Geographicraft, the 1.8 version of Climate Control, is now available. It requires the supporting mod ZenoTechnology to run. It has its own discussion thread here.
Set climate zones to smaller, more manageable sizes so you can find a variety of biomes more easily.
Change the frequencies of common biomes and climate zones to occur as often or as rarely as you want.
Prevent hot biome-cold biome transitions, or mix all the biomes together.
Restore true oceans to 1.7, or keep a universal continent with large lakes.
Create a variety of land sizes, from giant continents tens of thousands of blocks across to islands that fit on a single map.
NEW! Move biomes from one climate zone to another. Turn the oceans into giant deserts, endless jungle, frozen ice plains, or vast mountain ranges, if you want. Fill the oceans with islands of your choosing. Rearrange temperate zones to make warm and cool zones distinctive. Put mountains or forests into hot zones as oases.
Also removes the tiny islands out in the ocean. 0.2 has a config setting to restore them; not currently working in 0.4
Note for biome mods (BoP, Highlands, and EBXL) and Thaumcraft users: When you first run these mods with CC CC creates a sub-config for the mod bioems. There is a flag to use the mod biomes and the default is OFF so it will not change existing worlds automatically. You need to change this flag to TRUE to get the mod biomes to appear in new worlds. Any existing world which you do not want to have the biomes added to should be opened *before* you make the change so they get a config with the mod biomes off.
0.6.60 Now tagged as release. No changes, it's just been fairly stable for a while
Added new config option "Land Expansion Rounds" In separated landmass worlds, each round tends to expand landmass sizes. Effects are complex because this may prevent smaller landmasses from ever forming, but in general it decreases ocean and increases land, while keeping landmasses separate.
0.6 beta59 Bugfix for missing rivers. Default for forceStartContinent changed to true (only affects new users and regenerated configs).
0.6 beta58 Bugfix for some mod biomes which weren't responding to custom climate configs
Large increase in continent frequency in ocean control configs
0.6 beta57 Bugfix for suppressed M biomes when rivers were suppressed
0.6 beta56 Bugix for crash with smootherCoastlines=false
0.6beta55 Bugfix for river generation
0.6beta54 Bugfixes for inconsistent landmass placement, intermittent invalid biomes IDs, and multithreaded access.
0.5beta45 Now requires at least Forge-1448 and thus also 1.7.10. The version number has changed to 0.5 to reflect major changes to world generation. Old configs will generally produce markedly different worlds. In addition, landmass names have been changed so old landmass incidences won't even be recognized.
There's no need to download the new version for an old existing world. I recommend you stay with the pre-beta42 version for older worlds. However, if you do want to start a new world there are a number of new features in this latest version:
A caching system for individual chunks has been implemented. There is a maximum cache size, so it won't grow without limit. I am not seeing substantial improvements, so I have it defaulted to off but I'm leaving it in in case it proves useful to some users.
Fix for river generation and crash with wider rivers
Fix for spawn search hang in non-CC dimensions
Fix for spawn search crash in superflat worlds
Landmass separation system changed again. Landmass mergers are now unusual if SeparateLandmasses is true, even with closely packed landmasses.
More growth stages for continents permit tight packing of landmasses.
CC can now produce oceanic worlds with well-defined continents that are over 50% land.
Text maps now report climate percentages, if available. Note climates get generated for Random Biomes worlds for technical reasons; they just get ignored for biome placement.
Landmass incidences renamed to sort from large to small.
Spawn rescue rewritten to replace vanilla spawn selection. Bonus chests now appear if possible. Rescue does a better job not missing land.
Removed a smoothing that was taking out most inland extreme climates.
Adjusted default climates to 2/1/1/2 to better suit inland areas.
Dummy parameters added to GenLayerRiverMixWrapper's constructor to stop certain intermod crashes
Changes made to the general climate control configs will affect new worlds without needed to quit minecraft. (This has probably been true for ages, but I just realized it.)
0.4beta39Added option, ForceStartContinent, to force a small continent at the origin (which may merge with or disappear into a larger continent there or nearby). This is very similar to what vanilla does to (almost) ensure a land start, except that vanilla forces a medium continent. The CC spawn rescue should always take you to land anyway, but it may drop you on an island.
IDs now be suppressed in the general config files, except for vanilla IDs (technical issues).
Fixed error that was aborting start rescue, producing ocean starts
Fixed default of VanillaBiomesOn to true (this also caused a crash on starting vanilla biome-only worlds)
Fixed some config management bugs
Fixed a crash when adding EB.
Fixed a bug verifying biomes.
0.4beta36: A fix for the latest iteration of the spawn chunks bug.
Support for Enhanced Biomes
Reduced landmass merging in oceanic world
Reduced bad climate junctions.
A text map feature available in "testing" mod.
0.4beta33 Support for RTG0.5, bugfixes for dedicated servers, biome mod biomes now default to "on" on new worlds, and oasis and pinelands sub-biomes added to Highland Desert and Snow mountains, respectively.
0.4beta28 Fixed bug which placed "Ocean" lakes inland where there was no defined special biome.
0.4beta25 Fixed bug on switching back from a dimesion; error messages for inviable configs; more pre-defined climate zones; ChromatiCraft compatibility
0.4beta23 Does not need to be removed from mod folder to join MP.
0.4beta19 Now Server Side Only! Introduced separate config files for separate dimensions and gave CC the ability to alter dimensions other than the Overworld. Corrected the separateLandmases flag, which was having almost no effect.
0.4beta17 Moved biome mod configs to a "ClimateControl" subfolder. Added config settings for biome climate zones.
0.4beta13 Chunk Wall protection *and* stray chunk prevention, 1.6 -> 1.7 conversion option, bugfixes to mod biome IDs. Special thanks to Mohawky Magoo and Dulciphi for all the testing.
CC 0.3: Replaces CC 0.2. Can convert CC 0.2 worlds to CC 0.4 data format, allowing biome mods, and changes to world generation parameters without chunk boundaries.
0.2 Altered ocean start rescues to greatly reduce hangs during initial world generation.
0.4 Beta
Added so far: Server side only, separate configs for each dimension, Support for Highlands and BoP, including sub-biomes, vanilla land/climate option for converting existing vanilla worlds to biome mods, choice of CC-style or vanilla-style coastlines, climate smoothing to minimize bad climate junction when changing world, medium islands, and some bugfixes.
The defaults are set up to produce a brand new world, using the Climate Control world setting. If you want to import a vanilla world, you need to change the general configs so you can import the world, then change to world-specific config after you run the world once in CC. Detailed instructions with the alpha instructions. You may want to set vanillaLandAndClimate=true; that means the world will be generated with 1.7 land and climate rather than the CC settings.
If you want to import an existing CC 0.2 world, you need to run it under CC 0.3 once first for it to convert the config files and record existing generation.
