The other config genned was biomesoplentyInCC.cfg and it appears to be nothing more then a way to turn Biomes o Plenty biomes on or off as you would in BoP's own configs.
When a world is genned with or without the CC jar in the mods folder there is no difference between the 2 worlds.
Just to make 100% sure that we're on the same page, you have looked for the climatecontrol.cfg file in the main config folder, correct? It is NOT in the Climate Control folder.
If that's not the problem, I cannot say exactly why it is messing up, but you could try making a fake configuration file. Create a blank text document, and name it "climatecontrol.cfg" without the "".Then copy these lines into it:
# Configuration file
"assorted parameters" {
# Use more random generators, better behaved rivers, and larger rare climates
B:"0.5 generation"=true
# Use 1.6 compatibility mode
B:1.6Compatibility=false
# place little islands near shore rather than in deep ocean
B:"Allow Derpy Islands"=false
# Biome size, exponential: 4 is regular and 6 is large biomes
I:"Biome Size"=4
# per thousand; vanilla is 10
I:"Mushroom Island Incidence"=10
# generate as if CC weren't on; for loading pre-existing worlds or just preventing chunk boundaries
B:"No Generation Changes"=false
# add testing routines and crash in suspicious circumstances
B:TestingMode=false
# Include vanilla biomes in world
B:VanillaBiomesOn=true
# Generate land masses and climate zones similar to vanilla 1.7
B:VanillaLandAndClimate=false
# impose Climate Control generation on the Biomes o' Plenty world type
B:alterBoPWorlds=false
# impose Climate Control generation on Highlands world types
B:alterHighlandsWorlds=false
# biomes not saved on edges; more than 3 has no effect; -1 deactivates saving biomes
I:biomeRingsNotSaved=3
# climate not saved on edges; -1 deactivates saving climates
I:climateRingsNotSaved=3
# Have Climate Control set the biomes for village generation; may be incompatible with village mods
B:controlVillageBiomes=false
# max height value for allowing rivers; 10.0 allows everything; 0.75 is plains but no hills
D:maxChasm=10.0
# subbiomes not saved on edges, default 3, -1 deactivates saving sub-biomes
I:subBiomeRingsNotSaved=0
}
##########################################################################################################
# climate incidences
#--------------------------------------------------------------------------------------------------------#
# Blocks of land are randomly assigned to each zone with a frequency proportional to the incidence. Processing eliminates some extreme climates later, especially for quarter size zones. Consider doubling hot and snowy incidences for quarter size zones.
##########################################################################################################
"climate incidences" {
# relative incidence of cool zones like forest/plains/hills/taiga/roofed forest
I:"Cool Zone Incidence"=1
# relative incidence of hot zones like savanna/desert/plains/mesa
I:"Hot Zone Incidence"=1
# relative incidence of snowy zones
I:"Snowy Zone Incidence"=1
# relative incidence of warm zones like forest/plains/hills/jungle/swamp
I:"Warm Zone Incidence"=1
}
##########################################################################################################
# climate zone parameters
#--------------------------------------------------------------------------------------------------------#
# Full-size is similar to 1.7 defaults. Half-size creates zones similar to pre-1.7 snowy zones. Quarter-size creates fairly small zones but the hot and snowy incidences are limited
##########################################################################################################
"climate zone parameters" {
# half the climate zone size from vanilla, unless quartering
B:"Half Zone Size"=true
# quarter the climate zone size from vanilla
B:"Quarter Zone Size"=false
# ignore climate zones altogether
B:"Random Biomes"=false
}
##########################################################################################################
# ocean control parameters
#--------------------------------------------------------------------------------------------------------#
# Frequencies are x per thousand but a little goes a very long way because seeds grow a lot. About half the total continent frequencies is the percent land. For worlds with 1.7-like generation set large island seeds to about 300. That will largely fill the oceans after seed growth.
##########################################################################################################
"ocean control parameters" {
# frequency of large continent seeds, about 8000x16000
I:"Large Continent Frequency"=8
# frequency of large island seeds, about 1000x2000
I:"Large Island Frequency"=35
# frequency of medium continent seeds, about 4000x8000
I:"Medium Continent Frequency"=12
# frequency of medium island seeds, about 500x1000
I:"Medium Island Frequency"=40
# True reduces the chance of landmasses merging
B:SeparateLandmasses=true
# frequency of small continent seeds, about 2000x4000
I:"Small Continent Frequency"=18
}
vanillabiomevillages {
B:"Birch Forest Hills M hasVillages"=false
B:"Birch Forest Hills hasVillages"=false
B:"Birch Forest M hasVillages"=false
B:"Birch Forest hasVillages"=false
B:"Cold Taiga Hills hasVillages"=false
B:"Cold Taiga M hasVillages"=false
B:"Cold Taiga hasVillages"=false
B:"Desert Hills hasVillages"=false
B:"Desert M hasVillages"=false
B:"Desert hasVillages"=true
B:"Extreme Hills M hasVillages"=false
B:"Extreme Hills hasVillages"=false
B:"Extreme Hills+ M hasVillages"=false
B:"Extreme Hills+ hasVillages"=false
B:"Flower Forest hasVillages"=false
B:"Forest Hills hasVillages"=false
B:"Forest hasVillages"=false
B:"Ice Mountains hasVillages"=false
B:"Ice Plains Spikes hasVillages"=false
B:"Ice Plains hasVillages"=false
B:"Jungle Hills hasVillages"=false
B:"Jungle M hasVillages"=false
B:"Jungle hasVillages"=false
B:"Mega Spruce Taiga hasVillages"=false
B:"Mega Taiga Hills hasVillages"=false
B:"Mega Taiga hasVillages"=false
B:"Mesa (Bryce) hasVillages"=false
B:"Mesa Plateau F M hasVillages"=false
B:"Mesa Plateau F hasVillages"=false
B:"Mesa Plateau M hasVillages"=false
B:"Mesa Plateau hasVillages"=false
B:"Mesa hasVillages"=false
B:"Mushroom Island hasVillages"=false
B:"Plains hasVillages"=true
B:"Roofed Forest M hasVillages"=false
B:"Roofed Forest hasVillages"=false
B:"Savanna M hasVillages"=false
B:"Savanna Plateau M hasVillages"=false
B:"Savanna Plateau hasVillages"=false
B:"Savanna hasVillages"=true
B:"Sunflower Plains hasVillages"=false
B:"Swampland M hasVillages"=false
B:"Swampland hasVillages"=false
B:"Taiga (snowless) M hasVillages"=false
B:"Taiga (snowless) hasVillages"=false
B:"Taiga Hills hasVillages"=false
}
Make sure that the extension is .cfg and not .txt or anything like that, save it, place it in your config folder(Again, not the Climate Control folder), and see if you can tweak the settings to make your world generate differently.
