First I would like to congratulate you on making a mod that's very fun and useful right from the start, without having to wait for numerous updates to really get to the good stuff. Thank you so much for making this mod! I've been very disappointed with the lack of oceans in recent updates, and having proper continents and islands only makes it better! I would suggest adding your own world type so the settings can be easily configured on a per-world basis, but that's really an unnecessary convenience; this mod is already amazing.
You're welcome.
The world-specific configs, which are going to be in the next release and are already working, let you configure on a world-specific basis. A separate world type actually doesn't do that; you could keep all your "Climate Control" worlds separate from your various other worlds, but your CC settings would affect all your CC worlds (just like Highlands, BoP, and basically every other mod). However, the new version will also have a setting to make CC do nothing except track biomes to prevent chunk walls, and that setting is also separate for each world, so you can have non-CC worlds and multiple CC worlds with different settings all in the same folder without any interference. Setting it up on pre-CC worlds requires some care but it's not hard and new worlds with CC installed work very naturally.
Incidentally, the *current* version already stores the configs for new worlds into the world when you start it up. If you start a world with only scattered islands, and then change the configs to dense large continents, and then go back to your first world, it will continue generating with scattered islands. The new version is just changing the way I'm storing the configs for a variety of technical and practical reasons. It's true that the release version will stomp over worlds generated before CC but, as mentioned above, the next version will fix that.
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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.
Ok, the revised climate system is working so quartersize zones are more workable that before. With the old vanilla-derived system quartersize zones were just crazy rare inland, only 1/16 or the frequency you set. Now I have it up to 1/6 or more of the set frequency. That's probably near the limit of what you can get with a smoothed system.
Oh, and here's a pic of a world with biome size 2 (biomes are 1/4 the size of vanilla) and BoP and vanilla biomes both on:
At least 7 land biomes and all four climates in one pic! (I used quartersize climate zones, and the climate zones got shrunk another factor of 4 along with the biomes.)
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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.
Is it possible to make this Mod working with MC 1.6.4?
Yes, and probably not *that* difficult but I am unlikely to have any time to work on it for a while. I need to finish this 1.7.2 version, then update three mods to 1.7.10, and *then*, if I don't want to take a break from modding, I'll consider what to tackle next. I do have other goals under consideration - adding configurable strata columns to UBC, splitting out my utility functions to a separate mod, and tackling the problem of biome ID changes for this mod.
I do intend to put in a feature to update 1.6.4 worlds into 1.7.2. There will still be chunk boundaries, but they'll be much less obtrusive. Rather than walls between completely different terrain types, the shift will be between a 1.6.4 biome and its matching 1.7 biome, which will generally have a different and higher height.
Hmm. I think so; I'd have to do a little dance with the land areas which are smaller than those climate zones. But, is is acceptable to double the biome size, which also doubles the climate zones?
PS never thought I'd get that request!
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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.
I knew i would find a mod like this! Finally, that was all I needed after 1.7, thank you!
Edit: I just downloaded the mod, trying it out now. Could you explain more about the configuration on the main post? I'm a bit confused, how do I know if it's working?
I see you used AMIDST (I think) to preview your modded world, but when I try to do that, it displays a vanilla seed. What can I do?
I knew i would find a mod like this! Finally, that was all I needed after 1.7, thank you!
Edit: I just downloaded the mod, trying it out now. Could you explain more about the configuration on the main post? I'm a bit confused, how do I know if it's working?
I see you used AMIDST (I think) to preview your modded world, but when I try to do that, it displays a vanilla seed. What can I do?
I have a modded AMIDST to view this stuff. I'll put out a version in a week or two for people to use.
Hmm. OK, here's a start on configurations:
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 8,000 by 16,000 blocks. These are about the size of continents in 1.6 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 small continent on a 1.6 map. 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 2,000 by 4,000 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" set the frequency of large islands, about 1,000 by 2,000 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.
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 0-35: "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 35-50: "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, at about 38.
Land usage 50-90 "River delta" type world. There's not really a universal ocean or a universal continent.
Land usage 90-120 "Great Lakes" type world. There's a universal continent, but you'll run into large lakes on any long trip.
Land usage above 120: Universal Continent with scattered large lake
Something about my estimates is not right, because I'd calculate 1.7 worlds as having a usage score of 130, putting them in "Universal Continent", but they're actually a "Great Lakes" type world.
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.
edit: I added this essay to the OP
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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.
Poll up for features that might go in the release for 0.4 but are not yet in the alpha. An alpha is done; I'm writing instructions for testers now (they are long!)