Chunk Wall prevention
Overview
Climate Control can prevent most chunk walls resulting from changing your biome set or biome placement.
Limitations
Be cautious using this on any important world. First of all, bugs! Terrain gen bugs can leave big ugly footprints in your worlds. Make a backup of any important worlds.
Oceans now have, or are supposed to have, most features. BoP ocean biomes get created as sub-biomes. Volcanos/Tropics/Mangroves sometimes appear as extremely large agglomerations. Highlands islands appear as full biomes in the deep ocean like Mushroom Islands.
Climates are now smoothed if you have climateRingsNotSaved 0 or larger.
If you want the new biomes but with the vanilla land and climate system, there's a config setting.
How the world-specific configs work.
Climate Control has two types of configs. The important configs are stored in the worldspecificconfig folder in each world's save directory. This file holds the settings for that world. Changing the config file for a different world or the general config file in the general config folder will have no effect whatsoever on a world with it own worldspecificconfig. You can have as many different worlds as you want, each with its own settings, and switch back and forth between them without any config fiddling. The only exception is biome sets; the assignment of IDs to biomes is set by the biome mods you have, not by CC. You can use CC to make some biome not appear in any given world, however.
The general config is used for new worlds, and for worlds that are being switched to Climate Control. When the world is first run under CC, the current general config is effectively copied to the worldspecificconfig folder. That then becomes that world's config and can be edited to change that world's settings without changing other worlds or any new or imported worlds.
Reports
You can make reports here, to my email (see my profile), or on Github.
How to set up:
First, install Forge 1122 or 1147 for 1.7.2 and 1180 or 1448 for 1.7.10. It might work on earlier or later versions, but no promises. Actually no promises even with those, but I have done it a lot.
Second, start CC with any biome mods you intend to use in you mod folder and quit without making a world. This is to create the config files.
Third Go in and edit the config files.
First, you need to decide the "style" of changes between one world and another. "Biome Locking" requires a larger space between explored areas but produces less-jarring junctions between old and new terrain and produces chunk boundaries very rarely (I may have seen one in about 20 worlds I've looked at). "SubBiome Locking" needs less space between explored and new areas, but the junctions are more obvious and you see occasional 64x64 "chunk corners" although mostly near water and so with low walls.
If you use the Biome Locking option, set biomeRingsNotSaved=3 and set subbiomeRingsNotSaved=-1. This will produce a boundary of roughly 800 blocks between the last place you travel and where the new terrain starts - but with a LOT of variability.
If you use SubBiome Locking,biomeRingsNotSaved=-1 and set subbiomeRingsNotSaved=0,1,2 or 3. I've only tried 0. Higher numbers will reduce the boundary area but increase the chance of chunk walls. A value of 0 will produce a boundary area about 400 blocks across. Each extra ring not saved should move that in 64 blocks but at some point the chunk walls will reappear.
You can try both kinds of locking at once, and I'd appreciate some reports from people who have tried it.
Send, you should set for the kind of change you want to test changes. Possibilities I can think of:
1) Adding BoP to a vanilla world.
Set "BoPBiomesOn" to true, and keep "No Generation Changes" true (this will be explained later). You may want to set "VanillaBiomeOn" to false so you know exactly where the world shifted from vanilla to CC generation.
2) Adding Highlands to a vanilla world.
Set "HighlandsBiomesOn" to true, and keep "No Generation Changes" true (this will be explained later). You may want to set "VanillaBiomeOn" to false so you know exactly where the world shifted from vanilla to CC generation.
3) Adding BoP *and* Highlands to a vanilla world.
Set "HighlandsBiomesOn" and "BoPBiomesOn" to true, and "keep "No Generation Changes" true (this will be explained later). You may want to set "VanillaBiomeOn" to false so you know exactly where the world shifted from vanilla to CC generation. You will have to fiddle with the biome ID's a lot to get the two mods to work together. Change the ID's in the config files for Highlands and BoP, *not* the climate control files. The Climate Control ID's in the general config files get copied from Highlands and BoP every time you start up the game. The Climate Control IDs in the world-specific files currently do nothing; in the future I plan to use them to warn players that they're starting a world with the wrong biome configs.
4) Adding Climate Control climate and land modifications to an existing vanilla world.
The BiomesOn settings and the "No Generation Changes" settings are what you want, but you will need to change the land configurations. For the 0.2 Climate Control system, change LargeIslandFrequency from 500 to 30.
5) Just exploring one of the above arrangements without starting with a vanilla world
Use the appropriate setup from above, but set "No Generation Changes" to false. This means when you start a world it will have the generation you want. Remember, you will almost certainly want to change the land configuration settings, unless you want a mostly-land world.
Fourth
Either open an exiting world with CC or create a new world. If it's an existing world, there may be a long delay (several minutes) while CC determines the generation plan for the world and saves then to disk. Then, quit Minecraft (not just the world, you have to quit the program). Go into the new worldspecificconfig directory in the world save file and edit the configs to produce the kind of world you want. Normally, for imports, that just means setting "No Generation Changes" to false. You can already have set everything up for what you want in your general config and just have "No Generation Changes" set true; but you should review the other configs to make sure they are right. Then, restart Minecraft, open your world, and fly around to see what the boundaries look like!
Map showing multiple islands and a variety of climates in a 8Kx10K area around start. The land in the upper right and lower left are part of giant continents. The mod "rescues" the start location to one of the nearby islands but the map utility doesn't show that.
View showing mix of hot and cold biomes with the random biomes option on.
Land Sizes
The four land configurations each set the frequency with which particular land sizes appear in the world. For all the land sizes, there is huge variability - land sizes can easily be half or double the stated values. Plus, land formations can appear on top of each other in which case they merge.
Land usage is complicated so I'll describe it with a "land usage" score, which can later be converted into a percent.
"Large Continent Frequency" sets the frequency of large continents, very roughly 12,000 by 24,000 blocks. These are about the size of the hidden continents in 1.7 generation. They have a land usage equal to about the frequency you set.
"Medium Continent Frequency" sets the frequency of medium continents, very roughly 4,000 by 8,000 blocks. There are about the size of a smaller 1.6 continent. They have a land usage equal to about 3/4 of the frequency you set.
"Small Continent Frequency" sets the frequency of small continents, about 1,000 by 2,000 blocks. This is smaller than anything the standard 1.6 generator ever makes. They have a land usage equal to about half of the frequency you set.
"Large Island Frequency" sets the frequency of large islands, about 500 by 1,000 blocks. This is similar to the large multibiome islands you occasionally see in the large lakes of 1.7 generation, except that in 1.7 the larger one are essentially always merged into the universal continent, so the ones you see in Climate Control tend to be larger. They have a land usage equal to about 40% of the frequency you set.
"Medium Island Frequency" sets the frequency of medium islands, about 256 by 500 blocks. They are always one climate only. They have a land usage equal to about 30% of the frequency you set.
