could i get a mentor for this, its crazy complicated XD. I'm trying to come up with something that has big or medium oceans, big landmasses that use large biomes and don't have a warm biome next to a cold biome (say like a colder continent and a warmer continent). im using1.7.10 with BoP and RTG. also a bit confused on the way Amidst is suppose to work with the cfg. that ive put in, any tips fpr using it? im a bit new to all this.
ForgeAmidst is the biome layout program to use for this. Amidst only does vanilla layouts.
For large biomes, use biomeSize = 6. That also increases the size of the landmasses so pretty much everything will be big anyway. If you use full-size climate zones and only large islands everything will be one climate only. Large "islands" are about 2,000 by 4,000 blocks with biomeSize 6 so that may be large enough for you. You could use small continents, probably - they will sometimes have more than one climate but it would be unusual to have any more than one step away (you might get Taiga on a landmass with snowy zones but almost never swamp or desert). Set the landmass incidence you want to 150 or more and everything larger to 0. You can throw in some small landmasses for variety if you want.
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 for the help! I had a couple questions, how did you get the world to look like a real one with the cold being I'm the North and South and the more tropical and desert regions being closer to the "equator" like area of minecraft? Also if I set the biom types To to be bigger then 6, say for example 8, would it affect how big they are still or would it just stay like it was 6? I tried looking at it on the amidst map but nothing came up any bigger, would I have to load a world first to see any changed like that? Sorry for all the questions, thanks for taking the time to answer them!
You can get the latitude-driven climate zones by setting the bandedClimateWidth to a number above 1. The climate zones aren't just north to south; they cycle from snowy to hot and back again.
Each increase of one in the biome size doubles the width. It should increase without limit - you could make the whole world one biome with biome size 23 or so.
Amidst won't show anything ClimateControl does. ForgeAmidst will, but I do think you have to call it up from inside a world.
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.
Even better! I like that mechanic of having specific area that you know are going to be either hot or snowy, warm or cold. Yea, I ment the forge one, ive been using that one all this time. I'm currently wanting to make an adventure mod pack server thing, my goal is for it to be like an mmorpg feel but much better as I keep seeing copy and paste ones, so I've decided I'll make something even better in minecraft since it has every thing i need and want, currently I'm working out the mods but it will be in alpha soon enough, I won't generate the world until I release the full server. I'm debating weather to make the medieval one first or more fantasy one using dimensions mods like AoA and divine rpg. I know minecraft is starting to die but i thought of this plan for over 2 or 3 years now and want to do it, so I need to do research and tests to find a good main world that would be perfect to use for the server. There will be town hand made and roads going to them, but i also want the biomes to be big so mounts will be used a lot since that's one of the biig appeals to the server, there's lots of mobs to fight, quests, exploration, dungeon exploring, raid dungeons and much more! Sorry I got a little carried away, thanks for the help, I appreciate it all.
Can I get more information regarding the climate band? If I set it to 0, I assume that the world generates just random biomes (hot and cold could be next to one another?) I been reading may pages here to try to get a good map for my play style. How large is 1, or is it based on biome size too?
Also, some biomes like alps and highlands do not look good when they are on smaller continents/large islands. Wish there was a a mod that did what this does with climate, as one might do with altitude. Such as not putting a desert or plains near the alps without going having a some hills and extreme hills to bridge that.
It would be nice if ForgeAmidst didn't crash. I can only load one map through it.
Climate bands must be a minimum of 3, if I remember correctly. This is the number of climate zones -- quarter size, half size, full size -- found in the bands.
Half size is, I believe, an average of 4 biomes by 4 biomes. 1/4 is 2x2, so the smallest band is about 6 biomes thick.
At an average of 256 blocks per biome, this means that you have an average of 1560+ blocks per band.
(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?
(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 I see a place to increase or decrease the indices of BoP biomes. That is for increasing the frequency of how they spawn right? So a zero means it will never spawn? How do I adjust the vanilla biomes? EDIT: Nevermind, these appear to be on the normal config txt.
