^ I actually had this same problem too, Zeno. I figured I was just noobing the configs, which is very possible, although it's also very possible that it's coming from BoP. From memory, you said that those "tropical islands" (exactly what G0dl1y is talking about) are a BoP addition? They're one of my peevs, sorry. Right up there with the over-abundant coral and kelp biomes (my BoP config lists them as both a full biome and a sub biome), and the Thaumcraft biomes.
Hmm. DEFAULT doesn't mean "goes in every climate". DEFAULT means "let Climate Control guess the climate (based on the temperature)". Forest is guessed into WARM+COOL. The guessing routine won't put anything into all climates. There's actually no way at present to make a biome present in all climates.
edit: DEFAULT is basically supposed to be "use the climate vanilla would use, if it had the biome". IIRC Jungle ends up HOT, not a funky WARM, so it's not exact, but that's the idea.
If I may weigh in on this, I wonder if instead of writing "DEFAULT" in the configs (by default), write what the biome's ACTUAL default is.
eg.
[/p]
[p]vanillabiomeclimates {
S:"Birch Forest Hills M climate"=COOL
S:"Birch Forest Hills climate"=COOL
S:"Birch Forest M climate"=COOL
S:"Birch Forest climate"=COOL
S:"Cold Taiga Hills climate"=COLD
S:"Cold Taiga M climate"=COLD
S:"Cold Taiga climate"=COLD
S:"Desert Hills climate"=HOT
S:"Desert M climate"=HOT[/p]
[p]...etc
(note: I don't actually know if those tags are the actual defaults, sorry, but listing the ACTUAL defaults in the configs would certainly be a huge help. It would also provide a great guide for those who are seeking to balance their climate zones, with the added benefit of reducing inadvertent config errors.
I'd not argue for you to go substituting biomes or correcting user errors, but I have to agree with XombyCraft's inference that it is MUCH better to give users the tools to prevent errors, then alert them of errors, (eg. a log error saying "EMPTY CLIMATES: HOT/WARM/COOL -- UNABLE TO LOAD"), than it is to attempt to mitigate every potential user error. And, let's face it, turning off all Highlands biomes would be 100% user error. Sometimes it's just not feasible to save us from ourselves
Listing the actual default climates in the config would definitely go a long way towards giving users the tools they need to prevent this scenario from repeating, though. A simple comment in the config letting us know that climate zones containing no biomes MUST be switched off would do the rest.
[Edit]- speaking of user error. Did things change on the forum again? I derped hard :s I hope it's fixed and readable now.
How do i disable Biomes o plenty biomes in specific?
I wish to be rid of mangroves and volcanoes.
The seed iis a perfect island that is all on fire and covered in volcanoes and mangroves- which are palm trees growing on sand, not grass.
You're getting the BoP "South Seas Complex", as I refer to it. They are massive agglomerations of Mangrove/Volcanic Island/Tropical Island which BoP places out in the deep ocean. Weirdly it's placed by the *sub*-biome placer, and nothing in the biome frequencies will affect it. It took me a while to figure it out.
You can stop it with NoBoPSubBiomes=true. I can't easily alter their sub-biome placer to stop just that funkiness because it's a big complicated black box, so if you can't deal with this, you need to turn that entire system off. Highlands and vanilla biomes will continue to have sub-biomes, but BoP biomes generally won't.
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 may weigh in on this, I wonder if instead of writing "DEFAULT" in the configs (by default), write what the biome's ACTUAL default is.
eg.
</p> <p>vanillabiomeclimates {<br> S:"Birch Forest Hills M climate"=COOL<br> S:"Birch Forest Hills climate"=COOL<br> S:"Birch Forest M climate"=COOL<br> S:"Birch Forest climate"=COOL<br> S:"Cold Taiga Hills climate"=COLD<br> S:"Cold Taiga M climate"=COLD<br> S:"Cold Taiga climate"=COLD<br> S:"Desert Hills climate"=HOT<br> S:"Desert M climate"=HOT</p> <p>...etc
(note: I don't actually know if those tags are the actual defaults, sorry, but listing the ACTUAL defaults in the configs would certainly be a huge help. It would also provide a great guide for those who are seeking to balance their climate zones, with the added benefit of reducing inadvertent config errors.