Rollback Post to RevisionRollBack
For those who don't mind a bit of reading, I've been writing mod examinations on Hubpages under the name Cliffwalker. So far I've done full articles for several mods, including the likes of Witchery,Enviromine,andLycanite's Mobs, and I have also written a few multi-mod articles to help those who wish to find upgrades for a specific aspect of their game, such as the Nether.
See, without proper docs on how to use this mod, couldn't even figure out there was a config outside the ClimateControl folder. Assumed all it's configs would be in there like how Bimoes o Plenty and every other mod with a folder does it.
Now that the right configs has been found, I've tried turning off all zones but snowy, reneged the world and still get the same world. Was using level-type=BIOMESOP as I was told this works with BoP. If that's not it, what level-type= is needed to make worldgen use this mod? Not documented anywhere.
It does work with the BIOMESOP world type, but there's a config flag you need to set, alterBoPWorlds=true. However, there's probably no need to use the BoP worldtype - CC will generate BoP biomes in any world type if you've got BoP biomes on (set in the biomeoplentyinCC config). The only time you need to operate in a BoP world type is if you want to add CC to an *existing* BoP world, for the chunk wall prevention.
So Ideally what level-type to use when making a fresh world and have BoP biomes mixed in?
From what I remember, the BoP gen makes for taller biomes such as Alps or Crag genning higher then cloud height (up to 150?). Where the last time I tried adding BoP biomes to vanilla gen (in 1.6.4 when it had that config option) the tallest Alps/Crag would get was maybe 80.
ooh, you know your stuff. Yes, the one difference I'm aware of between a BoP worldtype and a default is the terrain gen (heights). I never bothered to analyze the code to see exactly how it was different. I had *assumed* the BoP terrain gen was similar to 1.6.4 and so somewhat flatter than 1.7 but maybe not, based on your comments.
The Crags definitely go well above cloud height in a default world. Not sure about others - I use the Highlands Alps, for example, but I'm pretty sure the Canyon biome goes above clouds too. Certainly lots goes well above 80.
edit: ran in one of my directories and yes, Canyon is above 150 (cloud height = 127). I even spotted a hill in Tropical Rainforest at 93.
This version won't have that error (hmm, forgot to update the download page). However, that error should be coming up from an "unacceptable" config, usually one which doesn't have any biomes for a climate that it is supposed to place.
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'm assuming B:NoBoPSubBiomes=true disables all BoP Sub biome generation? If so any chance in future version of having it split between BoP+BoP-sub and vanilla+BoP-sub?
BoP biomes with BoP sub biomes designed for them are kinda nice. Then there's the BoP orchard sub biome spawning in vanilla plains and looking kinda meh with that color contrast dotted all over. So perhaps the ability to let BoP biomes spawn BoP subs but not spawn BoP subs in vanilla?
Oh and will this have any affect on the tiny little bamboo sub biome from growth craft? As I've not yet seen any now that I'm testing stuff in the working version.
Yes, BoP sub-biomes are everything or nothing. The routine is too complex for me to take apart. Only in BoP biomes would be possible, although possibly a bit tedious to program. But, that would mean none of the BoP ocean sub-biomes like Coral Reef. I suppose I could do "BoP only in BoP biomes or ocean".
Doesn't BoP place them in vanilla sub-biomes in BoP worlds? I didn't take them out because of aesthetics, though. I took them out because a) the BoP routine doesn't recognize what's off in CC b )complaints about monstrously big "South Seas Complexes". There were also some bugs on BoP's end, although I think they've been squashed.
Yes, the growthcraft bamboo sub-biome will probably disappear. I could probably program it in. Where does it appear, and how often?
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.
Looks like the bamboo is not a sub-biome afterall but a full biome ID 170 by default.
I now see the issue with having BoP sub-biomes on when using this. Its genning MASSIVE landmasses of tropics/volcano/mangrove in the ocean, some even as big as the main continents.
And yes in BoP gen it adds BoP sub-biomes to vanilla biomes. A BoP sub-biomes in BoP biomes only option would probably be nice if its not to hard. Would still probably like the kelp/coral ocean stuff tho. So perhaps is there some way to treat the ocean specific stuff differently and even have weights/Incidence for them? Again to turn down or remove the Massive masses of tropics/volcano/mangrove without sacrificing kelp, coral and other sub-biomes.