Also, I feel as though there is a big gap between islands sizes. Medium and Large islands mainly.
Also, I feel as though there is a big gap between islands sizes. Medium and Large islands mainly.
Well, each step doubles and that's just how the algorithm works. There is an additional effect from the growth rounds. You could set the growth rounds to 0, but you'll have a lot more water, and all landmasses are smaller. You can partially adjust for that by increasing the incidences, but only to a point - it just can't pack them too closely and still keep them apart.
You could turn off SeparateLandmasses and that allows to adjust the landmass percentage as high as you want. However, then (as the name suggests) the landmasses don't necessarily stay separate.
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.
First of all, by the Minecraft rules, Extreme Hills is in the COOL *and* WARM zones and as such is a completely legitimate neighbor to Desert in HOT. You see it all the time in vanilla - or perhaps, you *would* see it if Desert weren't fairly hard to find because of the climate zone sizes. It's a bad decision, because Extreme Hills is clearly a cool-zone mountain, but there it is. You can make the junctions considerably rarer, and generally pretty short, by moving Extreme Hills to the COOL climate. Of course, if you do, you won't have any mountains in the WARM climate unless you put something else there and vanilla doesn't have anything. There are a couple of mod biomes that fit, most notably BoP Mountain, which I believe defaults to WARM (due to my programming). With BoP I'd definitely suggest moving Extreme Hills to COOL.
1) Yes. CC will place biomes in whatever climate zones you tell it to, even if it makes no "sense". You can do some rather extreme things with that if you're so inclined, such as convert the oceans to deserts, or convert the climate gradients to gradients of magic or danger rather than temperature.
2) Well, they represent grouping of those climate zones. Medium is all the "normal" biomes other than Taiga (COOL) and Jungle, Swamp, and Birch Hills(WARM). PLAINS is where vanilla plains are placed according the the vanilla rules - everywhere but SNOWY. I've never chosen to use it otherwise but it's needed to be able to mimic vanilla.
2b) Yes, all four is all of the four basic climate zones.
2c) The zones are always the same. CC makes zones and then populates it with suitable biomes (suitable according to the rules you set.) The settings determine which zones a given biome appears in.
3) Weather is not affected by climate zones in any way. Sorry. The naming is kind of confusing, but it's inherited from vanilla. Biomes that don't have rain never have it regardless of the climate zone they're in. To be technical, once the biome is chosen, the climate zone is not recorded in any way and can't be determined. They are just ephemeral things used for biome placement.
4) Incidences determine frequency within the climate zones a biome can appear in. The higher the incidence, the more often they appear.
5) If you disable the biomes in BoP CC is supposed to ignore them and not use them. If you want to be sure set the incidences to 0.
hi. i've got a problem trying to set up climate control + rtg and bop. it seems like there are some biomes from biomes o' plenty who aren't generated. i found out that some biomes incidences are set to 0 at default in the config file, like mangrove, kelp forest, coral reef for example and rising that number i was able to get them in finally.
but still there are some missing like volcano, quagmire, oasis, glacier and some others. i'm not sure, has it something to do with them being subbiomes? i set suppress Bop sub-biome generation to false and installed a mod called natures compass who searches for biomes in a 10000 block radius, but still none of them are found.
i would be thankful for any tipps, because i would really love to have all the biomes.
edit:
i checked the bopincidences in the biomesoplentyInCC config file again and it looks like the missing biomes are exactly those who aren't even listed there.
namely those: brushland, canyon ravine, dry river, glacier, lush river, meadow forest, oasis, quagmire, scrubland, seasonal forest clearing, spruce woods and volcano
is there a reason why i can't find them in the conifg? and would it help if i add them there manualy?
