(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?
That's like a universally connected very large river system with lots of land, but manageable- (explorable-) sized land masses?
With some large lakes thrown in from time to time, yeah. Depends on your settings, of course. With sparser land you still have a "really" oceanic world but with plumper continents and narrower straits than in the defaults/old system.
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.
Is there any way to get a map preview on 1.10.2 version of MC with Forge mods installed? I see them everywhere in this thread but don't know how it's done.
Using this:
##########################################################################################################
# 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"=false
# 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"=0
# 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"=100
# frequency of medium island seeds, about 250x500, but they tend to break up into archipelagos
I:"Incidence of Islands,Medium"=60
# Rounds of continent and large island expansion in oceanic worlds (with separateLandmasses off). More makes continents larger and oceans narrower. Default is 1.
I:"Land Expansion Rounds"=1
# 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
}
Would like something like this in OP but a little bit more landmasses and maybe a little more cold stuff in betweeen. I am really at a loss now trying for 3 hours...
Argh. Last version of Forge Amidst I saw was 1.2 beta. But it doesn't work -- even trying to look at the current world while loaded it is not giving the actual biome map.
Is anyone able to get Forge Amidst to generate the correct biomes for the world? What did you have to do / what am I doing wrong?
(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?
There's no ForgeAmidst for 1.10.2. ForgeAmidst for 1.7.10 with the same settings in CC will show you almost exactly the same landmasses and climates, although the exact biomes will differ unless you're using EXACTLY the same biome incidences, which in practical terms requires using only vanilla biomes.
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.
There's no ForgeAmidst for 1.10.2. ForgeAmidst for 1.7.10 with the same settings in CC will show you almost exactly the same landmasses and climates, although the exact biomes will differ unless you're using EXACTLY the same biome incidences, which in practical terms requires using only vanilla biomes.
Thanks this helped immensely getting what i wanted!
(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?
The higher the incidence, the more common. Incidences for all biomes in a climate are added, then a random integer that big is generated, and the appropriate biome is picked. Incidence 0 never appears. If a biome can show up in multiple climates, its incidence gets divided equally among them.
However, if there's only *one* biome in a climate incidence become irrelevant, because it's the only possibility. This is normally the case with Ocean and Deep Ocean, which are the only biomes in their "climates" (Ocean and Deep_Ocean, respectively).
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.
Hard to see how CC could be involved in that. That seems to be a missing WorldProvider, and CC never changes any WorldProvider vars, nor does it provide a worldtype.
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's a field in the World object. The reason it's unlikely CC is responsible is that the crash is from that field's data being missing, but CC never changes it.
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.
The link to the ForgeAmidst is broken, Would I be able to get a working link? I would appreciate it greatly, this mod would help me in so many ways.
I'm also looking for a working link to the ForgeAmidst mod/program for Minecraft 1.10.2. Trying to get Climate Control working with the new Biome Bundle which came out (which uses Terrain Control).
Do you have a working link to the 1.7.10 version? The link on the climatecontrol posts are broken (deleted file 404) and the mod creator doesn't respond.
(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?
That's ... that's ...
That's like a universally connected very large river system with lots of land, but manageable- (explorable-) sized land masses?
* 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?
With some large lakes thrown in from time to time, yeah. Depends on your settings, of course. With sparser land you still have a "really" oceanic world but with plumper continents and narrower straits than in the defaults/old system.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Is there any way to get a map preview on 1.10.2 version of MC with Forge mods installed? I see them everywhere in this thread but don't know how it's done.
Using this:
##########################################################################################################
# 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"=false
# 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"=0
# 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"=100
# frequency of medium island seeds, about 250x500, but they tend to break up into archipelagos
I:"Incidence of Islands,Medium"=60
# Rounds of continent and large island expansion in oceanic worlds (with separateLandmasses off). More makes continents larger and oceans narrower. Default is 1.
I:"Land Expansion Rounds"=1
# 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
}
Would like something like this in OP but a little bit more landmasses and maybe a little more cold stuff in betweeen. I am really at a loss now trying for 3 hours...
Is anyone able to get Forge Amidst to generate the correct biomes for the world? What did you have to do / what am I doing wrong?
* 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?
Looking for that too how to do that!
There's no ForgeAmidst for 1.10.2. ForgeAmidst for 1.7.10 with the same settings in CC will show you almost exactly the same landmasses and climates, although the exact biomes will differ unless you're using EXACTLY the same biome incidences, which in practical terms requires using only vanilla 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.
Thanks this helped immensely getting what i wanted!
I mean, in 1.7.10, attempting to use ForgeAmidst on a currently loaded world gives me a biome map that has no correlation to the actual world.
* 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?
Have you changed the generation parameters after starting the world? I'm seeing matches in my tests.
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.
Bugfix for a RuntimeException crash: CC 0.6.61
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.
The higher the incidence, the more common. Incidences for all biomes in a climate are added, then a random integer that big is generated, and the appropriate biome is picked. Incidence 0 never appears. If a biome can show up in multiple climates, its incidence gets divided equally among them.
However, if there's only *one* biome in a climate incidence become irrelevant, because it's the only possibility. This is normally the case with Ocean and Deep Ocean, which are the only biomes in their "climates" (Ocean and Deep_Ocean, respectively).
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.
> http://pastebin.com/EgvbgaLL[/p]
The only two mods that I included were Geographicraft and Biomes O’ Plenty. BOP alone doesn’t seem to be the problem :/[/p]
Minecraft Fan! And modder wanna be!
Hard to see how CC could be involved in that. That seems to be a missing WorldProvider, and CC never changes any WorldProvider vars, nor does it provide a worldtype.
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.
Forgive my ignorance, but what is a "WorldProvider"? :/
Minecraft Fan! And modder wanna be!
It's a field in the World object. The reason it's unlikely CC is responsible is that the crash is from that field's data being missing, but CC never changes it.
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 really need classes of JAVA :'v since I don't understand what you mean by: "field in the world object" :/ Still, thanks! :'v
Minecraft Fan! And modder wanna be!
The link to the ForgeAmidst is broken, Would I be able to get a working link? I would appreciate it greatly, this mod would help me in so many ways.
I'm also looking for a working link to the ForgeAmidst mod/program for Minecraft 1.10.2. Trying to get Climate Control working with the new Biome Bundle which came out (which uses Terrain Control).Found a working link over on the Geographicraft page.
Do you have a working link to the 1.7.10 version? The link on the climatecontrol posts are broken (deleted file 404) and the mod creator doesn't respond.
Current downloads, including 1.7.10: https://minecraft.curseforge.com/projects/climate-control-geographicraft
Looks like the two projects were merged.
* 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?