Universal ocean or universal continent?
The total percent of land sets the oceanic vs. continental character of the world. From the land usage use can determine the percent land of the world. The formula is a little complicated, and my usage values are really rough anyway, so here's a guideline.
Land usage 0-50: "Open ocean" type world. This type of world is oceanic, and you can go on an arbitrarily long trip if you just set off on a random direction, because you can keep missing the landmasses that are there. 1.6 worlds are open ocean; they would have a land usage of 20.
Land usage 50-90: "Busy ocean" type world. This still has a universal ocean, but there's enough land that you won't get very long ocean trips very often even if you just set off randomly. The Climate Control defaults are in this range.
Land usage 90-120 "River delta" type world. There's not really a universal ocean or a universal continent.
Land usage 120-160 "Great Lakes" type world. There's a universal continent, but you'll run into large lakes on any long trip.
Land usage above 160: Universal Continent with scattered large lakes
The larger continents with few smaller landmasses tend to create worlds that *seem* like a giant ocean or a giant continent because they, and the oceans around them, are far larger than most Minecraft players ever explore. If you're at the shore of a 20,000 block ocean, it doesn't matter if it's a open ocean world and there's no land bridge or a swamp-style world with a 50,000 block land path to the other side. You'll never know whether that path exists or not unless you use some out-of-game tool or are obsessive about exploration.
The larger continents are mostly there to create uncertainty - if you have large continents, you *might* spawn somewhere thousands of blocks from any ocean. I have found the Large Islands the most fun landmass to play in - large enough to have personality and variety, small enough to explore fairly easily.
Ocean trip length: This is probably the factor people are most interested in, and I'm sorry there's no simple answer or formula. Very roughly, if you hit the nearest land, your crossing distance will be on the order of the size of your continents. So in a world made of large continents, you have a typical crossing of 16,000 blocks. in a world of large islands, it's about 2,000 blocks. If you have a mix of continents, you'll have a similar mix of crossings. So in a world half large islands and half large continents you'll get a 2,000 crossing half the time and a 16,000 crossing half the time. 1.7 worlds are actually about 90% large islands and 10% large continents and that's why usually ocean crossings are really short but every now and then you get a 10K whopper (by going the length of a skinny lake).
If you've got a universal ocean, you may miss the nearest land. In a busy ocean world, you will sometimes about double your crossing distance that way. In an open ocean, you can miss land after land and go on for a very long trip. The Climate Control defaults produce a "box of chocolates" effect on ocean crossings just like land forms; mine have typically been 2,000 - 10,000 but looking at maps I think you might see ones as long as 20,000 without being fluky.
The defaults create a world with a wide variety of land structures, from oceans scattered with islands to massive continents. Climate zones still exist, but are smaller than in 1.7, roughly the size of snowy zones in 1.6 and before.
Mod Pack Policy: You may include this mod in a modpack provided: 1) You provide attribution; 2) You provide a link to this thread, the Planet Minecraft post, or the Curse download page; and 3) You do not use the modpack for any financial gain, including AdFly links and the like.
The mod that I keep trying to find. Now Found :oVery Nice mod useful to make islands. Mojang kinda made minecraft a very large land area for players, It's bad for me thou, I just didn't like what mojang did, Look but you fixed it!.
You need to have Forge installed first. Once Forge is installed, drag the zip file into the mods folder. If you just want the default settings, start Minecraft, make sure it's installed (should show up when you click the mods button), and play. You probably want a new world; an existing world will have chunk boundaries between non-modded and modded chunks.
If you want to alter the configs (say for random biomes, changing biome frequencies, high-land worlds, all island worlds etc.) you need to start Minecraft with the mod installed once. Then go into your config file and alter the settings as you want.
Settings are saved with your world and so you should be able to have multiple worlds with different settings. Each world permanently has the settings in the config the first time you run it under the mod. I haven't yet tested it though.
I feel similarly about ATG. Beautiful landscapes but the land structures aren't great. As I worked on this mod I became aware of some of the reasons Mojang moved from the Perlin approach of ATG to the current biome approach (for larger scale stuff). Not that there aren't advantages to the ATG approach, but I do see reasons to change, which initially seemed a bad idea.
In the long term I have some ideas for mountain systems that would allow ATG-style landscapes in a world with overall structure (continents/islands/oceans and nice looking maps). But, it's a long way off. There's significant research needed to make an altitude system. I spent about a week trying to put it into this, and realized it was going to be a lot more work. Since this mod *does* address two big complaints about 1.7 as is, I thought I should put it out and stew on further changes (or more likely a separate mod) later.
The mod currently uses only vanilla biomes. Biomes that can be shoehorned into the 4-climate vanilla system could be added without much difficulty. The big biome mods seem to use a two-variable climate system (temperature/rainfall) and that would require a some significant additions and changes to the existing climate system. As long as the climates were in categories rather than a continuous variable, though, it's conceptually straightforward and doable.
The pictures are with default biomes sizes, which should be close to vanilla defaut. The mod should work with large biomes and with amplified. I haven't tested it, but if it doesn't work, those will be fairly simple bugfixes.
I'm not exactly clear on what you mean by "shaping". I use the same sorts of operations to produce the biome shapes as vanilla, and so the shapes are similar overall, although somewhat smoother as I was trying to cut back the coastline complexity somewhat. The mod is using the same basic scheme for biome assignments as vanilla - plop down some climate zones, smooth them to reduce mismatched climate juxtapositions, then plop down biomes appropriate to the zones you end up with. This is interspersed with all the landform manipulations that create the continents/islands/lakes/exact biome boundaries, to make it all more coherent. Changing the systems that provide the actual shapes can't be done with a config parameter like biome and climate frequencies. You'd have to use worldtypes.
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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.
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What could make this mod even better is to somehow make in an external program, thus you will be able to use it no matter the version of Minecraft installed and have no need to install Forge. Still will try it out, good job.
Thanks for the answers, you nailed the "does this work with other biome adding mods" without me even asking. Interesting that vanilla uses a 4 climate system and most biome adding mods do only 2. I guess with the extra biomes of 1.7 that biome adding mods are less mandatory (speaking personally), ive only done a quick creative flyaround in 1.7.
With regards to the "shaping", I was refering to both some of ATG's patches of forest on the side of mountains and highlands world gen type patches of transition biome, ie shrublands. Ive seen ATG forest and highlands shrubland form long thin patches that are significantly less area than the total loaded chunks ie the total area available to spawn animals, and whilst ive got JAS nailed down I strongly suspect that these thin patches are going to spoil the effect im going for which is a shame. Id settled finally on vanilla world gen with large biomes then saw this. Youve anwsered that question as well so thanks again.