One more feature request of things to make tweak-able, river widths? Would be nice to be able to make wider rivers in normal or larger size6+ worlds. Possibly a multiplier like the exponential biome size one?
EDIT:
Ok, feeling a bit dumb and surprised now. Looks like disabling sub-biomes in BoP's biomegen.cfg works and removes them from a CC genned world; putting a band-aid on the issue of tropics/volcano/mangrove continents by removing them but leaving the other sub-biomes.
Forgive me if these are stupid or already asked questions.
Is there a way to make Oceans small and less frequent?
My rivers seem to cut through biomes and I think they used to mostly run in between biomes. Is there a way to change this?
And I don't see the BoP rivers, Lush and Dry, spawning, just the vanilla river.
I may have just broken something myself somehow.
Unsure about the rivers issue, but the amount of oceans in the world are based on the amount of landmass. Find the settings for landmass sizes, and raise their numbers to whatever you feel like. If you want 50% of the world to be land, make the total landmass numbers equal more than 100 when added together, for 75% land, change it to about 150 total. And if you put the total of the five numbers above 200, ocean biomes will basically be removed from the game.
Rollback Post to RevisionRollBack
For those who don't mind a bit of reading, I've been writing mod examinations on Hubpages under the name Cliffwalker. So far I've done full articles for several mods, including the likes of Witchery,Enviromine,andLycanite's Mobs, and I have also written a few multi-mod articles to help those who wish to find upgrades for a specific aspect of their game, such as the Nether.
I wish it were so simple but it's more complicated. Those numbers are in the ballpark but they need to be higher, and it takes a lot more to get rid of oceans. Vanilla 1.7 is basically 100 Large Continents and 300 Large Islands, and it still has a fair number of large lakes. If you really want NO oceans, at all, you want any landmass set to 1000, although 600 would get you really close. Numbers in larger landmasses produce more land, because they get more rounds of growth. (e.g. 200 medium islands and nothing else is somewhat more than 50% ocean).
I've been working on the rivers issue, but you can get them back on the edges by setting "smoother coastline" to false.
The BoP rivers are not currently placed. I'd have to pull their placement code out and move it to my routines and those routines are very complex.
Edit: the way vanilla gets ocean is that it places and expands the land and what's left over is ocean. CC does it the same basic way.
There is also a drastic method to obliterate oceans: move other biomes into the OCEAN and DEEP_OCEAN climates and set the incidences for the Ocean and Deep_Ocean *biomes* to 0. Then those other biomes will take the place of the ocean. When I suggested this to one player, though, he got kind of confused.
I still want some oceans, but more like very large lakes. I will tinker with those settings.
I will also try turning off the smoother coastline. The BoP rivers are not a big deal; I just thought I might have broken something.
Earlier today I did try setting some vanilla biomes I didn't want to deep-ocean, then set deep ocean incidences to 0. My game crashed when I tried to make a new world.
And just btw, this is one of my most favorite mods so far.. so thanks!
Re the crashes on moving biomes to ocean: What version are you using, and can you post your config (in spoilers)? If it's a newer version the crash should have been somewhat informative (something like "no ocean biomes").
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.
There is also a drastic method to obliterate oceans: move other biomes into the OCEAN and DEEP_OCEAN climates and set the incidences for the Ocean and Deep_Ocean *biomes* to 0. Then those other biomes will take the place of the ocean. When I suggested this to one player, though, he got kind of confused.
That would be a great way of making a wasteland world with occasional islands of life
Shame to hear about the rivers though. And what was your problem with the new BoP biomes earlier? Were you describing getting them to generate in a CC world or just simply in a basic BoP world?
vanillabiomeclimates {
S:"Birch Forest Hills M climate"=DEEP_OCEAN
S:"Birch Forest Hills climate"=DEEP_OCEAN
S:"Birch Forest M climate"=DEEP_OCEAN
S:"Birch Forest climate"=MEDIUM
S:"Cold Beach climate"=SNOWY
S:"Cold Taiga Hills climate"=DEEP_OCEAN
S:"Cold Taiga M climate"=DEEP_OCEAN
S:"Cold Taiga climate"=SNOWY
S:"Desert Hills climate"=HOT
S:"Desert M climate"=HOT
S:"Desert climate"=HOT
S:"Extreme Hills M climate"=COOL
S:"Extreme Hills climate"=COOL
S:"Extreme Hills+ M climate"=COOL
S:"Extreme Hills+ climate"=COOL
S:"Flower Forest climate"=MEDIUM
S:"Forest Hills climate"=DEEP_OCEAN
S:"Forest climate"=MEDIUM
S:"Ice Mountains climate"=DEEP_OCEAN
S:"Ice Plains Spikes climate"=SNOWY
S:"Ice Plains climate"=SNOWY
S:"Jungle Hills climate"=DEEP_OCEAN
S:"Jungle M climate"=DEEP_OCEAN
S:"Jungle climate"=WARM
S:"Mega Spruce Taiga climate"=COOL
S:"Mega Taiga Hills climate"=DEEP_OCEAN
S:"Mega Taiga climate"=COOL
S:"Mesa (Bryce) climate"=HOT
S:"Mesa Plateau F M climate"=HOT
S:"Mesa Plateau F climate"=HOT
S:"Mesa Plateau M climate"=HOT
S:"Mesa Plateau climate"=HOT
S:"Mesa climate"=HOT
S:"Mushroom Island climate"=OCEAN
S:"Plains climate"=MEDIUM
S:"Roofed Forest M climate"=DEEP_OCEAN
S:"Roofed Forest climate"=DEEP_OCEAN
S:"Savanna M climate"=HOT
S:"Savanna Plateau M climate"=HOT
S:"Savanna Plateau climate"=HOT
S:"Savanna climate"=HOT
S:"Stone Beach climate"=DEEP_OCEAN
S:"Sunflower Plains climate"=MEDIUM
S:"Swampland M climate"=DEEP_OCEAN
S:"Swampland climate"=WARM
S:"Taiga (snowless) M climate"=DEEP_OCEAN
S:"Taiga (snowless) climate"=COOL
S:"Taiga Hills climate"=DEEP_OCEAN
}
Here is the crash log I found, if it helps.
