The next issue I have is how Coral Reefs connect with mainlands as seen in the picture below.
And finally I would like to know to go about getting coral reefs to spawn by the appropriate biome and not next to the arctic tundra as seen below.
Any help would be much appreciated, I would love to see this working
I'm sorry if my incompetence is wasting anyone's time, but I'm just so lost.
Neither of those is very doable. BoP oceans are shallower and have more islands than vanilla oceans. If you want that changed, you should take it up with them - it would be hard and out-of-scope for me to change it and I wouldn't be inclined to change it anyway. For the reef locations, "Ocean" is the same climate and biome everywhere and there's not any good way to know what climate an ocean is adjacent to (I have tried).
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 would like to update you and anyone else who who may find this useful
I was able to solve the problems with the ocean biomes misbehaving. All I did was I used this mod called "Biome Tweaker" to change the height variation from 0.1 to 0.0, and the islands disappeared, and as an extra measure i changed the top blocks of those biomes from grass to sand, so even if there is an island it will look more like a sand bar instead of some boring pseudo island.
And while that's done, I would like to know how to change the landmass sizes, sort of how you have them in that climate bands demonstration. As of right now its a little tedious to find land than I would like. I'm familiar with the variables, I just don't know how to implement them into the config file (also I don't know where the config file is).
Again sorry if the answer is hidden in plain sight, or really obvious. I just couldn't find the answers to these things.
Because of the stochastic nature of Minecraft generation, you don't get exact sizing. The current CC defaults are deliberately designed to produce a huge range of landmass sizes, from single-biome islands up to continents many thousands of blocks across. If you want only a restricted range, you should have SeparateLandmasses = true (because merged landmasses can obviously get arbitrarily large) and only one of the landmass types with a positive incidence and the other landmasses set to 0. Medium Islands produces islands about 256 across, and each step up doubles or triples that. So large islands are about about 512 blocks across, small continents about 1K-2K, medium continents about 3K-5K, and large continents about 10K-15K across. That's an average and there will still be a lot of variability.
When you're crossing an ocean with mixed landmasses, you come across smaller landmasses more often. This is just math - the same incidence for different sizes produces about the same amount of land (actually it does go down somewhat with the smaller sizes, but only somewhat). But, since each is smaller, there will be a lot more of them. The smaller landmasses don't make the larger ones less common, because the algorithm makes the big ones first, and then places smaller ones into the oceans in between. The separation between landmasses of the same size is generally about 1-2X the size of that landmass if you have high incidences (about 100 is the effective max with SeparateLandmasses) and can obviously get really big if your incidence is low. So if you're looking for medium continents, it's going to be 6K-10K of ocean between them. If you have medium islands at a high incidence, you will hit at least a dozen or so medium islands on the way. If you have no smaller landmasses, it's just going to be empty ocean. Either way the distance is about the same.
To start off I have no clue how I managed to not see the climatecontrol.cfg. I guess seeing the ClimateControl folder inside the config folder threw me off or something. But anyways...
I got a nice balance of big continents and medium continents with some nice spacing for voyages, and the end result compared to the BoP world gen is night and day.
BoP World Gen
Climate Control World Gen
And if you were wondering what I did.
##########################################################################################################
# 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"=15
# frequency of medium continent seeds, about 4000x8000
I:"Incidence of Continents,Medium"=15
# frequency of small continent seeds, about 2000x4000
I:"Incidence of Continents,Small"=120
# frequency of large island seeds, about 500x1000
I:"Incidence of Islands,Large"=60
# frequency of medium island seeds, about 250x500, but they tend to break up into archipelagos
I:"Incidence of Islands,Medium"=30
# 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
}
Thank you so much for all the help. My worlds are looking better than ever now!
Updated Geographicraft (the post - 1.7 continuation) to 0.7.2 for Minecraft 1.9.4 and 1.10.2. No changes were needed for 1.10, actually. One bugfix for sometimes overwriting other mods' custom village generators.
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 running a Revolution 3 server for a few friends, and we've noticed that almost all of the ocean that is chunk loaded is permanently frozen over (snow stops, but the ice never melts).
Is there a way to blanket increase the temperature everywhere to make all biomes warmer by a degree or two without just moving things up in the climate types
I found the I:bandedClimateOffset=0 setting, but I'm not sure how to use it, or if it affects already generated biomes.
Edit: It's the same seasons stuff as the poster a few pages up with Harder Wildlife.