For clarification: Vanilla 1.7 has one variable (temperature, basically) in four discrete categories; hot, warm, cool, and snowy. Biome mods generally have *two* variables (rain and temperature) done as continuous variables. If I put in a two-variable system (likely, eventually) it will also have categories for each variable; either three or four depending on how the biomes fall out, making 9, 12, or 16 unique climates in all.
As I discussed on my journal thread, when I was picking a biome system for a pretty world, I ended up using Highlands with large biomes precisely because of the transition biomes. They're just too narrow with default biome size. The price is that the "normal" biomes are larger than I'd like but I just was not willing to put up with those jarring transitions.
The vanilla-ish system avoids narrow transitions mostly because it does smoothing for whole biomes, and that's maintained in this mod. Subsequent terrain jumbling can produce narrow transitions and occasionally "invalid" transitions but they are the exception, not the rule. They seem to me more common in my mod than in vanilla and I'm not exactly sure why - must be a side effect of some change I made. It might be the increased terrain homogenization I put in to smooth the coastlines - it might be smoothing away the transition zones.
Thanks for the kudos. I try not to burn out by just not modding if I don't feel like it, so it's always fun or at least compelling when I do. I confess updating ExplorerCraft to 1.7 is causing me to take a lot of breaks because the networking system Forge provides is really annoying with my programming style.
What could make this mod even better is to somehow make in an external program, thus you will be able to use it no matter the version of Minecraft installed and have no need to install Forge. Still will try it out, good job.
I use too many Forge features to remove it. "External" mods have to be core edits and they have their own problems anyway. I was thinking about releasing the hacked AMIDST I made, so people could at least look at maps, but that turned out to be kind of hard (I have to learn how AMIDST is done, and things about class loading) and so that's a future project.
No, I'm sorry to say it doesn't work with AMIDST. AMIDST doesn't work with any worldgen mod, actually. I have a hacked version of AMIDST that works with the standard setting but changing the settings requires reprogramming the version.
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.
Great mod. I've tried all the other biome mods and it's too much mucking about with configs to get them even how I am remotely happy with them. Playability trumps realism and looks for me, and most of the other mods seem to go the opposite. True continents and oceans, a bit more sensible placement of biomes (they had the right idea for 1.7.2 with climate zones but the execution is just horrible....big blobs of the same biome over and over and then a still pretty abrupt change to something else is what I've seen so far), small subtle changes. That's all I'm looking for.
Does this mod change other dimensions world gen as well? (for example Multiworld, Twilight Forest, Aroma's mining world, etc)
Well, the extra biome mods are playing a different game. They're adding biomes to add variety and make landscapes look better; I'm trying to make regions of climates/land/water that are interesting to play in. I agree completely about 1.7.2 climate zones; nice idea but too big - no surprise since one of the main points of this mod is to have climate zones, but make them smaller. The approaches are complementary and I plan to write a new version in perhaps a few weeks that will allow combining in the extra biome mods, which I actually like.
This mod has a huge set of configs you can play with too. I did try to make a default that was as close as possible to what I liked and what I think a typical player would like and I'm glad to hear they suit you.
I haven't tested it with any dimensional mods; however, it works by patching the default biome generator and I assume all the dimensional mods are using their own biome generators. So, it shouldn't affect any of the alternate dimensions. I would be reluctant to change any of the alternate dimensions because I don't know what they other dimensions *should* look like (I'd be happy to advise any other modder on how to get a particular effect, though.)
With vanilla, working on the code made me even more willing to change things. It's clear from looking at the code, particularly the RemoveTooMuchOcean layer, that Mojang was *trying* to get a particular result (reduced ocean crossings) and couldn't figure out how to do it. Basically, they made the existing continents bigger and more complex than they had been in 1.6. However, because the continents were still very large, the intercontinent crossings were still often quite long. So they just completely filled up the oceans with land. I'm pretty sure that I'm not stepping on a vision of theirs, not even an poor one. Likewise the climate zones look not-too-bad on a map and the *travel* distances are at least acceptable, but when you play them you find the *search* distances are frequently ridiculous.
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 approaches are complementary and I plan to write a new version in perhaps a few weeks that will allow combining in the extra biome mods, which I actually like.
I haven't tested it with any dimensional mods; however, it works by patching the default biome generator and I assume all the dimensional mods are using their own biome generators. So, it shouldn't affect any of the alternate dimensions. I would be reluctant to change any of the alternate dimensions because I don't know what they other dimensions *should* look like (I'd be happy to advise any other modder on how to get a particular effect, though.)
With vanilla, working on the code made me even more willing to change things. It's clear from looking at the code, particularly the RemoveTooMuchOcean layer, that Mojang was *trying* to get a particular result (reduced ocean crossings) and couldn't figure out how to do it. Basically, they made the existing continents bigger and more complex than they had been in 1.6. However, because the continents were still very large, the intercontinent crossings were still often quite long. So they just completely filled up the oceans with land. I'm pretty sure that I'm not stepping on a vision of theirs, not even an poor one. Likewise the climate zones look not-too-bad on a map and the *travel* distances are at least acceptable, but when you play them you find the *search* distances are frequently ridiculous.
That'll be huge, since those are very popular, especially BoP. I've actually used Highlands quite a bit myself in 1.6.4 but I have yet to check out the 1.7.2 (alpha just came out yesterday I think). More compatibility is always good. Always nice to have options.
Generally I would agree about the dimension providers, since most if not all are customized. Multiworld is the one I'm not real sure about (kinda part of Toomanybiomes but released as a seperate mod) exactly how it works, but I'm using it and I will get around to checking it out soon. Will be pretty easy to tell. It would be awesome if they could be made to work together, but each dimension have it's own config. Multiworld is a bit like Mystcraft lite. You can pre-define additional dimensions by command line or config file. It's somewhat basic (which I like), but seems to have a lot of flexibility and potential.
Exactly. The search distances are still a bit large even with your mod, I'm about to try quartersize climate zones with doubled hot and snowy as suggested. I'm torn between the convenience of random biomes vs hating seeing desert next to ice plains and swamps lol.
Getting rid of the oceans is a good move for vanilla, since the boats are awful and there's not much to see or do. Their timing sucks of course since there are more than a few ship mods that are becoming more and more mature, with no oceans to sail on anymore.
I also love Highlands and used it for my first journal. I'm really looking forward to it updating.
I considered having quartersize be the default. IMO the quartersize zones were too small but the halfsize were too large. I picked halfsize because with quartersize the zone smoothing - which occurs right after the quartersize step - often erases hot and snowy zones and it gets kind of touchy trying to adjust the climate frequencies. There's also a problem in that hot zones get erased first, so there's a bias to snowy zones. I tried 1/1/1/1 (hot/warm/cool/snowy) and was getting too few extremes; with 2/1/1/2 the snowy bias got pretty noticeable; and that's when I decided to go with quartersize. Maybe you could try 4/2/2/3. Let me know if there's a setting you think works well and I'll modify the recommendation on the OP.