Actually, that's a really good point there... why is there a "DEFAULT" anyway, if it forces the mod to "GUESS" what climate a biome fits into? I get that it's good for... additional mods other than those you've explicitly added config files for... but... until you get to that point, why not just mitigate this "guesswork" altogether? Should be a performance boost as it doesn't need to scratch it's chin, check the weather, roll a few D-12's...
But there's still no way to explicitly remove, say, all but one biome and not crash... without "guessing" what climate the biome you kept turned on fit into (because it only says "DEFAULT" in the configs... lol.
Don't be mad at me. This is the same issue all of the other worldgen mods suffer from. I think your mod is a bit further along than the rest already, but that's probably because you're just creating the worldgen mechanism, not making biomes from scratch (and all that goes along with it).
[edit] all things said, so far i'm liking this mod a lot. my favorite thing so far is being able to tweak the settings files without needing to close/re-open minecraft. that is saving me a ton of time picking out a new world for my next server[/edit]
... why is there a "DEFAULT" anyway, if it forces the mod to "GUESS" what climate a biome fits into?
...
I'm guessing the "DEFAULT"s are determined by Forge biome dictionary tags - so not exactly guessing. I'm also guessing this might make some biomes exceptionally hard to place - like Thaumcraft's Eerie and Taint.
BTW Zeno, I was wandering around the other day in my world and found that it's not entirely accurate to say none of Reika's Biomes generate because I found a tiny chunk of Rainbow forest and by tiny I literally mean one chunk. It was in a slightly swampy area so not sure if that is relevant. But it would be nicer to be able to have a bit more if it as I am discovering Reika may have put things in his Biomes needed for progression in Chromaticraft. Still loving the control the mod gives me over Biomes as I have just about the right balance I want of Biomes with no weird transitions.
ChromaticCraft adds the rainbow biome. Not sure if any others do.
It's ... a "peaceful" biome, at least if you don't have anything from JadedCat. Tons of passive mobs, trees that grow all 16 colors of dyes in their leaves (and depending on configs, that can be either just dye, or else it can be bonemeal, lapis, cocoa beans, etc.). No hostile mobs spawn.
It's a rare biome, and a gating item; you have to find the biome to progress in ChromaticCraft.
(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?
Will test more... but this looks really derpy to me.
I've got a feeling this is just what happens when you don't delete your old configs before upgrading
That looks like this bug, which I'm actually surprised occurred given that this is obviously on Forge and at least back in 1.6 Forge had some code to ensure that the internal server is shut down down before you can go back to the main menu (this is what displays "Shutting down internal server"; the code itself is very trivial, basically a "while" loop that checks whether the server has shut down and it is a shame that Mojang hasn't added it yet; I've never see this bug or related bugs, including chunks not being saved before the game exits (e.g. this file I/O error, due to the file I/O stream being terminated in the middle of a write), since I added it in myself). Although you could have also created a vanilla world with the same name in the past and deleted it, which would give the same results.
That looks like this bug, which I'm actually surprised occurred given that this is obviously on Forge and at least back in 1.6 Forge had some code to ensure that the internal server is shut down down before you can go back to the main menu (this is what displays "Shutting down internal server"; the code itself is very trivial, basically a "while" loop that checks whether the server has shut down and it is a shame that Mojang hasn't added it yet; I've never see this bug or related bugs, including chunks not being saved before the game exits (e.g. this file I/O error, due to the file I/O stream being terminated in the middle of a write), since I added it in myself). Although you could have also created a vanilla world with the same name in the past and deleted it, which would give the same results.
Got this after completely shutting down MC, and swapping out the mod file for the new one you posted. it just didn't play nice with the old configs. Seems to be fine now that I've started the configs from scratch.... other than having to re-edit them.
[EDIT] nope, still borked. [/EDIT]
[edit 2] noticed biome ID's were not set in the new configs. Filled them in from the old ones (which I kept). Going to check to see if issue still persists, then roll back to old version and check again. [/edit 2]
Was that near spawn? It looks like the "spawn chunks" problems, which is that Minecraft creates the spawn chunks as the world is being created so any changes to the world definition leave those out-of-place biomes. I have to do some complicated tricks to avoid that. I wasn't seeing them in my recent tests, but it's possible I was "lucky" and didn't see them. Otherwise it could be some other mod also fiddling with the spawn chunks running into mine.
Another possibility: were you starting a new world after having already run one with a config different from the default? I'm not sure if I tested that.