---- Minecraft Crash Report ----
// You should try our sister game, Minceraft!
Time: 9/5/15 8:21 PM
Description: Exception in server tick loop
java.lang.RuntimeException: Climate Control: No Biomes present for climates Deep.Ocean
at climateControl.SettingsTester.test(SettingsTester.java:98)
at climateControl.DimensionManager.patchedGenLayer(DimensionManager.java:90)
at climateControl.DimensionManager.onBiomeGenInit(DimensionManager.java:239)
at climateControl.ClimateControl.onBiomeGenInit(ClimateControl.java:208)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_140_ClimateControl_onBiomeGenInit_InitBiomeGens.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at net.minecraft.world.biome.WorldChunkManager.getModdedBiomeGenerators(WorldChunkManager.java:249)
at net.minecraft.world.biome.WorldChunkManager.<init>(WorldChunkManager.java:41)
at net.minecraft.world.chunk.storage.AnvilSaveConverter.func_75805_a(SourceFile:129)
at net.minecraft.server.MinecraftServer.func_71237_c(MinecraftServer.java:162)
at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:59)
at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:92)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:387)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
That would be a great way of making a wasteland world with occasional islands of life
Shame to hear about the rivers though. And what was your problem with the new BoP biomes earlier? Were you describing getting them to generate in a CC world or just simply in a basic BoP world?
Yes, the wasteland idea was one of the big motivators. I had another, devious and perhaps mischevious intent; to show the complaints about oceans as "boring" not to be based on the lack of content but on the extent. *Anything* that takes up the majority of the world will be perceived as "boring", and any change from ocean will quickly be perceived as more arduous as well. Try me if you don't believe me - put any biome into DEEP_OCEAN and play an exploration-driven game for a week. You'll quickly hate that biome. Ocean is by far the best because you move so fast and see so far on it.
My one mistakes, which will be fixed in the next beta, was not to put a climate for "OCEAN+DEEP_OCEAN". So, at present, you have to use *two* biomes to replace the sea, one for ocean and one for deep ocean.
The generic business with the new biomes is that new biomes have to be programmed in explicitly. I have an API so other modders could do it but it seems none do. That's not likely to change because 1) programmatically determining what biomes should be placed and where would be hard for me to write and 2) automated systems would be very prone to change people's worlds without their permission, and I so want to avoid that.
There's also a specific issue with the new BoP biomes in that they actually seem to be turned off in BoP itself regardless of the configs. My BoP routines pokes around in the BoP data structures to get the biome IDs and while I'm getting the other biome IDs, I get "-1" (disabled) for the new biomes.
Yeah, rivers are a headache. I'm actually not bothered by intra-biome rivers because I think that to be perfectly reasonable. I know some people like it the vanilla way and I've tried to do it but vanilla has a very fragile way to place rivers and the coast smoothing I added (because the vanilla 1.7 coasts are a mess) simply can't be copied into the vanilla river code. I've tried two other ways to get the same effect and both have unacceptable performance - one actually crashed MC because it was so slow and the other is IMO intolerable.
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.
java.lang.RuntimeException: Climate Control: No Biomes present for climates Deep.Ocean
That's telling me you didn't put another biome into the "DEEP_OCEAN" climate. The DEEP_OCEAN climate is still placed; that's not changeable* so when CC gets around to placing a biome it will put in one of the *biomes* assigned to "DEEP_OCEAN". Normally that's only the deep ocean biome itself. If you assign some other biome with a nonzero incidence to "DEEP_OCEAN" with the deep ocean biome incidence set to 0 (as you did) then that biome will be the one that shows up where the deep ocean would have been.
* actually if the large continents are set to 1000 there will be no ocean anywhere but the error check is not sophisticated enough to know that so you'd still have to leave some sacrificial biome in DEEP_OCEAN.
Just to make 100% sure that we're on the same page, you have looked for the climatecontrol.cfg file in the main config folder, correct? It is NOT in the Climate Control folder.