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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.
Thanks for the explanation, it helped a lot. Also, the configuration file explains a lot of things.
I'm actually interested in AMIDST, I didn't know there was a way to mod this program. It's pretty nice to preview your worlds, but the 1.7 generation is just ugly.
Will there be any problems for worlds transitioning from this version of CC to the next one? I've done enough on my world that I don't want to get rid of it.
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SPAAAAAAAAAAAACE!
"Look at me still talking when there's science to do. When I look out there it makes me glad I'm not you."
Will there be any problems for worlds transitioning from this version of CC to the next one? I've done enough on my world that I don't want to get rid of it.
As I said in the alpha discussion, a transition *will* get done because *I* want it for my own worlds. Basically there were too many options to keep track of: two different modes for biome expansion, two different config systems, two different climate systems - that kind of situation invites bugs. (It was the if-then litter from having two different climate systems that got me.) So I decided to write for vanilla conversions, and put CC conversions in later. This is primarily due to numbers of people involved.
The way I've decided to do it is, after I've gotten 0.4 into a working mode, I'll write a 0.3 version which takes existing CC worlds and "converts" them to 0.4 format. I have rough plans for all the existing incompatibilities - the biome expansion business will be an option; configs will be converted by 0.3 and then kept new-style, and climates I'll do with some kind of climate caching like I do biomes now. It's definitely doable.
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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.
Wouldn't that be identical to just setting the biome scale from 4 to 5?
Yes, that's exactly how you'd get the doubled size effect. I just wanted to know if the current versions could get you an acceptable result without adding a new feature.
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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.
Planning to put it out tomorrow. I'll be on a trip for the next few days and will have limited access. I'd like to get this out first.
I've not gotten any bug reports. I found a few minor ones myself. I'm having one bug where there are a few wrong chunks or sub-biomes near spawn. I haven't yet gotten it nailed down.
Features added: 1.7 vanilla compatibility, climate smoothing, and more realistic coastlines. I wrote a system for the offshore islands, but performance was totally unacceptable (to the point that I was getting crashes due to sync issues). Although they're great for maps, I think I'm going to leave out the little offshore islands for now as they don't look good up close contrasted with many coasts.
Partially added: intermod sub-biomes. I wrote a system to put in cross-mod sub-biomes, but I haven't yet used it much. I've added the vanilla sub-biomes to Highlands, and that's it. At present I'm not using it in BoP, which has its own sub-biome system.
Not added due to low interest: 1.6 compatibility and single-biome climate zones.
Planned but I seem to be out of time: medium-size islands. If I do squeeze them in treat it as an alpha (minimally tested) feature.
Two anecdotes from development: I was working on the Highlands islands. They were coming out pretty dinky as sub-biomes so I moved them to be rare biomes out in the deep ocean, similar to Mushroom Islands. I got tired of roaming around looking for them and realized I could use Climate Control to help with the hunt. I set land to an extremely low level: 1 for large islands and 0 for everything else. The start rescue function would pull me to land and with very little normal land it would put me on the special islands.
Well, the first time CC managed to find one of the now-extremely-rare normal islands and dropped me on a snow island. I went ahead and flew around because I wanted to see how the HIghlands biomes were coming out in a snowy zone. They actually came out pretty well:
But as I was flying around it hit me how isolated I was. By my rough estimate, I'd have to search a million blocks to find another island. It was a very weird feeling, accentuated by the spare snowy landscape.
The next time it worked, and I ended up on a volcanic island. And at full biome size, it it very NOT dinky:
In the release version, I'll disallow volcano island starts because they're totally unplayable (no wood. and almost always very far from anything else). But, pretty cool to see.
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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.
OK, I put in the medium islands. And with medium islands, Minecraft land features actually fit onto the largest possible Minecraft maps!
You'd think that would have always been the case, but you'd be wrong.
This is a world with medium Islands = 200 and all other land sizes =0. I figured this would be about half land but it's actually mostly water. You could always set Medium Islands even higher, of course.
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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.
This looks very good. Is it possible to avoid generating those unrealistic overhangs and floating rocks like in the volcanic picture above though?
Also, could you release the modified AMIDST source code that makes it compatible with CC?
It would make seeing the difference between various settings way faster if we could use that instead of the limited range slow Minecraft worldgen.
The unrealistic floating/overhang terrain is generated by things that CC doesn't affect at all. CC places biomes; what shows up in them is driven by other things (vanilla and the biome mods). That stuff can be improved by twiddling with terrain generator settings, as I've seen demonstrated using the 1.8 snapshots, but that will require an entire other mod.