Climate Control doesn't alter biomes. BiomeTweaker, I believe, allows you to change biome temperatures. This sounds like a bug in Harder Wildlife, though.
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.
Okay, this thing doesn't tell you how to make an ocean world with continents as that's what I'm looking for. If someone could help me out that would be amazing as I have been through the configs and have made adjustments but I still only get like maybe 4 biomes and coming but islands and a giant ocean that I can't find anything. I'm a youtube trying to make good content and it's hard when there are like I said only a few biomes popping up and a giant ocean that is void of land.
So in the config file, I did make seperatelandmasses=true as I want oceans to sail the seas but I also modified the incidence areas to produce more large and medium lands bigger but still no luck if there is anyone can do to help me if this thread is still active please let me know.
If someone would help me out please I would love you to death.
Thank you Drako,
Can you post the land and oceans sections of your configs in spoilers?
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.
Okay.
Put y
# 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"=false
# 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=6
# 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"=10
# frequency of medium continent seeds, about 4000x8000
I:"Incidence of Continents,Medium"=30
# frequency of small continent seeds, about 2000x4000
I:"Incidence of Continents,Small"=60
# frequency of large island seeds, about 500x1000
I:"Incidence of Islands,Large"=40
# frequency of medium island seeds, about 250x500, but they tend to break up into archipelagos
I:"Incidence of Islands,Medium"=30
# 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
our spoiler here.
Thank you for taking a look at this.
Your continents don't have much higher incidences than your islands, and since the islands are smaller they're also more frequent. The defaults are currently 0/60/120/60/30 so you have FAR fewer continents than with the default configs and only slightly fewer islands. I find with the defaults I rarely have a crossing exceeding 8,000 blocks or so, and 2-4000 is more common. Keep in mind medium continents are pretty big, and generally speaking the oceans between them are a similar size.
Also, ForgeAmidst makes it MUCH easier to look at config effects. You can just pop up a map in five seconds rather than spending hours flying around.
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 using 1.7.10 so no luck with Amidst. I looked back a page back and seen where someone asked you about how you got your world preview and so I copied that and still have massive oceans and when I run into land ive still only seeing the same four biomes nothing new.
So I went back and edited the oceans from 100 to 60 and still having problems with the biomes and massive oceans.
Any other hints I could try?
##########################################################################################################
# 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"=false
# 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=6
# 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"=40
# frequency of medium continent seeds, about 4000x8000
I:"Incidence of Continents,Medium"=50
# frequency of small continent seeds, about 2000x4000
I:"Incidence of Continents,Small"=40
# frequency of large island seeds, about 500x1000
I:"Incidence of Islands,Large"=80
# frequency of medium island seeds, about 250x500, but they tend to break up into archipelagos
I:"Incidence of Islands,Medium"=30
# 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 climate"=OCEAN
}
oceanbiomeids {
I:"DeepOcean ID"=24
I:"Ocean ID"=0
}
oceanbiomeincidences {
I:"DeepOcean Incidence"=60
I:"Ocean Incidence"=60
}
oceanbiomevillages {
B:"DeepOcean hasVillages"=false
B:"Ocean hasVillages"=false
}
Thank you for replying so quickly.
Editing the ocean frequency will have no effect. You have to change the land frequency. If it's not land, it's got to end up ocean.
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.
Hello there. I love this mod, but I'm having some difficulty configuring it. I have tried to look around for information but have no clue where to even start (I don't even know what config files to use).
For reference I am using BoP (2.1.0) as my only biome mod other than Climate Control (0.6.beta58) and I am on Minecraft 1.7.10.
The first issue I have is getting ocean biomes to behave. To start off I get random islands like these and I want to remove them.
The next issue I have is how Coral Reefs connect with mainlands as seen in the picture below.
And finally I would like to know to go about getting coral reefs to spawn by the appropriate biome and not next to the arctic tundra as seen below.
Any help would be much appreciated, I would love to see this working
I'm sorry if my incompetence is wasting anyone's time, but I'm just so lost.
Neither of those is very doable. BoP oceans are shallower and have more islands than vanilla oceans. If you want that changed, you should take it up with them - it would be hard and out-of-scope for me to change it and I wouldn't be inclined to change it anyway. For the reef locations, "Ocean" is the same climate and biome everywhere and there's not any good way to know what climate an ocean is adjacent to (I have tried).
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.
Okay, I will investigate making oceans deeper via BoP, and I guess it's not a huge deal where corral reefs spawn.