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 looks like this bug, which I'm actually surprised occurred given that this is obviously on Forge and at least back in 1.6
Could be, but more likely the spawn chunks issue. I've seen vanilla 1.8 worlds that appear to show the spawn chunk bug, so it seems to be affecting vanilla as well, probably with customization.
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 looks like this bug, which I'm actually surprised occurred given that this is obviously on Forge and at least back in 1.6
Could be, but more likely the spawn chunks issue. I've seen vanilla 1.8 worlds that appear to show the spawn chunk bug, so it seems to be affecting vanilla as well, probably with customization.
It was because all of the biome ID's in the BOP config were set to "-1" and all of the biome ID's in the Highlands config were set to "0", because for some reason the only biome IDs the mod picked up after the update were Thaumcraft's.
After copy/paste old biome ID vals from old configs to new, problem resolved.
How do i disable Biomes o plenty biomes in specific?
I wish to be rid of mangroves and volcanoes.
The seed iis a perfect island that is all on fire and covered in volcanoes and mangroves- which are palm trees growing on sand, not grass.
Ill go more in depth...
The incidence for mangrove is zero, and volano has no incidence at all...
i even set them to snoy and removed all incidence of snowy.
But they keep showing up.
Plz help.
^ I actually had this same problem too, Zeno. I figured I was just noobing the configs, which is very possible, although it's also very possible that it's coming from BoP. From memory, you said that those "tropical islands" (exactly what G0dl1y is talking about) are a BoP addition? They're one of my peevs, sorry. Right up there with the over-abundant coral and kelp biomes (my BoP config lists them as both a full biome and a sub biome), and the Thaumcraft biomes.
literally every world i generate is lava and sand.
And 500 block splotches of what i want.
Thinking about just setting incidence of everything to default and trying to get a world that does not suck
If I may weigh in on this, I wonder if instead of writing "DEFAULT" in the configs (by default), write what the biome's ACTUAL default is.
eg.
(note: I don't actually know if those tags are the actual defaults, sorry, but listing the ACTUAL defaults in the configs would certainly be a huge help. It would also provide a great guide for those who are seeking to balance their climate zones, with the added benefit of reducing inadvertent config errors.
I'd not argue for you to go substituting biomes or correcting user errors, but I have to agree with XombyCraft's inference that it is MUCH better to give users the tools to prevent errors, then alert them of errors, (eg. a log error saying "EMPTY CLIMATES: HOT/WARM/COOL -- UNABLE TO LOAD"), than it is to attempt to mitigate every potential user error. And, let's face it, turning off all Highlands biomes would be 100% user error. Sometimes it's just not feasible to save us from ourselves
Listing the actual default climates in the config would definitely go a long way towards giving users the tools they need to prevent this scenario from repeating, though. A simple comment in the config letting us know that climate zones containing no biomes MUST be switched off would do the rest.
[Edit]- speaking of user error. Did things change on the forum again? I derped hard :s I hope it's fixed and readable now.
You're getting the BoP "South Seas Complex", as I refer to it. They are massive agglomerations of Mangrove/Volcanic Island/Tropical Island which BoP places out in the deep ocean. Weirdly it's placed by the *sub*-biome placer, and nothing in the biome frequencies will affect it. It took me a while to figure it out.
You can stop it with NoBoPSubBiomes=true. I can't easily alter their sub-biome placer to stop just that funkiness because it's a big complicated black box, so if you can't deal with this, you need to turn that entire system off. Highlands and vanilla biomes will continue to have sub-biomes, but BoP biomes generally won't.
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.
Actually, that's a really good point there... why is there a "DEFAULT" anyway, if it forces the mod to "GUESS" what climate a biome fits into? I get that it's good for... additional mods other than those you've explicitly added config files for... but... until you get to that point, why not just mitigate this "guesswork" altogether? Should be a performance boost as it doesn't need to scratch it's chin, check the weather, roll a few D-12's...
But there's still no way to explicitly remove, say, all but one biome and not crash... without "guessing" what climate the biome you kept turned on fit into (because it only says "DEFAULT" in the configs... lol.
Don't be mad at me. This is the same issue all of the other worldgen mods suffer from. I think your mod is a bit further along than the rest already, but that's probably because you're just creating the worldgen mechanism, not making biomes from scratch (and all that goes along with it).
