After doing quite of bit of testing with CC, it would be best if you did not label it 1.7.10 ready. Aside from the somewhat frequent crash with world gen in ssp, it always crashes a server during load.
Naww that's sad but thank you for letting us know. I'm testing in a 1.7.10 environment and had my heart set on using this to help me find everything I need but not to worry. Following for updates.
1.8 will probably be a VERY long wait. After 1.7 it took almost 4 months for Forge to be in a usable state, and 1.8 changes a lot more than 1.7 did. CC probably won't need many changes and will probably come out quickly once Forge is out, but I've got to wait for Forge.
Default. (or Amplified). You can pick Large Biomes but you get the same effect as with Default (since you can customize the BiomeSize parameter in CC).
Climate Control doesn't change a BoP type world (or a Highlands).
Hmm, haven't been here in quite a while. It's kinda sad to see this mod isn't getting a lot of attention, are you still updating it?
Also, I could't get those biome-merging pics i promised long ago. I had a few problems with my motherboard, and lost everything But I'm still excited to play ClimateControl (now with BoP), and hope you add more features to it!
The fix I put in to stop those annoying out-of-place chunks near 0,0 broke the chunk wall protection, and I've been trying to fix that. I thought I had, but I was testing in my journal world night before last and I realized *that* fix was interfering with the world specific configs. In a way, it was kind of funny, because with the chunk wall protection working again I explored for 2 hours before I realized the world didn't have the right rules. When I get everything going again, I'll update. In the meantime, I've updated the OP to indicate the situation.
Hello, i absolutely love this mod, and my friends and I who run a private Cauldron Server are really enjoying the large oceans and great continent gen.
but i do have some questions...namely, is there a place where great seeds are posted and/or documented? and secondly, AMIDST....
is there going to be a newer version of your specialized version, or does it work for 0.3?? and does the custom AMIDST respond to changes in your config settings? i think it might, because i was messing around with the configs for 0.3, using the 0.2 AMIDST, and took out Mushroom Biomes (cause no one likes them) in the config... when i went to AMIDST, no Mushroom boimes appeared
Glad CC is making your games better! I've never seen a repository for great CC seeds. The big problem is that in addition to the seed, you also need all the parameters.
There will be a newer version of my specialized AMIDST. I started work on it, then hit some bugs in the chunk wall prevention systems that have been keeping me busy. I'll have another go at it fairly soon. The current version does NOT look at your configs - you just got lucky.
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.
Glad CC is making your games better! I've never seen a repository for great CC seeds. The big problem is that in addition to the seed, you also need all the parameters.
There will be a newer version of my specialized AMIDST. I started work on it, then hit some bugs in the chunk wall prevention systems that have been keeping me busy. I'll have another go at it fairly soon. The current version does NOT look at your configs - you just got lucky.
Glad to hear that a new version is in the works! will that look into the configs? and which version will it be compatible with? And what if we started a forum post for the seeds?
The new version will definitely look at the configs. It will probably be for 0.4.
I'd love to see a forum post for seeds. I'd post some myself for things like the CC+Highlands Volcano Islands, although most of what I see is in the context of testing and tends to include unusual config settings/ mod sets.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
I don't know. It was working fine, and then it started throwing network errors - and I don't do anything with networking in this mod! I'll fix it if I can but I haven't the foggiest idea what the problem is.
Oh, BTW - the AMIDST *does* look at the general config file. I'd forgotten I'd done that!
i knew something was up...i forgot to mention i also removed almost all swamps (cause no one likes them) and it also got removed... i thought it couldn't be coincidence
Which, if true might explain why I cant get 1.7.10 biomes to generate properly across several mods at the same time.
Oh, it's absolutely true. Vanilla does the +128 business for any biome, so if you have a biome 50, 1 sub-biome in 29 (about 1 sub-biome every other biome) will generate as biome 178 if you have that too.
CC does the special biomes properly, with a lookup table. There's just no excuse for vanilla doing it the way they did - this was written for 1.7, way past the point that there was one hobbyist programmer writing it. Not only does it effectively waste half of the already-too-few biomes, there's a number of things you can't do that are perfectly reasonable like 1 special biome shared among multiple biomes or a normal biome appearing as a special biome in another normal biome.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
(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?
