When CC places stone beach where ocean meets extreme hills, should the beach be expected to merge the hill into the ocean? Or should I be seeing these large, snow-covered rocks going into the air, with extreme hills grass down around 70 and giant cliffs and air-gaps where the high beach ends and the low hills begin?
(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?
Maxchasm also controls stone beach placement, so higher numbers will result in stone beaches being restricted to more extreme biomes. I'll make it a separate parameter.
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.
If you did not understand, since Extreme hills ranges from around 120 down to around sea level, it is possible to have a section that is in the 70's. And, that can appear right next to the stone beach up at 100, with a very sharp rise out of the ocean for stone beach, and then a sudden, cliff-like drop down to the extreme hills.
I saw this today while exploring around an ... island? Continent? Whatever it is, I'm looking for smaller landscapes than this.
(I think it's about 2K x 2K; that seemed like small numbers until I came across this and just tried to explore it all.)
(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've seen excessive Stone Beaches next to other biomes like Highlands Redwood Forest but never next to Extreme Hills. I've seen a *lot* of Extreme Hills that are fine and you can only tell what's Stone Beach with F3, so that kind of behavior isn't normal. Are you sure the valleys are Extreme Hills and not another biome that snuck in?
2Kx2K is either a large "large island" (possibly merged) or a small "small continent". The medium islands come in quite a bit smaller although they may merge.
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.
That is caused by some structure mod which doesn't respond properly to some modded block and returns a "null" for the StructureStart. Unfortunately the crash doesn't happen until the StructureStart gets used, which is by something else, so you don't see which mod actually caused the problem. Climate Control has nothing to do with this error - it's just placing biomes. The likeliest suspect is a not-too-popular mod which places buildings. Try pulling some out for a test world and see if it helps.
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.
If I wanted half of the land to be in medium islands, and half of the land to be in large islands, at the "You'll usually see another island after going about 0.5 - 1 island's size in distance" density, what settings would that be?
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
That is caused by some structure mod which doesn't respond properly to some modded block and returns a "null" for the StructureStart. Unfortunately the crash doesn't happen until the StructureStart gets used, which is by something else, so you don't see which mod actually caused the problem. Climate Control has nothing to do with this error - it's just placing biomes. The likeliest suspect is a not-too-popular mod which places buildings. Try pulling some out for a test world and see if it helps.
Could it be any biome mods that add villages to biomes aswell? Would I need to disable them? I'm getting a similar crash without any mods that go out of their way to spawn structures. I'm really scratching my head as to what it is and why... My suspects fall on my two biome mods and possibly the galacticraft mods? Or possibly thermal foundation which I was using to modify oregen...
I just have a quick question about the rivers. Ive gotten the big continents and oceans that I wanted, but the rivers all show up as grass blocks and no water. I have not changed the maxchasm or reducerivers variables from the defaults. Is there something else that I might have messed up to cause rivers of green grass blocks?
If I wanted half of the land to be in medium islands, and half of the land to be in large islands, at the "You'll usually see another island after going about 0.5 - 1 island's size in distance" density, what settings would that be?
(a crowded ocean, but still an ocean)
This is Large 30, Small 60 with the beta 18 version:
I haven't been able to get that kind of thing perfect due to the land expansion business, which I'm reluctant to piddle with. Roughly, more dense than that will produce more mergers into continents and less dense produces more large open ocean. That does seem kinda close to the "sweet spot" closest to what you want.
[quote=KillaMike;/members/KillaMike;/forums/mapping-and-modding/minecraft-mods/1294659-climate-control-change-climate-zones-sizes-ocean?comment=489]
Could it be any biome mods that add villages to biomes aswell? Would I need to disable them? I'm getting a similar crash without any mods that go out of their way to spawn structures. I'm really scratching my head as to what it is and why... My suspects fall on my two biome mods and possibly the galacticraft mods? Or possibly thermal foundation which I was using to modify oregen...
Well, the culprit is the structure mod in these cases. The oregen/terrain gen mod is just doing what it has to. In the past the problem has usually been dungeon mods. If it's the big biome mods, I doubt they're the problem because they get so much use, so lots of testing. Also, I think they use the vanilla village creator, they just let it run other places (not absolutely sure though). Probably your problem is some mod that adds *some* structures on the side.
You should be able to identify a location and seed with the problem. Take out all the oregen and stonegen (UBC, Mariculture, Gany's) mods and then see if you can find a structure there. Try leaving the biome mods in for now. If a structure is biome-associated altering them will alter the biome and maybe remove the problematic structure, so you can't find the culprit. I think Mariculture alters worldgen too so if you find no structure with it out, try putting it in.