If that's not the problem, I cannot say exactly why it is messing up, but you could try making a fake configuration file. Create a blank text document, and name it "climatecontrol.cfg" without the "".Then copy these lines into it:
# Configuration file
"assorted parameters" {
# Use more random generators, better behaved rivers, and larger rare climates
B:"0.5 generation"=true
# Use 1.6 compatibility mode
B:1.6Compatibility=false
# place little islands near shore rather than in deep ocean
B:"Allow Derpy Islands"=false
# Biome size, exponential: 4 is regular and 6 is large biomes
I:"Biome Size"=4
# per thousand; vanilla is 10
I:"Mushroom Island Incidence"=10
# generate as if CC weren't on; for loading pre-existing worlds or just preventing chunk boundaries
B:"No Generation Changes"=false
# suppress Bop sub-biome generation
B:NoBoPSubBiomes=true
# Percentage of rivers prevented; changes cause chunk boundaries at some rivers
I:PercentRiverReduction=0
# increase smoothing steps; also shrinks unusual biomes some; changing produces occaisional chunk walls
B:"Smoother Coastlines"=true
# add testing routines and crash in suspicious circumstances
B:TestingMode=false
# Include vanilla biomes in world
B:VanillaBiomesOn=true
# Generate land masses and climate zones similar to vanilla 1.7
B:VanillaLandAndClimate=false
# impose Climate Control generation on the Biomes o' Plenty world type
B:alterBoPWorlds=false
# impose Climate Control generation on Highlands world types
B:alterHighlandsWorlds=false
# biomes not saved on edges; more than 3 has no effect; -1 deactivates saving biomes
I:biomeRingsNotSaved=3
# climate not saved on edges; -1 deactivates saving climates
I:climateRingsNotSaved=3
# Have Climate Control set the biomes for village generation; may be incompatible with village mods
B:controlVillageBiomes=false
# max height value for allowing rivers; 10.0 allows everything; 0.75 is plains but no hills
D:maxChasm=10.0
# subbiomes not saved on edges, default 3, -1 deactivates saving sub-biomes
I:subBiomeRingsNotSaved=0
}
##########################################################################################################
# climate incidences
#--------------------------------------------------------------------------------------------------------#
# Blocks of land are randomly assigned to each zone with a frequency proportional to the incidence. Processing eliminates some extreme climates later, especially for quarter size zones. Consider doubling hot and snowy incidences for quarter size zones.
##########################################################################################################
"climate incidences" {
# relative incidence of cool zones like forest/plains/hills/taiga/roofed forest
I:"Cool Zone Incidence"=1
# relative incidence of hot zones like savanna/desert/plains/mesa
I:"Hot Zone Incidence"=1
# relative incidence of snowy zones
I:"Snowy Zone Incidence"=1
# relative incidence of warm zones like forest/plains/hills/jungle/swamp
I:"Warm Zone Incidence"=1
}
##########################################################################################################
# climate zone parameters
#--------------------------------------------------------------------------------------------------------#
# Full-size is similar to 1.7 defaults. Half-size creates zones similar to pre-1.7 snowy zones. Quarter-size creates fairly small zones but the hot and snowy incidences are limited
##########################################################################################################
"climate zone parameters" {
# half the climate zone size from vanilla, unless quartering
B:"Half Zone Size"=true
# quarter the climate zone size from vanilla
B:"Quarter Zone Size"=false
# ignore climate zones altogether
B:"Random Biomes"=false
}
##########################################################################################################
# ocean control parameters
#--------------------------------------------------------------------------------------------------------#
# Frequencies are x per thousand but a little goes a very long way because seeds grow a lot. About half the total continent frequencies is the percent land. For worlds with 1.7-like generation set large island seeds to about 300. That will largely fill the oceans after seed growth.
##########################################################################################################
"ocean control parameters" {
# frequency of large continent seeds, about 8000x16000
I:"Large Continent Frequency"=8
# frequency of large island seeds, about 1000x2000
I:"Large Island Frequency"=35
# frequency of medium continent seeds, about 4000x8000
I:"Medium Continent Frequency"=12
# frequency of medium island seeds, about 500x1000
I:"Medium Island Frequency"=40
# True reduces the chance of landmasses merging
B:SeparateLandmasses=true
# frequency of small continent seeds, about 2000x4000
I:"Small Continent Frequency"=18
}
oceanbiomeclimates {
S:"DeepOcean climate"=DEEP_OCEAN
S:"Ocean climate"=OCEAN
}
oceanbiomeids {
I:"DeepOcean ID"=24
I:"Ocean ID"=0
}
oceanbiomeincidences {