[edit] all things said, so far i'm liking this mod a lot. my favorite thing so far is being able to tweak the settings files without needing to close/re-open minecraft. that is saving me a ton of time picking out a new world for my next server[/edit]
[¬º-°]¬
I'm guessing the "DEFAULT"s are determined by Forge biome dictionary tags - so not exactly guessing. I'm also guessing this might make some biomes exceptionally hard to place - like Thaumcraft's Eerie and Taint.
BTW Zeno, I was wandering around the other day in my world and found that it's not entirely accurate to say none of Reika's Biomes generate because I found a tiny chunk of Rainbow forest and by tiny I literally mean one chunk. It was in a slightly swampy area so not sure if that is relevant. But it would be nicer to be able to have a bit more if it as I am discovering Reika may have put things in his Biomes needed for progression in Chromaticraft. Still loving the control the mod gives me over Biomes as I have just about the right balance I want of Biomes with no weird transitions.
Which of Reika's mods add biomes? It's not clear looking at the page.
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.
ChromaticCraft adds the rainbow biome. Not sure if any others do.
It's ... a "peaceful" biome, at least if you don't have anything from JadedCat. Tons of passive mobs, trees that grow all 16 colors of dyes in their leaves (and depending on configs, that can be either just dye, or else it can be bonemeal, lapis, cocoa beans, etc.). No hostile mobs spawn.
It's a rare biome, and a gating item; you have to find the biome to progress in ChromaticCraft.
* 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?
Like Keybounce said the biomes are added by ChromatiCraft. Sorry for not replying sooner.
Important bugfix update: 0.4beta25
Fixes a critical bug where the config is not updated on switching back from a dimension. Essential for using CC in multiple dimensions.
Also, added features:
Error messages for crashes with invalid configs (working on error screens)
Most biomes now have pre-defined climate zones.
New climate zone added, LAND (= all land)
ChromatiCraft biomes compatilibity. They default to rare biomes; you might want to bump up the frequency.
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 test more... but this looks really derpy to me.
I've got a feeling this is just what happens when you don't delete your old configs before upgrading
[¬º-°]¬
That looks like this bug, which I'm actually surprised occurred given that this is obviously on Forge and at least back in 1.6 Forge had some code to ensure that the internal server is shut down down before you can go back to the main menu (this is what displays "Shutting down internal server"; the code itself is very trivial, basically a "while" loop that checks whether the server has shut down and it is a shame that Mojang hasn't added it yet; I've never see this bug or related bugs, including chunks not being saved before the game exits (e.g. this file I/O error, due to the file I/O stream being terminated in the middle of a write), since I added it in myself). Although you could have also created a vanilla world with the same name in the past and deleted it, which would give the same results.
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Got this after completely shutting down MC, and swapping out the mod file for the new one you posted. it just didn't play nice with the old configs. Seems to be fine now that I've started the configs from scratch.... other than having to re-edit them.
[EDIT] nope, still borked. [/EDIT]
[edit 2] noticed biome ID's were not set in the new configs. Filled them in from the old ones (which I kept). Going to check to see if issue still persists, then roll back to old version and check again. [/edit 2]
[¬º-°]¬
Was that near spawn? It looks like the "spawn chunks" problems, which is that Minecraft creates the spawn chunks as the world is being created so any changes to the world definition leave those out-of-place biomes. I have to do some complicated tricks to avoid that. I wasn't seeing them in my recent tests, but it's possible I was "lucky" and didn't see them. Otherwise it could be some other mod also fiddling with the spawn chunks running into mine.
Another possibility: were you starting a new world after having already run one with a config different from the default? I'm not sure if I tested 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.
>That looks like this bug, which I'm actually surprised occurred given that this is obviously on Forge and at least back in 1.6
Could be, but more likely the spawn chunks issue. I've seen vanilla 1.8 worlds that appear to show the spawn chunk bug, so it seems to be affecting vanilla as well, probably with customization.
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.
It was because all of the biome ID's in the BOP config were set to "-1" and all of the biome ID's in the Highlands config were set to "0", because for some reason the only biome IDs the mod picked up after the update were Thaumcraft's.
After copy/paste old biome ID vals from old configs to new, problem resolved.
[¬º-°]¬
My own journal world appears to be fine. Anybody else have a problem like this?
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.