I'll put out the AMIDST code, but at present it's for CC 0.2, default settings only. I'll put out what I have - you can edit it manually for different settings. There have been some generator changes, so it's not exactly correct but it should be close, at least in character (I found some bugs in the world seed use, so the exact worlds may not bet the same.) I plan to revise it to use the CC Config settings. I just have to decide whether to tackle that or a revision to ExplorerCraft first.
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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.
Please make a backup of any important world before using it! Bugs are possible; but more significantly if you run a world with the wrong configs you may end up with changes you don't like and the only way to take them out is to go to a backup.
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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.
The Meaning of Life, the Universe, and Everything.
Join Date:
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Hi,I found a little problem on version 0.2.
When running your mod along with Thaumcraft,the biomes,nodes and trees of Thaumcraft get really rare,and i'm pretty sure it's Climate Control that's refusing to generate them.Could you take a look at the Thaumcraft world gen?
You're welcome.
The world-specific configs, which are going to be in the next release and are already working, let you configure on a world-specific basis. A separate world type actually doesn't do that; you could keep all your "Climate Control" worlds separate from your various other worlds, but your CC settings would affect all your CC worlds (just like Highlands, BoP, and basically every other mod). However, the new version will also have a setting to make CC do nothing except track biomes to prevent chunk walls, and that setting is also separate for each world, so you can have non-CC worlds and multiple CC worlds with different settings all in the same folder without any interference. Setting it up on pre-CC worlds requires some care but it's not hard and new worlds with CC installed work very naturally.
Incidentally, the *current* version already stores the configs for new worlds into the world when you start it up. If you start a world with only scattered islands, and then change the configs to dense large continents, and then go back to your first world, it will continue generating with scattered islands. The new version is just changing the way I'm storing the configs for a variety of technical and practical reasons. It's true that the release version will stomp over worlds generated before CC but, as mentioned above, the next version will fix 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.
Oh, and here's a pic of a world with biome size 2 (biomes are 1/4 the size of vanilla) and BoP and vanilla biomes both on:
At least 7 land biomes and all four climates in one pic! (I used quartersize climate zones, and the climate zones got shrunk another factor of 4 along with the biomes.)
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Yes, and probably not *that* difficult but I am unlikely to have any time to work on it for a while. I need to finish this 1.7.2 version, then update three mods to 1.7.10, and *then*, if I don't want to take a break from modding, I'll consider what to tackle next. I do have other goals under consideration - adding configurable strata columns to UBC, splitting out my utility functions to a separate mod, and tackling the problem of biome ID changes for this mod.
I do intend to put in a feature to update 1.6.4 worlds into 1.7.2. There will still be chunk boundaries, but they'll be much less obtrusive. Rather than walls between completely different terrain types, the shift will be between a 1.6.4 biome and its matching 1.7 biome, which will generally have a different and higher height.
Hmm. I think so; I'd have to do a little dance with the land areas which are smaller than those climate zones. But, is is acceptable to double the biome size, which also doubles the climate zones?
PS never thought I'd get that request!
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.
Edit: I just downloaded the mod, trying it out now. Could you explain more about the configuration on the main post? I'm a bit confused, how do I know if it's working?
I see you used AMIDST (I think) to preview your modded world, but when I try to do that, it displays a vanilla seed. What can I do?
I have a modded AMIDST to view this stuff. I'll put out a version in a week or two for people to use.
Hmm. OK, here's a start on configurations:
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 8,000 by 16,000 blocks. These are about the size of continents in 1.6 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 small continent on a 1.6 map. 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 2,000 by 4,000 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" set the frequency of large islands, about 1,000 by 2,000 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.
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 0-35: "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 35-50: "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, at about 38.
Land usage 50-90 "River delta" type world. There's not really a universal ocean or a universal continent.
Land usage 90-120 "Great Lakes" type world. There's a universal continent, but you'll run into large lakes on any long trip.
Land usage above 120: Universal Continent with scattered large lake
Something about my estimates is not right, because I'd calculate 1.7 worlds as having a usage score of 130, putting them in "Universal Continent", but they're actually a "Great Lakes" type world.
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.
edit: I added this essay to the OP
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.
I'm actually interested in AMIDST, I didn't know there was a way to mod this program. It's pretty nice to preview your worlds, but the 1.7 generation is just ugly.
"Look at me still talking when there's science to do. When I look out there it makes me glad I'm not you."