edit 2:
hmm, alright. i think they aren't listed because they are subbiomes. i was wondering why some bop subbiomes are showing up in this list and some aren't and checking the thread again, i found out that you added some as full biomes because some people wanted them. still my problem is that i can't find bop subbiomes in my worlds and i would love to turn them on somehow. i have suppress Bop sub-biome generation on false, but still they aren't there.
hi. i've got a problem trying to set up climate control + rtg and bop. it seems like there are some biomes from biomes o' plenty who aren't generated. i found out that some biomes incidences are set to 0 at default in the config file, like mangrove, kelp forest, coral reef for example and rising that number i was able to get them in finally.
but still there are some missing like volcano, quagmire, oasis, glacier and some others. i'm not sure, has it something to do with them being subbiomes? i set suppress Bop sub-biome generation to false and installed a mod called natures compass who searches for biomes in a 10000 block radius, but still none of them are found.
i would be thankful for any tipps, because i would really love to have all the biomes.
edit:
i checked the bopincidences in the biomesoplentyInCC config file again and it looks like the missing biomes are exactly those who aren't even listed there.
namely those: brushland, canyon ravine, dry river, glacier, lush river, meadow forest, oasis, quagmire, scrubland, seasonal forest clearing, spruce woods and volcano
is there a reason why i can't find them in the conifg? and would it help if i add them there manualy?
edit 2:
hmm, alright. i think they aren't listed because they are subbiomes. i was wondering why some bop subbiomes are showing up in this list and some aren't and checking the thread again, i found out that you added some as full biomes because some people wanted them. still my problem is that i can't find bop subbiomes in my worlds and i would love to turn them on somehow. i have suppress Bop sub-biome generation on false, but still they aren't there.
Find this line in the climatecontrol config (it shows line 62 in my wordpad):
# 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=Flower Forest,Ice Plains Spikes,Sunflower Plains,Frozen Ocean,Volcano,Spruce Woods
See where I listed Flower Forest, Volcano, etc? Put the names of all the biomes you want to add that are not already in the bop configs. (I don't think the river biomes work though. Might have to live without them.) save it. Load minecraft, then exit it.
Re-open climate control config. Under this area:
##########################################################################################################
# externalbiomeclimates
#--------------------------------------------------------------------------------------------------------#
# Climate Types are: SNOWY,COOL,WARM,HOT,OCEAN,DEEP_OCEANMEDIUM,PLAINS,LAND. MEDIUM is COOL and WARM, PLAINS is COOL and WARM and HOT, LAND is all four land
##########################################################################################################
You will see where to change the types and incidences of the biomes you listed. But be sure under externalbiomeids to define the biome id numbers with the names you listed.
Here are pieces of my config
# 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=Flower Forest,Ice Plains Spikes,Sunflower Plains,Frozen Ocean,Volcano,Spruce Woods,GC Bamboo Forest
##########################################################################################################
# externalbiomeclimates
#--------------------------------------------------------------------------------------------------------#
# Climate Types are: SNOWY,COOL,WARM,HOT,OCEAN,DEEP_OCEANMEDIUM,PLAINS,LAND. MEDIUM is COOL and WARM, PLAINS is COOL and WARM and HOT, LAND is all four land
##########################################################################################################
having similar issues, i feel ive lost a lot of control with
GC, BOP, And RTG, they work together, but i cant mix and match biomes, nor can i any longer use forgeamidst or similar to find good seeds. or view seeds.
Contemplating switching over to OTG, and just getting some of the custom biomes there.
GC being GrowthCraft? If so, check what I just posted. I added GC bamboo forest biome to climate control with no problem.
IDK about your forgeamidst though. I am using ForgeAmidst-1.7.10-1.4 and it works well.
If ForgeAmidst doesn't work on the latest forge set up an profile with a slightly older forge to use it. The guy who wrote ForgeAmidst (Sedridor) has been incommunicado for months so I don't think there will be any updates.