I:"DeepOcean Incidence"=100
I:"Ocean Incidence"=100
}
oceanbiomevillages {
B:"DeepOcean hasVillages"=false
B:"Ocean hasVillages"=false
}
vanillabiomeclimates {
S:"Birch Forest Hills M climate"=DEFAULT
S:"Birch Forest Hills climate"=DEFAULT
S:"Birch Forest M climate"=DEFAULT
S:"Birch Forest climate"=Warm
S:"Cold Taiga Hills climate"=DEFAULT
S:"Cold Taiga M climate"=DEFAULT
S:"Cold Taiga climate"=Snowy
S:"Desert Hills climate"=DEFAULT
S:"Desert M climate"=DEFAULT
S:"Desert climate"=Hot
S:"Extreme Hills M climate"=DEFAULT
S:"Extreme Hills climate"=MEDIUM
S:"Extreme Hills+ M climate"=DEFAULT
S:"Extreme Hills+ climate"=DEFAULT
S:"Flower Forest climate"=DEFAULT
S:"Forest Hills climate"=DEFAULT
S:"Forest climate"=MEDIUM
S:"Ice Mountains climate"=DEFAULT
S:"Ice Plains Spikes climate"=DEFAULT
S:"Ice Plains climate"=Snowy
S:"Jungle Hills climate"=DEFAULT
S:"Jungle M climate"=DEFAULT
S:"Jungle climate"=Warm
S:"Mega Spruce Taiga climate"=DEFAULT
S:"Mega Taiga Hills climate"=DEFAULT
S:"Mega Taiga climate"=Cool
S:"Mesa (Bryce) climate"=DEFAULT
S:"Mesa Plateau F M climate"=DEFAULT
S:"Mesa Plateau F climate"=Hot
S:"Mesa Plateau M climate"=DEFAULT
S:"Mesa Plateau climate"=Hot
S:"Mesa climate"=DEFAULT
S:"Mushroom Island climate"=DEFAULT
S:"Plains climate"=PLAINS
S:"Roofed Forest M climate"=DEFAULT
S:"Roofed Forest climate"=Cool
S:"Savanna M climate"=DEFAULT
S:"Savanna Plateau M climate"=DEFAULT
S:"Savanna Plateau climate"=DEFAULT
S:"Savanna climate"=Hot
S:"Sunflower Plains climate"=DEFAULT
S:"Swampland M climate"=DEFAULT
S:"Swampland climate"=Warm
S:"Taiga (snowless) M climate"=DEFAULT
S:"Taiga (snowless) climate"=Cool
S:"Taiga Hills climate"=DEFAULT
}
vanillabiomeids {
I:"Birch Forest Hills ID"=28
I:"Birch Forest Hills M ID"=156
I:"Birch Forest ID"=27
I:"Birch Forest M ID"=155
I:"Cold Taiga Hills ID"=31
I:"Cold Taiga ID"=30
I:"Cold Taiga M ID"=158
I:"Desert Hills ID"=17
I:"Desert ID"=2
I:"Desert M ID"=130
I:"Extreme Hills ID"=3
I:"Extreme Hills M ID"=131
I:"Extreme Hills+ ID"=34
I:"Extreme Hills+ M ID"=162
I:"Flower Forest ID"=132
I:"Forest Hills ID"=18
I:"Forest ID"=4
I:"Ice Mountains ID"=13
I:"Ice Plains ID"=12
I:"Ice Plains Spikes ID"=140
I:"Jungle Hills ID"=21
I:"Jungle ID"=21
I:"Jungle M ID"=149
I:"Mega Spruce Taiga ID"=160
I:"Mega Taiga Hills ID"=33
I:"Mega Taiga ID"=32
I:"Mesa (Bryce) ID"=165
I:"Mesa ID"=37
I:"Mesa Plateau F ID"=38
I:"Mesa Plateau F M ID"=166
I:"Mesa Plateau ID"=39
I:"Mesa Plateau M ID"=167
I:"Mushroom Island ID"=14
I:"Plains ID"=1
I:"Roofed Forest ID"=29
I:"Roofed Forest M ID"=157
I:"Savanna ID"=35
I:"Savanna M ID"=163
I:"Savanna Plateau ID"=36
I:"Savanna Plateau M ID"=164
I:"Sunflower Plains ID"=129
I:"Swampland ID"=6
I:"Swampland M ID"=134
I:"Taiga (snowless) ID"=5
I:"Taiga (snowless) M ID"=133
I:"Taiga Hills ID"=19
}
vanillabiomeincidences {
I:"Birch Forest Incidence"=10
I:"Cold Taiga Incidence"=10
I:"Desert Incidence"=30
I:"Extreme Hills Incidence"=20
I:"Forest Incidence"=20
I:"Ice Plains Incidence"=30
I:"Jungle Incidence"=5
I:"Mega Taiga Incidence"=5
I:"Mesa Plateau F Incidence"=4
I:"Mesa Plateau Incidence"=1
I:"Plains Incidence"=30
I:"Roofed Forest Incidence"=10
I:"Savanna Incidence"=20
I:"Swampland Incidence"=10
I:"Taiga (snowless) Incidence"=10
}
vanillabiomevillages {
B:"Birch Forest Hills M hasVillages"=false
B:"Birch Forest Hills hasVillages"=false
B:"Birch Forest M hasVillages"=false
B:"Birch Forest hasVillages"=false
B:"Cold Taiga Hills hasVillages"=false
B:"Cold Taiga M hasVillages"=false
B:"Cold Taiga hasVillages"=false
B:"Desert Hills hasVillages"=false
B:"Desert M hasVillages"=false
B:"Desert hasVillages"=true
B:"Extreme Hills M hasVillages"=false
B:"Extreme Hills hasVillages"=false
B:"Extreme Hills+ M hasVillages"=false
B:"Extreme Hills+ hasVillages"=false
B:"Flower Forest hasVillages"=false
B:"Forest Hills hasVillages"=false
B:"Forest hasVillages"=false
B:"Ice Mountains hasVillages"=false
B:"Ice Plains Spikes hasVillages"=false
B:"Ice Plains hasVillages"=false
B:"Jungle Hills hasVillages"=false
B:"Jungle M hasVillages"=false
B:"Jungle hasVillages"=false
B:"Mega Spruce Taiga hasVillages"=false
B:"Mega Taiga Hills hasVillages"=false
B:"Mega Taiga hasVillages"=false
B:"Mesa (Bryce) hasVillages"=false
B:"Mesa Plateau F M hasVillages"=false
B:"Mesa Plateau F hasVillages"=false
B:"Mesa Plateau M hasVillages"=false
B:"Mesa Plateau hasVillages"=false
B:"Mesa hasVillages"=false
B:"Mushroom Island hasVillages"=false
B:"Plains hasVillages"=true
B:"Roofed Forest M hasVillages"=false
B:"Roofed Forest hasVillages"=false
B:"Savanna M hasVillages"=false
B:"Savanna Plateau M hasVillages"=false
B:"Savanna Plateau hasVillages"=false
B:"Savanna hasVillages"=true
B:"Sunflower Plains hasVillages"=false
B:"Swampland M hasVillages"=false
B:"Swampland hasVillages"=false
B:"Taiga (snowless) M hasVillages"=false
B:"Taiga (snowless) hasVillages"=false
B:"Taiga Hills hasVillages"=false
}
Make sure that the extension is .cfg and not .txt or anything like that, save it, place it in your config folder(Again, not the Climate Control folder), and see if you can tweak the settings to make your world generate differently.