[quote=minecraftsharkys;/members/minecraftsharkys;/forums/mapping-and-modding/minecraft-mods/1294659-climate-control-change-climate-zones-sizes-ocean?comment=490]I just have a quick question about the rivers. Ive gotten the big continents and oceans that I wanted, but the rivers all show up as grass blocks and no water. I have not changed the maxchasm or reducerivers variables from the defaults. Is there something else that I might have messed up to cause rivers of green grass blocks?
Rivers in higher/rugged terrain are often grass blocks. There's no good fix for that, sorry. You can lower the MaxChasm parameter to keep rivers out of such places with CC. If *all* rivers are grass blocks, even in things like desert and plains - dunno, probably some other mod altering rivers.
HI there we have a server that we use Mining/Gather/resource worlds that reset every so often to gather the materials to build our "Homes" on the main world, we are using MultiverseCore to handle the added worlds, but it will not produce a BOP& Other Mods world other than the main world created when the server 1st starts, we found another mod Multiworld that does what we want, but is "All rights Reserved" and can't seem to get the author to respond to permission requests.
We see that you have given permission, so I want to ask does you mod allow for more worlds or does it just do the "Main" world.. as we really want to get our server open, and need something we can use soon...
Yes, that's AMIDST changed to work with the most recent version of CC (not yours). Well, kind of. It's not generating the same world as the new version (and neither matches the older versions). The personality is right, it's responding to config options, but either I've changed a routine somewhere or I'm not managing the seed correctly. So if you used my development version you'd get something *like* that, but not that exact world, even with the seed. I'm trying to track down the mismatch but without luck so far.
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.
Currently CC only does the main world. I'm in the process of rewriting it to handle other worlds. It actually can, but there are still some problems with spawn chunks having the wrong biomes, and matching the results of earlier versions (which you won't care about).
How would you want to configure the other worlds to be different from the Overworld. CC has VERY extensive config files. Theoretically they couldjust be duplicated for each desired dimensions, although I'd been thinking in terms of modifiers - so, say dimension 2 would be like the overworld but with,say more land and more forest.
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.
This is Large 30, Small 60 with the beta 18 version:
I haven't been able to get that kind of thing perfect due to the land expansion business, which I'm reluctant to piddle with. Roughly, more dense than that will produce more mergers into continents and less dense produces more large open ocean. That does seem kinda close to the "sweet spot" closest to what you want.
Will this mod work with the realistic world gen mod by ted ? Also how do you get those pics ?
Do you have any idea why the lag is bad with RWG+Climate Control? My experience with the release versions of CC is that they're not bad at all - sometimes better than vanilla due to caching. I've got some really piggish versions locked in the closet, but I haven't let any out yet
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.
Do you have any idea why the lag is bad with RWG+Climate Control? My experience with the release versions of CC is that they're not bad at all - sometimes better than vanilla due to caching. I've got some really piggish versions locked in the closet, but I haven't let any out yet
When I make a new world with this mod and RWG mod together if I select RWG in the world types will this mod automatically be working with RWG ? Otherwise how do I know this mod is doing anything . I don't see anything in the console or log .
... As far as I know this is a world generator replacement mod. It replaces your default world's (Or BoP world's) generator. It cannot work 'with' any other generator, including RWG or ATG.
Currently CC only does the main world. I'm in the process of rewriting it to handle other worlds. It actually can, but there are still some problems with spawn chunks having the wrong biomes, and matching the results of earlier versions (which you won't care about).
How would you want to configure the other worlds to be different from the Overworld. CC has VERY extensive config files. Theoretically they couldjust be duplicated for each desired dimensions, although I'd been thinking in terms of modifiers - so, say dimension 2 would be like the overworld but with,say more land and more forest.
Well, I'm thinking initially that I'd like to have one world that is all small islands, but significantly denser (just to the point of noticeable merging), one world that is that mix of small and large islands, and a third that resembles the 1.6 layout. (The 1.7 layout is too much land, too little ocean for me.)
After I've had a chance to play around for a while, I might have other ideas.
===
If I was looking at biome type differences, I might try to make one as "hot" as the 1.7 world, one mixed (like 1.6), and one much colder, significantly more snow zones and less hot zones, as an "anti-1.7" world.
(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?
(Yea, this is not your normal landscape ...)
* 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?