WTF!!!! Were they trying to wreck every biome adding mod? Why would they do this? So, let me understand this correctly, we are now only allowed 127 biomes, of which vanilla has already apportioned 0 to 37, plus whatever upper numbers its chosen for the higher band 129 to 167 ? So that leaves only 91 free biome numbers ? Because anything above 167 is completely unreliable?
How does CC cope with this? Is it still limited as above? I'm still having trouble getting my head around this.
I don't think they were *trying* to wreck the biome-adding mods, they just weren't thinking, or were maybe to lazy to spend a half-hour making and using a lookup table. Yes, it's pretty much like you think. 0-37 is taken, and if you use 128-165 those biomes will get inserted on an occasional basis in the corresponding vanilla biomes (maybe 128 is OK because ocean gets skipped; I forget). You are left with 91 to work with - either upper or lower register - plus you can use both if you plan out the special biomes (for example, if 50 is Highlands Tundra and 178 is Alps it'll be fine).
Anyway CC has a 256-item table of "rare biomes". If a rare biome comes up, it checks the table and inserts the appropriate biome instead. The table is loaded from information in BiomeSettings objects; if there isn't supposed to be a rare biome, it uses the biome itself (so nothing changes when a rare biome gets picked).
At present it uses the vanilla rare biomes for the vanilla biomes and no special biome for Highland, BoP, or Thaumcraft (I haven't programmed EXBL yet.) So you can use both the upper and lower registers for biomes and they will all generate without special biomes. You could even use a couple of upper-register biomes in 128-165 because a few vanilla biomes don't have rare variants.
Another mod could insert rare biomes for one of the added biomes programmatically. There's no user config setting and I'm not planning to add one as the config is a monster already.
In 1.6.4, you could already use all 256 biome slots.
Some mods use biomes for things that aren't really biomes. I think spacial cells were one; twilight forest had two for "compatibility markers" (from an earlier version of the forest; they are gone in 1710); dimension doors, I think, uses them for the pockets; tainted lands, or eerie biomes, etc.; BoP has different versions of some vanilla biomes (plus another 50 or so of it's own); various transition biomes from different worldgen mods, etc.
Could be consolidated? Sure. But which ones do you choose? A TF glacier is very different from a BoP glacier, for example; TF dark forest has a very significant difference (zero holes in the canopy; canopy does not burn) from the vanilla roofed forest (some holes, canopy does burn). Etc.
> Anyway CC has 256-item table of "rare biomes". If a rare biome comes up, it checks the table and inserts the appropriate biome instead. The table is loaded from information in BiomeSettings objects; if there isn't supposed to be a rare biome, it uses the biome itself (so nothing changes when a rare biome gets picked).
Great! When will CC be compatible with Mystcraft? I want you (especially in charge of native biome controller), but I need 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?
Naww that's sad but thank you for letting us know. I'm testing in a 1.7.10 environment and had my heart set on using this to help me find everything I need but not to worry. Following for updates.
I have been waiting on the 1.8 changes to restart a new world on a server with some friends using CC.
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.
Climate Control doesn't change a BoP type world (or a Highlands).
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.
Also, I could't get those biome-merging pics i promised long ago. I had a few problems with my motherboard, and lost everything But I'm still excited to play ClimateControl (now with BoP), and hope you add more features to it!
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
but i do have some questions...namely, is there a place where great seeds are posted and/or documented? and secondly, AMIDST....
is there going to be a newer version of your specialized version, or does it work for 0.3?? and does the custom AMIDST respond to changes in your config settings? i think it might, because i was messing around with the configs for 0.3, using the 0.2 AMIDST, and took out Mushroom Biomes (cause no one likes them) in the config... when i went to AMIDST, no Mushroom boimes appeared
thanks for creating a great mod!
There will be a newer version of my specialized AMIDST. I started work on it, then hit some bugs in the chunk wall prevention systems that have been keeping me busy. I'll have another go at it fairly soon. The current version does NOT look at your configs - you just got lucky.