I like oceans even in vanilla. Coastlines/land structures are fun to explore; actually once you've seen all the biomes it's about the only reason to explore in vanilla. Ocean exploring is also nice in that you can look around some while you move and you can stay out all night. The boats are fragile but a couple lily pads and some spare boats allow you to manage the occasional squid strike and there's nothing else to hit out there.
I also love Highlands and used it for my first journal. I'm really looking forward to it updating.
I considered having quartersize be the default. IMO the quartersize zones were too small but the halfsize were too large. I picked halfsize because with quartersize the zone smoothing - which occurs right after the quartersize step - often erases hot and snowy zones and it gets kind of touchy trying to adjust the climate frequencies. There's also a problem in that hot zones get erased first, so there's a bias to snowy zones. I tried 1/1/1/1 (hot/warm/cool/snowy) and was getting too few extremes; with 2/1/1/2 the snowy bias got pretty noticeable; and that's when I decided to go with quartersize. Maybe you could try 4/2/2/3. Let me know if there's a setting you think works well and I'll modify the recommendation on the OP.
I like oceans even in vanilla. Coastlines/land structures are fun to explore; actually once you've seen all the biomes it's about the only reason to explore in vanilla. Ocean exploring is also nice in that you can look around some while you move and you can stay out all night. The boats are fragile but a couple lily pads and some spare boats allow you to manage the occasional squid strike and there's nothing else to hit out there.
Yeah, I remember what it was about Highlands that made it stand out for me, the rivers. I don't think I've seen anyone else fix the derpiness. I still don't understand why Mojang can't fix the dry riverbeds in hills.
So far so good, but granted I haven't explored extensively yet. Sucks not being able to use Amidst for custom world gens.
I did do a little tweaking of the biome weights as well, especially since jungle and mesa are so rare. It was downright annoying when they first added jungles and that was all you could find anywhere, but then they went too far the opposite direction.
Climate control allows you control climate zones, ocean sizes, biome frequencies, and continent sizes. Make Minecraft worlds into Yourcraft worlds!
New and Important Update!
CC 0.8.2
Synchronized to Geographicraft 0.8.2 with increased land and landmass sizes, and a number of bugfixes.
Mountain chains! Mountains can now be set to appear mostly in mountain chains. A great option to add interest to large land areas.
Configs to choose starting position of the spawn search. So if you find a great spot off in the wild blue yonder, you can just start there.
Frozen Ocean option for snowy zones in latitudinal climates
Climate band offset so you can set any band you want for 0,0.
Bugfixes for climate bands - were not working properly for islands.
Reduction in continental growth.
Not recommended for pre-beta39 worlds.
Detailed info on this page
Geographicraft, the 1.8 version of Climate Control, is now available. It requires the supporting mod ZenoTechnology to run. It has its own discussion thread here.
Set climate zones to smaller, more manageable sizes so you can find a variety of biomes more easily.
Change the frequencies of common biomes and climate zones to occur as often or as rarely as you want.
Prevent hot biome-cold biome transitions, or mix all the biomes together.
Restore true oceans to 1.7, or keep a universal continent with large lakes.
Create a variety of land sizes, from giant continents tens of thousands of blocks across to islands that fit on a single map.
NEW! Move biomes from one climate zone to another. Turn the oceans into giant deserts, endless jungle, frozen ice plains, or vast mountain ranges, if you want. Fill the oceans with islands of your choosing. Rearrange temperate zones to make warm and cool zones distinctive. Put mountains or forests into hot zones as oases.
Review by TeronRedoran
Also removes the tiny islands out in the ocean. 0.2 has a config setting to restore them; not currently working in 0.4
Note for biome mods (BoP, Highlands, and EBXL) and Thaumcraft users: When you first run these mods with CC CC creates a sub-config for the mod bioems. There is a flag to use the mod biomes and the default is OFF so it will not change existing worlds automatically. You need to change this flag to TRUE to get the mod biomes to appear in new worlds. Any existing world which you do not want to have the biomes added to should be opened *before* you make the change so they get a config with the mod biomes off.
Patreon Link
Version info and changelog:
Added new config option "Land Expansion Rounds" In separated landmass worlds, each round tends to expand landmass sizes. Effects are complex because this may prevent smaller landmasses from ever forming, but in general it decreases ocean and increases land, while keeping landmasses separate.
0.6 beta59 Bugfix for missing rivers. Default for forceStartContinent changed to true (only affects new users and regenerated configs).
0.6 beta58 Bugfix for some mod biomes which weren't responding to custom climate configs
Large increase in continent frequency in ocean control configs
0.6 beta57 Bugfix for suppressed M biomes when rivers were suppressed
0.6 beta56 Bugix for crash with smootherCoastlines=false
0.6beta55 Bugfix for river generation
0.6beta54 Bugfixes for inconsistent landmass placement, intermittent invalid biomes IDs, and multithreaded access.
0.5beta45 Now requires at least Forge-1448 and thus also 1.7.10. The version number has changed to 0.5 to reflect major changes to world generation. Old configs will generally produce markedly different worlds. In addition, landmass names have been changed so old landmass incidences won't even be recognized.
There's no need to download the new version for an old existing world. I recommend you stay with the pre-beta42 version for older worlds. However, if you do want to start a new world there are a number of new features in this latest version:
A caching system for individual chunks has been implemented. There is a maximum cache size, so it won't grow without limit. I am not seeing substantial improvements, so I have it defaulted to off but I'm leaving it in in case it proves useful to some users.
Fix for river generation and crash with wider rivers
Fix for spawn search hang in non-CC dimensions
Fix for spawn search crash in superflat worlds
Landmass separation system changed again. Landmass mergers are now unusual if SeparateLandmasses is true, even with closely packed landmasses.
More growth stages for continents permit tight packing of landmasses.
CC can now produce oceanic worlds with well-defined continents that are over 50% land.
Text maps now report climate percentages, if available. Note climates get generated for Random Biomes worlds for technical reasons; they just get ignored for biome placement.
Landmass incidences renamed to sort from large to small.
Spawn rescue rewritten to replace vanilla spawn selection. Bonus chests now appear if possible. Rescue does a better job not missing land.
Removed a smoothing that was taking out most inland extreme climates.
Adjusted default climates to 2/1/1/2 to better suit inland areas.
Dummy parameters added to GenLayerRiverMixWrapper's constructor to stop certain intermod crashes
Changes made to the general climate control configs will affect new worlds without needed to quit minecraft. (This has probably been true for ages, but I just realized it.)
0.4beta39Added option, ForceStartContinent, to force a small continent at the origin (which may merge with or disappear into a larger continent there or nearby). This is very similar to what vanilla does to (almost) ensure a land start, except that vanilla forces a medium continent. The CC spawn rescue should always take you to land anyway, but it may drop you on an island.