For those who don't mind a bit of reading, I've been writing mod examinations on Hubpages under the name Cliffwalker. So far I've done full articles for several mods, including the likes of Witchery, Enviromine, and Lycanite's Mobs, and I have also written a few multi-mod articles to help those who wish to find upgrades for a specific aspect of their game, such as the Nether.
In addition, fans of the old Myth games may want to check out my map of Myth's world.
See, without proper docs on how to use this mod, couldn't even figure out there was a config outside the ClimateControl folder. Assumed all it's configs would be in there like how Bimoes o Plenty and every other mod with a folder does it.
Now that the right configs has been found, I've tried turning off all zones but snowy, reneged the world and still get the same world. Was using level-type=BIOMESOP as I was told this works with BoP. If that's not it, what level-type= is needed to make worldgen use this mod? Not documented anywhere.
It does work with the BIOMESOP world type, but there's a config flag you need to set, alterBoPWorlds=true. However, there's probably no need to use the BoP worldtype - CC will generate BoP biomes in any world type if you've got BoP biomes on (set in the biomeoplentyinCC config). The only time you need to operate in a BoP world type is if you want to add CC to an *existing* BoP world, for the chunk wall prevention.
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.
So Ideally what level-type to use when making a fresh world and have BoP biomes mixed in?
From what I remember, the BoP gen makes for taller biomes such as Alps or Crag genning higher then cloud height (up to 150?). Where the last time I tried adding BoP biomes to vanilla gen (in 1.6.4 when it had that config option) the tallest Alps/Crag would get was maybe 80.
ooh, you know your stuff. Yes, the one difference I'm aware of between a BoP worldtype and a default is the terrain gen (heights). I never bothered to analyze the code to see exactly how it was different. I had *assumed* the BoP terrain gen was similar to 1.6.4 and so somewhat flatter than 1.7 but maybe not, based on your comments.
The Crags definitely go well above cloud height in a default world. Not sure about others - I use the Highlands Alps, for example, but I'm pretty sure the Canyon biome goes above clouds too. Certainly lots goes well above 80.
edit: ran in one of my directories and yes, Canyon is above 150 (cloud height = 127). I even spotted a hill in Tropical Rainforest at 93.
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.
Well..... switching from level-type=BIOMESOP to level-type=DEFAULT with B:BoPBiomesOn=true or false crashes.
http://pastebin.com/HTmRzuvC
http://pastebin.com/TPgVpVjm
forge-1.7.10-10.13.4.1492
ClimateControl-0.4.beta26
BiomesOPlenty-1.7.10-2.1.0.1067
This version won't have that error (hmm, forgot to update the download page). However, that error should be coming up from an "unacceptable" config, usually one which doesn't have any biomes for a climate that it is supposed to place.
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 assuming B:NoBoPSubBiomes=true disables all BoP Sub biome generation? If so any chance in future version of having it split between BoP+BoP-sub and vanilla+BoP-sub?
BoP biomes with BoP sub biomes designed for them are kinda nice. Then there's the BoP orchard sub biome spawning in vanilla plains and looking kinda meh with that color contrast dotted all over. So perhaps the ability to let BoP biomes spawn BoP subs but not spawn BoP subs in vanilla?
Oh and will this have any affect on the tiny little bamboo sub biome from growth craft? As I've not yet seen any now that I'm testing stuff in the working version.
Yes, BoP sub-biomes are everything or nothing. The routine is too complex for me to take apart. Only in BoP biomes would be possible, although possibly a bit tedious to program. But, that would mean none of the BoP ocean sub-biomes like Coral Reef. I suppose I could do "BoP only in BoP biomes or ocean".
Doesn't BoP place them in vanilla sub-biomes in BoP worlds? I didn't take them out because of aesthetics, though. I took them out because a) the BoP routine doesn't recognize what's off in CC b )complaints about monstrously big "South Seas Complexes". There were also some bugs on BoP's end, although I think they've been squashed.
Yes, the growthcraft bamboo sub-biome will probably disappear. I could probably program it in. Where does it appear, and how often?
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 can't get these. They seem to be disabled in the BoP Biomes list even if enabled in configs.
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.
Looks like the bamboo is not a sub-biome afterall but a full biome ID 170 by default.
I now see the issue with having BoP sub-biomes on when using this. Its genning MASSIVE landmasses of tropics/volcano/mangrove in the ocean, some even as big as the main continents.
And yes in BoP gen it adds BoP sub-biomes to vanilla biomes. A BoP sub-biomes in BoP biomes only option would probably be nice if its not to hard. Would still probably like the kelp/coral ocean stuff tho. So perhaps is there some way to treat the ocean specific stuff differently and even have weights/Incidence for them? Again to turn down or remove the Massive masses of tropics/volcano/mangrove without sacrificing kelp, coral and other sub-biomes.
One more feature request of things to make tweak-able, river widths? Would be nice to be able to make wider rivers in normal or larger size6+ worlds. Possibly a multiplier like the exponential biome size one?