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.
could i get a mentor for this, its crazy complicated XD. I'm trying to come up with something that has big or medium oceans, big landmasses that use large biomes and don't have a warm biome next to a cold biome (say like a colder continent and a warmer continent). im using1.7.10 with BoP and RTG. also a bit confused on the way Amidst is suppose to work with the cfg. that ive put in, any tips fpr using it? im a bit new to all this.
ForgeAmidst is the biome layout program to use for this. Amidst only does vanilla layouts.
For large biomes, use biomeSize = 6. That also increases the size of the landmasses so pretty much everything will be big anyway. If you use full-size climate zones and only large islands everything will be one climate only. Large "islands" are about 2,000 by 4,000 blocks with biomeSize 6 so that may be large enough for you. You could use small continents, probably - they will sometimes have more than one climate but it would be unusual to have any more than one step away (you might get Taiga on a landmass with snowy zones but almost never swamp or desert). Set the landmass incidence you want to 150 or more and everything larger to 0. You can throw in some small landmasses for variety if you want.
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 help! I had a couple questions, how did you get the world to look like a real one with the cold being I'm the North and South and the more tropical and desert regions being closer to the "equator" like area of minecraft? Also if I set the biom types To to be bigger then 6, say for example 8, would it affect how big they are still or would it just stay like it was 6? I tried looking at it on the amidst map but nothing came up any bigger, would I have to load a world first to see any changed like that? Sorry for all the questions, thanks for taking the time to answer them!
You can get the latitude-driven climate zones by setting the bandedClimateWidth to a number above 1. The climate zones aren't just north to south; they cycle from snowy to hot and back again.
Each increase of one in the biome size doubles the width. It should increase without limit - you could make the whole world one biome with biome size 23 or so.
Amidst won't show anything ClimateControl does. ForgeAmidst will, but I do think you have to call it up from inside a world.
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.
Even better! I like that mechanic of having specific area that you know are going to be either hot or snowy, warm or cold. Yea, I ment the forge one, ive been using that one all this time. I'm currently wanting to make an adventure mod pack server thing, my goal is for it to be like an mmorpg feel but much better as I keep seeing copy and paste ones, so I've decided I'll make something even better in minecraft since it has every thing i need and want, currently I'm working out the mods but it will be in alpha soon enough, I won't generate the world until I release the full server. I'm debating weather to make the medieval one first or more fantasy one using dimensions mods like AoA and divine rpg. I know minecraft is starting to die but i thought of this plan for over 2 or 3 years now and want to do it, so I need to do research and tests to find a good main world that would be perfect to use for the server. There will be town hand made and roads going to them, but i also want the biomes to be big so mounts will be used a lot since that's one of the biig appeals to the server, there's lots of mobs to fight, quests, exploration, dungeon exploring, raid dungeons and much more! Sorry I got a little carried away, thanks for the help, I appreciate it all.
Which mod do people mostly use Biome Tweaker or Climate Control?
Can I get more information regarding the climate band? If I set it to 0, I assume that the world generates just random biomes (hot and cold could be next to one another?) I been reading may pages here to try to get a good map for my play style. How large is 1, or is it based on biome size too?
Also, some biomes like alps and highlands do not look good when they are on smaller continents/large islands. Wish there was a a mod that did what this does with climate, as one might do with altitude. Such as not putting a desert or plains near the alps without going having a some hills and extreme hills to bridge that.
It would be nice if ForgeAmidst didn't crash. I can only load one map through it.
Climate bands must be a minimum of 3, if I remember correctly. This is the number of climate zones -- quarter size, half size, full size -- found in the bands.
Half size is, I believe, an average of 4 biomes by 4 biomes. 1/4 is 2x2, so the smallest band is about 6 biomes thick.
At an average of 256 blocks per biome, this means that you have an average of 1560+ blocks per band.
* 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?
Completely different. CC changes how the biomes are laid out; BT changes the nature/appearance of the biomes.
* 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?