IDs now be suppressed in the general config files, except for vanilla IDs (technical issues).
Fixed error that was aborting start rescue, producing ocean starts
Fixed default of VanillaBiomesOn to true (this also caused a crash on starting vanilla biome-only worlds)
Fixed some config management bugs
Fixed a crash when adding EB.
Fixed a bug verifying biomes.
0.4beta36: A fix for the latest iteration of the spawn chunks bug.
Support for Enhanced Biomes
Reduced landmass merging in oceanic world
Reduced bad climate junctions.
A text map feature available in "testing" mod.
0.4beta33 Support for RTG0.5, bugfixes for dedicated servers, biome mod biomes now default to "on" on new worlds, and oasis and pinelands sub-biomes added to Highland Desert and Snow mountains, respectively.
0.4beta28 Fixed bug which placed "Ocean" lakes inland where there was no defined special biome.
0.4beta25 Fixed bug on switching back from a dimesion; error messages for inviable configs; more pre-defined climate zones; ChromatiCraft compatibility
0.4beta23 Does not need to be removed from mod folder to join MP.
0.4beta22 Mystcraft 0.12 compatibility; reduced logging info; bugfix for config directory
0.4beta19 Now Server Side Only! Introduced separate config files for separate dimensions and gave CC the ability to alter dimensions other than the Overworld. Corrected the separateLandmases flag, which was having almost no effect.
0.4beta17 Moved biome mod configs to a "ClimateControl" subfolder. Added config settings for biome climate zones.
0.4beta13 Chunk Wall protection *and* stray chunk prevention, 1.6 -> 1.7 conversion option, bugfixes to mod biome IDs. Special thanks to Mohawky Magoo and Dulciphi for all the testing.
CC 0.3: Replaces CC 0.2. Can convert CC 0.2 worlds to CC 0.4 data format, allowing biome mods, and changes to world generation parameters without chunk boundaries.
0.2 Altered ocean start rescues to greatly reduce hangs during initial world generation.
0.4 Beta
Added so far: Server side only, separate configs for each dimension, Support for Highlands and BoP, including sub-biomes, vanilla land/climate option for converting existing vanilla worlds to biome mods, choice of CC-style or vanilla-style coastlines, climate smoothing to minimize bad climate junction when changing world, medium islands, and some bugfixes.
The defaults are set up to produce a brand new world, using the Climate Control world setting. If you want to import a vanilla world, you need to change the general configs so you can import the world, then change to world-specific config after you run the world once in CC. Detailed instructions with the alpha instructions. You may want to set vanillaLandAndClimate=true; that means the world will be generated with 1.7 land and climate rather than the CC settings.
If you want to import an existing CC 0.2 world, you need to run it under CC 0.3 once first for it to convert the config files and record existing generation.
Chunk Wall prevention
Climate Control can prevent most chunk walls resulting from changing your biome set or biome placement.
Limitations
Be cautious using this on any important world. First of all, bugs! Terrain gen bugs can leave big ugly footprints in your worlds. Make a backup of any important worlds.
Oceans now have, or are supposed to have, most features. BoP ocean biomes get created as sub-biomes. Volcanos/Tropics/Mangroves sometimes appear as extremely large agglomerations. Highlands islands appear as full biomes in the deep ocean like Mushroom Islands.
Climates are now smoothed if you have climateRingsNotSaved 0 or larger.
If you want the new biomes but with the vanilla land and climate system, there's a config setting.
How the world-specific configs work.
Climate Control has two types of configs. The important configs are stored in the worldspecificconfig folder in each world's save directory. This file holds the settings for that world. Changing the config file for a different world or the general config file in the general config folder will have no effect whatsoever on a world with it own worldspecificconfig. You can have as many different worlds as you want, each with its own settings, and switch back and forth between them without any config fiddling. The only exception is biome sets; the assignment of IDs to biomes is set by the biome mods you have, not by CC. You can use CC to make some biome not appear in any given world, however.
The general config is used for new worlds, and for worlds that are being switched to Climate Control. When the world is first run under CC, the current general config is effectively copied to the worldspecificconfig folder. That then becomes that world's config and can be edited to change that world's settings without changing other worlds or any new or imported worlds.
Reports
You can make reports here, to my email (see my profile), or on Github.
How to set up:
First, install Forge 1122 or 1147 for 1.7.2 and 1180 or 1448 for 1.7.10. It might work on earlier or later versions, but no promises. Actually no promises even with those, but I have done it a lot.
Second, start CC with any biome mods you intend to use in you mod folder and quit without making a world. This is to create the config files.
Third Go in and edit the config files.
First, you need to decide the "style" of changes between one world and another. "Biome Locking" requires a larger space between explored areas but produces less-jarring junctions between old and new terrain and produces chunk boundaries very rarely (I may have seen one in about 20 worlds I've looked at). "SubBiome Locking" needs less space between explored and new areas, but the junctions are more obvious and you see occasional 64x64 "chunk corners" although mostly near water and so with low walls.
If you use the Biome Locking option, set biomeRingsNotSaved=3 and set subbiomeRingsNotSaved=-1. This will produce a boundary of roughly 800 blocks between the last place you travel and where the new terrain starts - but with a LOT of variability.
If you use SubBiome Locking,biomeRingsNotSaved=-1 and set subbiomeRingsNotSaved=0,1,2 or 3. I've only tried 0. Higher numbers will reduce the boundary area but increase the chance of chunk walls. A value of 0 will produce a boundary area about 400 blocks across. Each extra ring not saved should move that in 64 blocks but at some point the chunk walls will reappear.
You can try both kinds of locking at once, and I'd appreciate some reports from people who have tried it.
Send, you should set for the kind of change you want to test changes. Possibilities I can think of:
1) Adding BoP to a vanilla world.
Set "BoPBiomesOn" to true, and keep "No Generation Changes" true (this will be explained later). You may want to set "VanillaBiomeOn" to false so you know exactly where the world shifted from vanilla to CC generation.
2) Adding Highlands to a vanilla world.
Set "HighlandsBiomesOn" to true, and keep "No Generation Changes" true (this will be explained later). You may want to set "VanillaBiomeOn" to false so you know exactly where the world shifted from vanilla to CC generation.
3) Adding BoP *and* Highlands to a vanilla world.
Set "HighlandsBiomesOn" and "BoPBiomesOn" to true, and "keep "No Generation Changes" true (this will be explained later). You may want to set "VanillaBiomeOn" to false so you know exactly where the world shifted from vanilla to CC generation. You will have to fiddle with the biome ID's a lot to get the two mods to work together. Change the ID's in the config files for Highlands and BoP, *not* the climate control files. The Climate Control ID's in the general config files get copied from Highlands and BoP every time you start up the game. The Climate Control IDs in the world-specific files currently do nothing; in the future I plan to use them to warn players that they're starting a world with the wrong biome configs.