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 saw this today while exploring around an ... island? Continent? Whatever it is, I'm looking for smaller landscapes than this.
(I think it's about 2K x 2K; that seemed like small numbers until I came across this and just tried to explore it all.)
* 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?
2Kx2K is either a large "large island" (possibly merged) or a small "small continent". The medium islands come in quite a bit smaller although they may merge.
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.
Anything you have to offer?
Official Feed the Beast Modpack Developer.
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.
(a crowded ocean, but still an ocean)
* 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?
Could it be any biome mods that add villages to biomes aswell? Would I need to disable them? I'm getting a similar crash without any mods that go out of their way to spawn structures. I'm really scratching my head as to what it is and why... My suspects fall on my two biome mods and possibly the galacticraft mods? Or possibly thermal foundation which I was using to modify oregen...
This is Large 30, Small 60 with the beta 18 version:
I haven't been able to get that kind of thing perfect due to the land expansion business, which I'm reluctant to piddle with. Roughly, more dense than that will produce more mergers into continents and less dense produces more large open ocean. That does seem kinda close to the "sweet spot" closest to what you want.
[quote=KillaMike;/members/KillaMike;/forums/mapping-and-modding/minecraft-mods/1294659-climate-control-change-climate-zones-sizes-ocean?comment=489]
Could it be any biome mods that add villages to biomes aswell? Would I need to disable them? I'm getting a similar crash without any mods that go out of their way to spawn structures. I'm really scratching my head as to what it is and why... My suspects fall on my two biome mods and possibly the galacticraft mods? Or possibly thermal foundation which I was using to modify oregen...
Well, the culprit is the structure mod in these cases. The oregen/terrain gen mod is just doing what it has to. In the past the problem has usually been dungeon mods. If it's the big biome mods, I doubt they're the problem because they get so much use, so lots of testing. Also, I think they use the vanilla village creator, they just let it run other places (not absolutely sure though). Probably your problem is some mod that adds *some* structures on the side.
You should be able to identify a location and seed with the problem. Take out all the oregen and stonegen (UBC, Mariculture, Gany's) mods and then see if you can find a structure there. Try leaving the biome mods in for now. If a structure is biome-associated altering them will alter the biome and maybe remove the problematic structure, so you can't find the culprit. I think Mariculture alters worldgen too so if you find no structure with it out, try putting it in.
[quote=minecraftsharkys;/members/minecraftsharkys;/forums/mapping-and-modding/minecraft-mods/1294659-climate-control-change-climate-zones-sizes-ocean?comment=490]I just have a quick question about the rivers. Ive gotten the big continents and oceans that I wanted, but the rivers all show up as grass blocks and no water. I have not changed the maxchasm or reducerivers variables from the defaults. Is there something else that I might have messed up to cause rivers of green grass blocks?
Rivers in higher/rugged terrain are often grass blocks. There's no good fix for that, sorry. You can lower the MaxChasm parameter to keep rivers out of such places with CC. If *all* rivers are grass blocks, even in things like desert and plains - dunno, probably some other mod altering rivers.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Is that AMIDST?
We see that you have given permission, so I want to ask does you mod allow for more worlds or does it just do the "Main" world.. as we really want to get our server open, and need something we can use soon...
Thanx for you time!
Cobalt Myst Staff
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.
How would you want to configure the other worlds to be different from the Overworld. CC has VERY extensive config files. Theoretically they couldjust be duplicated for each desired dimensions, although I'd been thinking in terms of modifiers - so, say dimension 2 would be like the overworld but with,say more land and more forest.
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.
Will this mod work with the realistic world gen mod by ted ? Also how do you get those pics ?
Check above posts for your picture question. And i wouldn't recommend using RWG with Climate Control, as the lag is tremendous due to 1.7.10 issues
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.
When I make a new world with this mod and RWG mod together if I select RWG in the world types will this mod automatically be working with RWG ? Otherwise how do I know this mod is doing anything . I don't see anything in the console or log .
Well, I'm thinking initially that I'd like to have one world that is all small islands, but significantly denser (just to the point of noticeable merging), one world that is that mix of small and large islands, and a third that resembles the 1.6 layout. (The 1.7 layout is too much land, too little ocean for me.)
After I've had a chance to play around for a while, I might have other ideas.
===
If I was looking at biome type differences, I might try to make one as "hot" as the 1.7 world, one mixed (like 1.6), and one much colder, significantly more snow zones and less hot zones, as an "anti-1.7" world.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?