Anyways thanks for the quick response.
I would like to update you and anyone else who who may find this useful
I was able to solve the problems with the ocean biomes misbehaving. All I did was I used this mod called "Biome Tweaker" to change the height variation from 0.1 to 0.0, and the islands disappeared, and as an extra measure i changed the top blocks of those biomes from grass to sand, so even if there is an island it will look more like a sand bar instead of some boring pseudo island.
And while that's done, I would like to know how to change the landmass sizes, sort of how you have them in that climate bands demonstration. As of right now its a little tedious to find land than I would like. I'm familiar with the variables, I just don't know how to implement them into the config file (also I don't know where the config file is).
Again sorry if the answer is hidden in plain sight, or really obvious. I just couldn't find the answers to these things.
Good use of Biome Tweaker.
Because of the stochastic nature of Minecraft generation, you don't get exact sizing. The current CC defaults are deliberately designed to produce a huge range of landmass sizes, from single-biome islands up to continents many thousands of blocks across. If you want only a restricted range, you should have SeparateLandmasses = true (because merged landmasses can obviously get arbitrarily large) and only one of the landmass types with a positive incidence and the other landmasses set to 0. Medium Islands produces islands about 256 across, and each step up doubles or triples that. So large islands are about about 512 blocks across, small continents about 1K-2K, medium continents about 3K-5K, and large continents about 10K-15K across. That's an average and there will still be a lot of variability.
When you're crossing an ocean with mixed landmasses, you come across smaller landmasses more often. This is just math - the same incidence for different sizes produces about the same amount of land (actually it does go down somewhat with the smaller sizes, but only somewhat). But, since each is smaller, there will be a lot more of them. The smaller landmasses don't make the larger ones less common, because the algorithm makes the big ones first, and then places smaller ones into the oceans in between. The separation between landmasses of the same size is generally about 1-2X the size of that landmass if you have high incidences (about 100 is the effective max with SeparateLandmasses) and can obviously get really big if your incidence is low. So if you're looking for medium continents, it's going to be 6K-10K of ocean between them. If you have medium islands at a high incidence, you will hit at least a dozen or so medium islands on the way. If you have no smaller landmasses, it's just going to be empty ocean. Either way the distance is about the same.
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.
To start off I have no clue how I managed to not see the climatecontrol.cfg. I guess seeing the ClimateControl folder inside the config folder threw me off or something. But anyways...
I got a nice balance of big continents and medium continents with some nice spacing for voyages, and the end result compared to the BoP world gen is night and day.
BoP World Gen
Climate Control World Gen
And if you were wondering what I did.
##########################################################################################################
# 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"=15
# frequency of medium continent seeds, about 4000x8000
I:"Incidence of Continents,Medium"=15
# frequency of small continent seeds, about 2000x4000
I:"Incidence of Continents,Small"=120
# frequency of large island seeds, about 500x1000
I:"Incidence of Islands,Large"=60
# frequency of medium island seeds, about 250x500, but they tend to break up into archipelagos
I:"Incidence of Islands,Medium"=30
# 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
}
Thank you so much for all the help. My worlds are looking better than ever now!
@Zeno410 , We need you here :
https://github.com/Team-RTG/Realistic-Terrain-Generation/issues/951
Updated Geographicraft (the post - 1.7 continuation) to 0.7.2 for Minecraft 1.9.4 and 1.10.2. No changes were needed for 1.10, actually. One bugfix for sometimes overwriting other mods' custom village generators.
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.
#Zeno410 We need you here again, thak you
https://github.com/Team-RTG/Realistic-Terrain-Generation/issues/951
No, I haven't put in the Abyssalcraft 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.
Does this work properly with the Ridiculous World mod?
It won't do any of the Ridiculous World 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.
I'm running a Revolution 3 server for a few friends, and we've noticed that almost all of the ocean that is chunk loaded is permanently frozen over (snow stops, but the ice never melts).
Is there a way to blanket increase the temperature everywhere to make all biomes warmer by a degree or two without just moving things up in the climate types
I found the I:bandedClimateOffset=0 setting, but I'm not sure how to use it, or if it affects already generated biomes.
Edit: It's the same seasons stuff as the poster a few pages up with Harder Wildlife.
Climate Control doesn't alter biomes. BiomeTweaker, I believe, allows you to change biome temperatures. This sounds like a bug in Harder Wildlife, though.
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.