4) Adding Climate Control climate and land modifications to an existing vanilla world.
The BiomesOn settings and the "No Generation Changes" settings are what you want, but you will need to change the land configurations. For the 0.2 Climate Control system, change LargeIslandFrequency from 500 to 30.
5) Just exploring one of the above arrangements without starting with a vanilla world
Use the appropriate setup from above, but set "No Generation Changes" to false. This means when you start a world it will have the generation you want. Remember, you will almost certainly want to change the land configuration settings, unless you want a mostly-land world.
Fourth
Either open an exiting world with CC or create a new world. If it's an existing world, there may be a long delay (several minutes) while CC determines the generation plan for the world and saves then to disk. Then, quit Minecraft (not just the world, you have to quit the program). Go into the new worldspecificconfig directory in the world save file and edit the configs to produce the kind of world you want. Normally, for imports, that just means setting "No Generation Changes" to false. You can already have set everything up for what you want in your general config and just have "No Generation Changes" set true; but you should review the other configs to make sure they are right. Then, restart Minecraft, open your world, and fly around to see what the boundaries look like!
Map showing multiple islands and a variety of climates in a 8Kx10K area around start. The land in the upper right and lower left are part of giant continents. The mod "rescues" the start location to one of the nearby islands but the map utility doesn't show that.
View showing mix of hot and cold biomes with the random biomes option on.
ForgeAMIDST mapping program to display CC worlds (and most other biome layout mods as well)
Effects of config settings on world (long)
The four land configurations each set the frequency with which particular land sizes appear in the world. For all the land sizes, there is huge variability - land sizes can easily be half or double the stated values. Plus, land formations can appear on top of each other in which case they merge.
Land usage is complicated so I'll describe it with a "land usage" score, which can later be converted into a percent.
"Large Continent Frequency" sets the frequency of large continents, very roughly 12,000 by 24,000 blocks. These are about the size of the hidden continents in 1.7 generation. They have a land usage equal to about the frequency you set.
"Medium Continent Frequency" sets the frequency of medium continents, very roughly 4,000 by 8,000 blocks. There are about the size of a smaller 1.6 continent. They have a land usage equal to about 3/4 of the frequency you set.
"Small Continent Frequency" sets the frequency of small continents, about 1,000 by 2,000 blocks. This is smaller than anything the standard 1.6 generator ever makes. They have a land usage equal to about half of the frequency you set.
"Large Island Frequency" sets the frequency of large islands, about 500 by 1,000 blocks. This is similar to the large multibiome islands you occasionally see in the large lakes of 1.7 generation, except that in 1.7 the larger one are essentially always merged into the universal continent, so the ones you see in Climate Control tend to be larger. They have a land usage equal to about 40% of the frequency you set.
"Medium Island Frequency" sets the frequency of medium islands, about 256 by 500 blocks. They are always one climate only. They have a land usage equal to about 30% of the frequency you set.
Universal ocean or universal continent?
The total percent of land sets the oceanic vs. continental character of the world. From the land usage use can determine the percent land of the world. The formula is a little complicated, and my usage values are really rough anyway, so here's a guideline.
Land usage 0-50: "Open ocean" type world. This type of world is oceanic, and you can go on an arbitrarily long trip if you just set off on a random direction, because you can keep missing the landmasses that are there. 1.6 worlds are open ocean; they would have a land usage of 20.
Land usage 50-90: "Busy ocean" type world. This still has a universal ocean, but there's enough land that you won't get very long ocean trips very often even if you just set off randomly. The Climate Control defaults are in this range.
Land usage 90-120 "River delta" type world. There's not really a universal ocean or a universal continent.
Land usage 120-160 "Great Lakes" type world. There's a universal continent, but you'll run into large lakes on any long trip.
Land usage above 160: Universal Continent with scattered large lakes
The larger continents with few smaller landmasses tend to create worlds that *seem* like a giant ocean or a giant continent because they, and the oceans around them, are far larger than most Minecraft players ever explore. If you're at the shore of a 20,000 block ocean, it doesn't matter if it's a open ocean world and there's no land bridge or a swamp-style world with a 50,000 block land path to the other side. You'll never know whether that path exists or not unless you use some out-of-game tool or are obsessive about exploration.
The larger continents are mostly there to create uncertainty - if you have large continents, you *might* spawn somewhere thousands of blocks from any ocean. I have found the Large Islands the most fun landmass to play in - large enough to have personality and variety, small enough to explore fairly easily.
Ocean trip length: This is probably the factor people are most interested in, and I'm sorry there's no simple answer or formula. Very roughly, if you hit the nearest land, your crossing distance will be on the order of the size of your continents. So in a world made of large continents, you have a typical crossing of 16,000 blocks. in a world of large islands, it's about 2,000 blocks. If you have a mix of continents, you'll have a similar mix of crossings. So in a world half large islands and half large continents you'll get a 2,000 crossing half the time and a 16,000 crossing half the time. 1.7 worlds are actually about 90% large islands and 10% large continents and that's why usually ocean crossings are really short but every now and then you get a 10K whopper (by going the length of a skinny lake).
If you've got a universal ocean, you may miss the nearest land. In a busy ocean world, you will sometimes about double your crossing distance that way. In an open ocean, you can miss land after land and go on for a very long trip. The Climate Control defaults produce a "box of chocolates" effect on ocean crossings just like land forms; mine have typically been 2,000 - 10,000 but looking at maps I think you might see ones as long as 20,000 without being fluky.
The defaults create a world with a wide variety of land structures, from oceans scattered with islands to massive continents. Climate zones still exist, but are smaller than in 1.7, roughly the size of snowy zones in 1.6 and before.
Mod Pack Policy: You may include this mod in a modpack provided: 1) You provide attribution; 2) You provide a link to this thread, the Planet Minecraft post, or the Curse download page; and 3) You do not use the modpack for any financial gain, including AdFly links and the like.
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.
If you want to alter the configs (say for random biomes, changing biome frequencies, high-land worlds, all island worlds etc.) you need to start Minecraft with the mod installed once. Then go into your config file and alter the settings as you want.
Settings are saved with your world and so you should be able to have multiple worlds with different settings. Each world permanently has the settings in the config the first time you run it under the mod. I haven't yet tested it 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.
I feel similarly about ATG. Beautiful landscapes but the land structures aren't great. As I worked on this mod I became aware of some of the reasons Mojang moved from the Perlin approach of ATG to the current biome approach (for larger scale stuff). Not that there aren't advantages to the ATG approach, but I do see reasons to change, which initially seemed a bad idea.
In the long term I have some ideas for mountain systems that would allow ATG-style landscapes in a world with overall structure (continents/islands/oceans and nice looking maps). But, it's a long way off. There's significant research needed to make an altitude system. I spent about a week trying to put it into this, and realized it was going to be a lot more work. Since this mod *does* address two big complaints about 1.7 as is, I thought I should put it out and stew on further changes (or more likely a separate mod) later.