So I see a place to increase or decrease the indices of BoP biomes. That is for increasing the frequency of how they spawn right? So a zero means it will never spawn? How do I adjust the vanilla biomes? EDIT: Nevermind, these appear to be on the normal config txt.
Also, I feel as though there is a big gap between islands sizes. Medium and Large islands mainly.
So both are compatible together?
Well, each step doubles and that's just how the algorithm works. There is an additional effect from the growth rounds. You could set the growth rounds to 0, but you'll have a lot more water, and all landmasses are smaller. You can partially adjust for that by increasing the incidences, but only to a point - it just can't pack them too closely and still keep them apart.
You could turn off SeparateLandmasses and that allows to adjust the landmass percentage as high as you want. However, then (as the name suggests) the landmasses don't necessarily stay separate.
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.
Has anyone made a wiki on configuration, explaining each setting and maybe a repository on settings people like?
Sorry for this question but, What is the CCDimensions.cfg file for?
CCDimensions is for setting the dimensions CC will run in. The default is only the overworld (dim 0).
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.
First of all, by the Minecraft rules, Extreme Hills is in the COOL *and* WARM zones and as such is a completely legitimate neighbor to Desert in HOT. You see it all the time in vanilla - or perhaps, you *would* see it if Desert weren't fairly hard to find because of the climate zone sizes. It's a bad decision, because Extreme Hills is clearly a cool-zone mountain, but there it is. You can make the junctions considerably rarer, and generally pretty short, by moving Extreme Hills to the COOL climate. Of course, if you do, you won't have any mountains in the WARM climate unless you put something else there and vanilla doesn't have anything. There are a couple of mod biomes that fit, most notably BoP Mountain, which I believe defaults to WARM (due to my programming). With BoP I'd definitely suggest moving Extreme Hills to COOL.
1) Yes. CC will place biomes in whatever climate zones you tell it to, even if it makes no "sense". You can do some rather extreme things with that if you're so inclined, such as convert the oceans to deserts, or convert the climate gradients to gradients of magic or danger rather than temperature.
2) Well, they represent grouping of those climate zones. Medium is all the "normal" biomes other than Taiga (COOL) and Jungle, Swamp, and Birch Hills(WARM). PLAINS is where vanilla plains are placed according the the vanilla rules - everywhere but SNOWY. I've never chosen to use it otherwise but it's needed to be able to mimic vanilla.
2b) Yes, all four is all of the four basic climate zones.
2c) The zones are always the same. CC makes zones and then populates it with suitable biomes (suitable according to the rules you set.) The settings determine which zones a given biome appears in.
3) Weather is not affected by climate zones in any way. Sorry. The naming is kind of confusing, but it's inherited from vanilla. Biomes that don't have rain never have it regardless of the climate zone they're in. To be technical, once the biome is chosen, the climate zone is not recorded in any way and can't be determined. They are just ephemeral things used for biome placement.
4) Incidences determine frequency within the climate zones a biome can appear in. The higher the incidence, the more often they appear.
5) If you disable the biomes in BoP CC is supposed to ignore them and not use them. If you want to be sure set the incidences to 0.
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.
hi. i've got a problem trying to set up climate control + rtg and bop. it seems like there are some biomes from biomes o' plenty who aren't generated. i found out that some biomes incidences are set to 0 at default in the config file, like mangrove, kelp forest, coral reef for example and rising that number i was able to get them in finally.
but still there are some missing like volcano, quagmire, oasis, glacier and some others. i'm not sure, has it something to do with them being subbiomes? i set suppress Bop sub-biome generation to false and installed a mod called natures compass who searches for biomes in a 10000 block radius, but still none of them are found.
i would be thankful for any tipps, because i would really love to have all the biomes.
edit:
i checked the bopincidences in the biomesoplentyInCC config file again and it looks like the missing biomes are exactly those who aren't even listed there.
namely those: brushland, canyon ravine, dry river, glacier, lush river, meadow forest, oasis, quagmire, scrubland, seasonal forest clearing, spruce woods and volcano
is there a reason why i can't find them in the conifg? and would it help if i add them there manualy?
edit 2:
hmm, alright. i think they aren't listed because they are subbiomes. i was wondering why some bop subbiomes are showing up in this list and some aren't and checking the thread again, i found out that you added some as full biomes because some people wanted them. still my problem is that i can't find bop subbiomes in my worlds and i would love to turn them on somehow. i have suppress Bop sub-biome generation on false, but still they aren't there.