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.
Glad to hear that a new version is in the works! will that look into the configs? and which version will it be compatible with? And what if we started a forum post for the seeds?
I'd love to see a forum post for seeds. I'd post some myself for things like the CC+Highlands Volcano Islands, although most of what I see is in the context of testing and tends to include unusual config settings/ mod sets.
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.
here is the link to the Post...By the way, thats my first post, any advice would be great
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2216584-climate-control-seeds-for-versions-0-2-0-4
edit: it got moved to Mod discussions whoops, put it in mods
I don't know. It was working fine, and then it started throwing network errors - and I don't do anything with networking in this mod! I'll fix it if I can but I haven't the foggiest idea what the problem is.
Now I'm kicking myself for not having recorded seeds and configs while I was testing. Gotta go back and see what I can extract from my saved worlds.
Oh, BTW - the AMIDST *does* look at the general config file. I'd forgotten I'd done that!
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 knew something was up...i forgot to mention i also removed almost all swamps (cause no one likes them) and it also got removed... i thought it couldn't be coincidence
Oh, it's absolutely true. Vanilla does the +128 business for any biome, so if you have a biome 50, 1 sub-biome in 29 (about 1 sub-biome every other biome) will generate as biome 178 if you have that too.
CC does the special biomes properly, with a lookup table. There's just no excuse for vanilla doing it the way they did - this was written for 1.7, way past the point that there was one hobbyist programmer writing it. Not only does it effectively waste half of the already-too-few biomes, there's a number of things you can't do that are perfectly reasonable like 1 special biome shared among multiple biomes or a normal biome appearing as a special biome in another normal biome.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Mods have 40-127.
But mods can use variants in 128+40 through 128+127.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I don't think they were *trying* to wreck the biome-adding mods, they just weren't thinking, or were maybe to lazy to spend a half-hour making and using a lookup table. Yes, it's pretty much like you think. 0-37 is taken, and if you use 128-165 those biomes will get inserted on an occasional basis in the corresponding vanilla biomes (maybe 128 is OK because ocean gets skipped; I forget). You are left with 91 to work with - either upper or lower register - plus you can use both if you plan out the special biomes (for example, if 50 is Highlands Tundra and 178 is Alps it'll be fine).
Anyway CC has a 256-item table of "rare biomes". If a rare biome comes up, it checks the table and inserts the appropriate biome instead. The table is loaded from information in BiomeSettings objects; if there isn't supposed to be a rare biome, it uses the biome itself (so nothing changes when a rare biome gets picked).
At present it uses the vanilla rare biomes for the vanilla biomes and no special biome for Highland, BoP, or Thaumcraft (I haven't programmed EXBL yet.) So you can use both the upper and lower registers for biomes and they will all generate without special biomes. You could even use a couple of upper-register biomes in 128-165 because a few vanilla biomes don't have rare variants.
Another mod could insert rare biomes for one of the added biomes programmatically. There's no user config setting and I'm not planning to add one as the config is a monster already.
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.
In 1.6.4, you could already use all 256 biome slots.
Some mods use biomes for things that aren't really biomes. I think spacial cells were one; twilight forest had two for "compatibility markers" (from an earlier version of the forest; they are gone in 1710); dimension doors, I think, uses them for the pockets; tainted lands, or eerie biomes, etc.; BoP has different versions of some vanilla biomes (plus another 50 or so of it's own); various transition biomes from different worldgen mods, etc.
Could be consolidated? Sure. But which ones do you choose? A TF glacier is very different from a BoP glacier, for example; TF dark forest has a very significant difference (zero holes in the canopy; canopy does not burn) from the vanilla roofed forest (some holes, canopy does burn). Etc.
> Anyway CC has 256-item table of "rare biomes". If a rare biome comes up, it checks the table and inserts the appropriate biome instead. The table is loaded from information in BiomeSettings objects; if there isn't supposed to be a rare biome, it uses the biome itself (so nothing changes when a rare biome gets picked).
Great! When will CC be compatible with Mystcraft? I want you (especially in charge of native biome controller), but I need that.
* 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?