As I said in the alpha discussion, a transition *will* get done because *I* want it for my own worlds. Basically there were too many options to keep track of: two different modes for biome expansion, two different config systems, two different climate systems - that kind of situation invites bugs. (It was the if-then litter from having two different climate systems that got me.) So I decided to write for vanilla conversions, and put CC conversions in later. This is primarily due to numbers of people involved.
The way I've decided to do it is, after I've gotten 0.4 into a working mode, I'll write a 0.3 version which takes existing CC worlds and "converts" them to 0.4 format. I have rough plans for all the existing incompatibilities - the biome expansion business will be an option; configs will be converted by 0.3 and then kept new-style, and climates I'll do with some kind of climate caching like I do biomes now. It's definitely doable.
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.
Yes, that's exactly how you'd get the doubled size effect. I just wanted to know if the current versions could get you an acceptable result without adding a new feature.
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.
"Look at me still talking when there's science to do. When I look out there it makes me glad I'm not you."
I would like to help finding bugs, but I created a new world to play with ClimateControl, so there's no need for me to download 0.4.
Planning to put it out tomorrow. I'll be on a trip for the next few days and will have limited access. I'd like to get this out first.
I've not gotten any bug reports. I found a few minor ones myself. I'm having one bug where there are a few wrong chunks or sub-biomes near spawn. I haven't yet gotten it nailed down.
Features added: 1.7 vanilla compatibility, climate smoothing, and more realistic coastlines. I wrote a system for the offshore islands, but performance was totally unacceptable (to the point that I was getting crashes due to sync issues). Although they're great for maps, I think I'm going to leave out the little offshore islands for now as they don't look good up close contrasted with many coasts.
Partially added: intermod sub-biomes. I wrote a system to put in cross-mod sub-biomes, but I haven't yet used it much. I've added the vanilla sub-biomes to Highlands, and that's it. At present I'm not using it in BoP, which has its own sub-biome system.
Not added due to low interest: 1.6 compatibility and single-biome climate zones.
Planned but I seem to be out of time: medium-size islands. If I do squeeze them in treat it as an alpha (minimally tested) feature.
Two anecdotes from development: I was working on the Highlands islands. They were coming out pretty dinky as sub-biomes so I moved them to be rare biomes out in the deep ocean, similar to Mushroom Islands. I got tired of roaming around looking for them and realized I could use Climate Control to help with the hunt. I set land to an extremely low level: 1 for large islands and 0 for everything else. The start rescue function would pull me to land and with very little normal land it would put me on the special islands.
Well, the first time CC managed to find one of the now-extremely-rare normal islands and dropped me on a snow island. I went ahead and flew around because I wanted to see how the HIghlands biomes were coming out in a snowy zone. They actually came out pretty well:
But as I was flying around it hit me how isolated I was. By my rough estimate, I'd have to search a million blocks to find another island. It was a very weird feeling, accentuated by the spare snowy landscape.
The next time it worked, and I ended up on a volcanic island. And at full biome size, it it very NOT dinky:
In the release version, I'll disallow volcano island starts because they're totally unplayable (no wood. and almost always very far from anything else). But, pretty cool to see.
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.
You'd think that would have always been the case, but you'd be wrong.
This is a world with medium Islands = 200 and all other land sizes =0. I figured this would be about half land but it's actually mostly water. You could always set Medium Islands even higher, of course.
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 unrealistic floating/overhang terrain is generated by things that CC doesn't affect at all. CC places biomes; what shows up in them is driven by other things (vanilla and the biome mods). That stuff can be improved by twiddling with terrain generator settings, as I've seen demonstrated using the 1.8 snapshots, but that will require an entire other mod.
I'll put out the AMIDST code, but at present it's for CC 0.2, default settings only. I'll put out what I have - you can edit it manually for different settings. There have been some generator changes, so it's not exactly correct but it should be close, at least in character (I found some bugs in the world seed use, so the exact worlds may not bet the same.) I plan to revise it to use the CC Config settings. I just have to decide whether to tackle that or a revision to ExplorerCraft first.
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.
Please make a backup of any important world before using it! Bugs are possible; but more significantly if you run a world with the wrong configs you may end up with changes you don't like and the only way to take them out is to go to a backup.
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 think we will try merge our vanilla world with CC generation, and I'll post bugs here if we find any.
When running your mod along with Thaumcraft,the biomes,nodes and trees of Thaumcraft get really rare,and i'm pretty sure it's Climate Control that's refusing to generate them.Could you take a look at the Thaumcraft world gen?