Find this line in the climatecontrol config (it shows line 62 in my wordpad):
# 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=Flower Forest,Ice Plains Spikes,Sunflower Plains,Frozen Ocean,Volcano,Spruce Woods
See where I listed Flower Forest, Volcano, etc? Put the names of all the biomes you want to add that are not already in the bop configs. (I don't think the river biomes work though. Might have to live without them.) save it. Load minecraft, then exit it.
Re-open climate control config. Under this area:
##########################################################################################################
# externalbiomeclimates
#--------------------------------------------------------------------------------------------------------#
# Climate Types are: SNOWY,COOL,WARM,HOT,OCEAN,DEEP_OCEANMEDIUM,PLAINS,LAND. MEDIUM is COOL and WARM, PLAINS is COOL and WARM and HOT, LAND is all four land
##########################################################################################################
You will see where to change the types and incidences of the biomes you listed. But be sure under externalbiomeids to define the biome id numbers with the names you listed.
Here are pieces of my config
# 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=Flower Forest,Ice Plains Spikes,Sunflower Plains,Frozen Ocean,Volcano,Spruce Woods,GC Bamboo Forest
##########################################################################################################
# externalbiomeclimates
#--------------------------------------------------------------------------------------------------------#
# Climate Types are: SNOWY,COOL,WARM,HOT,OCEAN,DEEP_OCEANMEDIUM,PLAINS,LAND. MEDIUM is COOL and WARM, PLAINS is COOL and WARM and HOT, LAND is all four land
##########################################################################################################
externalbiomeclimates {
S:"Flower Forest climate"=cool
S:"Frozen Ocean climate"=snowy
S:"GC Bamboo Forest climate"=warm
S:"Ice Plains Spikes climate"=snowy
S:"Spruce Woods climate"=snowy
S:"Sunflower Plains climate"=cool
S:"Volcano climate"=deep_ocean
}
externalbiomeids {
I:"Flower Forest ID"=132
I:"Frozen Ocean ID"=10
I:"GC Bamboo Forest ID"=240
I:"Ice Plains Spikes ID"=140
I:"Spruce Woods ID"=114
I:"Sunflower Plains ID"=129
I:"Volcano ID"=102
}
externalbiomeincidences {
I:"Flower Forest Incidence"=13
I:"Frozen Ocean Incidence"=5
I:"GC Bamboo Forest Incidence"=1
I:"Ice Plains Spikes Incidence"=10
I:"Spruce Woods Incidence"=3
I:"Sunflower Plains Incidence"=5
I:"Volcano Incidence"=5
}
externalbiomevillages {
B:"Flower Forest hasVillages"=false
B:"Frozen Ocean hasVillages"=false
B:"GC Bamboo Forest hasVillages"=false
B:"Ice Plains Spikes hasVillages"=false
B:"Spruce Woods hasVillages"=false
B:"Sunflower Plains hasVillages"=false
B:"Volcano hasVillages"=false
}
GC being GrowthCraft? If so, check what I just posted. I added GC bamboo forest biome to climate control with no problem.
IDK about your forgeamidst though. I am using ForgeAmidst-1.7.10-1.4 and it works well.
If ForgeAmidst doesn't work on the latest forge set up an profile with a slightly older forge to use it. The guy who wrote ForgeAmidst (Sedridor) has been incommunicado for months so I don't think there will be any updates.
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.