The mod currently uses only vanilla biomes. Biomes that can be shoehorned into the 4-climate vanilla system could be added without much difficulty. The big biome mods seem to use a two-variable climate system (temperature/rainfall) and that would require a some significant additions and changes to the existing climate system. As long as the climates were in categories rather than a continuous variable, though, it's conceptually straightforward and doable.
The pictures are with default biomes sizes, which should be close to vanilla defaut. The mod should work with large biomes and with amplified. I haven't tested it, but if it doesn't work, those will be fairly simple bugfixes.
I'm not exactly clear on what you mean by "shaping". I use the same sorts of operations to produce the biome shapes as vanilla, and so the shapes are similar overall, although somewhat smoother as I was trying to cut back the coastline complexity somewhat. The mod is using the same basic scheme for biome assignments as vanilla - plop down some climate zones, smooth them to reduce mismatched climate juxtapositions, then plop down biomes appropriate to the zones you end up with. This is interspersed with all the landform manipulations that create the continents/islands/lakes/exact biome boundaries, to make it all more coherent. Changing the systems that provide the actual shapes can't be done with a config parameter like biome and climate frequencies. You'd have to use 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.
Quote my post so I can reply to it.
I'm back from my hibernation. Most likely gone so don't pm me.
For clarification: Vanilla 1.7 has one variable (temperature, basically) in four discrete categories; hot, warm, cool, and snowy. Biome mods generally have *two* variables (rain and temperature) done as continuous variables. If I put in a two-variable system (likely, eventually) it will also have categories for each variable; either three or four depending on how the biomes fall out, making 9, 12, or 16 unique climates in all.
As I discussed on my journal thread, when I was picking a biome system for a pretty world, I ended up using Highlands with large biomes precisely because of the transition biomes. They're just too narrow with default biome size. The price is that the "normal" biomes are larger than I'd like but I just was not willing to put up with those jarring transitions.
The vanilla-ish system avoids narrow transitions mostly because it does smoothing for whole biomes, and that's maintained in this mod. Subsequent terrain jumbling can produce narrow transitions and occasionally "invalid" transitions but they are the exception, not the rule. They seem to me more common in my mod than in vanilla and I'm not exactly sure why - must be a side effect of some change I made. It might be the increased terrain homogenization I put in to smooth the coastlines - it might be smoothing away the transition zones.
Thanks for the kudos. I try not to burn out by just not modding if I don't feel like it, so it's always fun or at least compelling when I do. I confess updating ExplorerCraft to 1.7 is causing me to take a lot of breaks because the networking system Forge provides is really annoying with my programming style.
I use too many Forge features to remove it. "External" mods have to be core edits and they have their own problems anyway. I was thinking about releasing the hacked AMIDST I made, so people could at least look at maps, but that turned out to be kind of hard (I have to learn how AMIDST is done, and things about class loading) and so that's a future project.
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 (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 (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 mod change other dimensions world gen as well? (for example Multiworld, Twilight Forest, Aroma's mining world, etc)
This mod has a huge set of configs you can play with too. I did try to make a default that was as close as possible to what I liked and what I think a typical player would like and I'm glad to hear they suit you.
I haven't tested it with any dimensional mods; however, it works by patching the default biome generator and I assume all the dimensional mods are using their own biome generators. So, it shouldn't affect any of the alternate dimensions. I would be reluctant to change any of the alternate dimensions because I don't know what they other dimensions *should* look like (I'd be happy to advise any other modder on how to get a particular effect, though.)
With vanilla, working on the code made me even more willing to change things. It's clear from looking at the code, particularly the RemoveTooMuchOcean layer, that Mojang was *trying* to get a particular result (reduced ocean crossings) and couldn't figure out how to do it. Basically, they made the existing continents bigger and more complex than they had been in 1.6. However, because the continents were still very large, the intercontinent crossings were still often quite long. So they just completely filled up the oceans with land. I'm pretty sure that I'm not stepping on a vision of theirs, not even an poor one. Likewise the climate zones look not-too-bad on a map and the *travel* distances are at least acceptable, but when you play them you find the *search* distances are frequently ridiculous.
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'll be huge, since those are very popular, especially BoP. I've actually used Highlands quite a bit myself in 1.6.4 but I have yet to check out the 1.7.2 (alpha just came out yesterday I think). More compatibility is always good. Always nice to have options.
Generally I would agree about the dimension providers, since most if not all are customized. Multiworld is the one I'm not real sure about (kinda part of Toomanybiomes but released as a seperate mod) exactly how it works, but I'm using it and I will get around to checking it out soon. Will be pretty easy to tell. It would be awesome if they could be made to work together, but each dimension have it's own config. Multiworld is a bit like Mystcraft lite. You can pre-define additional dimensions by command line or config file. It's somewhat basic (which I like), but seems to have a lot of flexibility and potential.
Exactly. The search distances are still a bit large even with your mod, I'm about to try quartersize climate zones with doubled hot and snowy as suggested. I'm torn between the convenience of random biomes vs hating seeing desert next to ice plains and swamps lol.
Getting rid of the oceans is a good move for vanilla, since the boats are awful and there's not much to see or do. Their timing sucks of course since there are more than a few ship mods that are becoming more and more mature, with no oceans to sail on anymore.
I considered having quartersize be the default. IMO the quartersize zones were too small but the halfsize were too large. I picked halfsize because with quartersize the zone smoothing - which occurs right after the quartersize step - often erases hot and snowy zones and it gets kind of touchy trying to adjust the climate frequencies. There's also a problem in that hot zones get erased first, so there's a bias to snowy zones. I tried 1/1/1/1 (hot/warm/cool/snowy) and was getting too few extremes; with 2/1/1/2 the snowy bias got pretty noticeable; and that's when I decided to go with quartersize. Maybe you could try 4/2/2/3. Let me know if there's a setting you think works well and I'll modify the recommendation on the OP.
I like oceans even in vanilla. Coastlines/land structures are fun to explore; actually once you've seen all the biomes it's about the only reason to explore in vanilla. Ocean exploring is also nice in that you can look around some while you move and you can stay out all night. The boats are fragile but a couple lily pads and some spare boats allow you to manage the occasional squid strike and there's nothing else to hit out there.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Yeah, I remember what it was about Highlands that made it stand out for me, the rivers. I don't think I've seen anyone else fix the derpiness. I still don't understand why Mojang can't fix the dry riverbeds in hills.
So far so good, but granted I haven't explored extensively yet. Sucks not being able to use Amidst for custom world gens.
I did do a little tweaking of the biome weights as well, especially since jungle and mesa are so rare. It was downright annoying when they first added jungles and that was all you could find anywhere, but then they went too far the opposite direction.