EDIT:
Ok, feeling a bit dumb and surprised now. Looks like disabling sub-biomes in BoP's biomegen.cfg works and removes them from a CC genned world; putting a band-aid on the issue of tropics/volcano/mangrove continents by removing them but leaving the other sub-biomes.
Forgive me if these are stupid or already asked questions.
Is there a way to make Oceans small and less frequent?
My rivers seem to cut through biomes and I think they used to mostly run in between biomes. Is there a way to change this?
And I don't see the BoP rivers, Lush and Dry, spawning, just the vanilla river.
I may have just broken something myself somehow.
Unsure about the rivers issue, but the amount of oceans in the world are based on the amount of landmass. Find the settings for landmass sizes, and raise their numbers to whatever you feel like. If you want 50% of the world to be land, make the total landmass numbers equal more than 100 when added together, for 75% land, change it to about 150 total. And if you put the total of the five numbers above 200, ocean biomes will basically be removed from the game.
For those who don't mind a bit of reading, I've been writing mod examinations on Hubpages under the name Cliffwalker. So far I've done full articles for several mods, including the likes of Witchery, Enviromine, and Lycanite's Mobs, and I have also written a few multi-mod articles to help those who wish to find upgrades for a specific aspect of their game, such as the Nether.
In addition, fans of the old Myth games may want to check out my map of Myth's world.
I wish it were so simple but it's more complicated. Those numbers are in the ballpark but they need to be higher, and it takes a lot more to get rid of oceans. Vanilla 1.7 is basically 100 Large Continents and 300 Large Islands, and it still has a fair number of large lakes. If you really want NO oceans, at all, you want any landmass set to 1000, although 600 would get you really close. Numbers in larger landmasses produce more land, because they get more rounds of growth. (e.g. 200 medium islands and nothing else is somewhat more than 50% ocean).
I've been working on the rivers issue, but you can get them back on the edges by setting "smoother coastline" to false.
The BoP rivers are not currently placed. I'd have to pull their placement code out and move it to my routines and those routines are very complex.
Edit: the way vanilla gets ocean is that it places and expands the land and what's left over is ocean. CC does it the same basic way.
There is also a drastic method to obliterate oceans: move other biomes into the OCEAN and DEEP_OCEAN climates and set the incidences for the Ocean and Deep_Ocean *biomes* to 0. Then those other biomes will take the place of the ocean. When I suggested this to one player, though, he got kind of confused.
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 answers!
I still want some oceans, but more like very large lakes. I will tinker with those settings.
I will also try turning off the smoother coastline. The BoP rivers are not a big deal; I just thought I might have broken something.
Earlier today I did try setting some vanilla biomes I didn't want to deep-ocean, then set deep ocean incidences to 0. My game crashed when I tried to make a new world.
And just btw, this is one of my most favorite mods so far.. so thanks!
Re the crashes on moving biomes to ocean: What version are you using, and can you post your config (in spoilers)? If it's a newer version the crash should have been somewhat informative (something like "no ocean 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.
That would be a great way of making a wasteland world with occasional islands of life
Shame to hear about the rivers though. And what was your problem with the new BoP biomes earlier? Were you describing getting them to generate in a CC world or just simply in a basic BoP world?
I can't get you the config, because I changed it back right after the crash.
I know I had changed deep_ocean incidences to 0, then put about 10 biomes as deep_ocean climate.
Here I will try to show what I did.
oceanbiomeclimates {
S:"DeepOcean climate"=DEEP_OCEAN
S:"Ocean climate"=OCEAN
}
oceanbiomeids {
I:"DeepOcean ID"=24
I:"Ocean ID"=0
}
oceanbiomeincidences {
I:"DeepOcean Incidence"=0
I:"Ocean Incidence"=100
}
oceanbiomevillages {
B:"DeepOcean hasVillages"=false
B:"Ocean hasVillages"=false
}
vanillabiomeclimates {
S:"Birch Forest Hills M climate"=DEEP_OCEAN
S:"Birch Forest Hills climate"=DEEP_OCEAN
S:"Birch Forest M climate"=DEEP_OCEAN
S:"Birch Forest climate"=MEDIUM
S:"Cold Beach climate"=SNOWY
S:"Cold Taiga Hills climate"=DEEP_OCEAN
S:"Cold Taiga M climate"=DEEP_OCEAN
S:"Cold Taiga climate"=SNOWY
S:"Desert Hills climate"=HOT
S:"Desert M climate"=HOT
S:"Desert climate"=HOT
S:"Extreme Hills M climate"=COOL
S:"Extreme Hills climate"=COOL
S:"Extreme Hills+ M climate"=COOL
S:"Extreme Hills+ climate"=COOL
S:"Flower Forest climate"=MEDIUM
S:"Forest Hills climate"=DEEP_OCEAN
S:"Forest climate"=MEDIUM
S:"Ice Mountains climate"=DEEP_OCEAN
S:"Ice Plains Spikes climate"=SNOWY
S:"Ice Plains climate"=SNOWY
S:"Jungle Hills climate"=DEEP_OCEAN
S:"Jungle M climate"=DEEP_OCEAN
S:"Jungle climate"=WARM
S:"Mega Spruce Taiga climate"=COOL
S:"Mega Taiga Hills climate"=DEEP_OCEAN
S:"Mega Taiga climate"=COOL
S:"Mesa (Bryce) climate"=HOT
S:"Mesa Plateau F M climate"=HOT
S:"Mesa Plateau F climate"=HOT
S:"Mesa Plateau M climate"=HOT
S:"Mesa Plateau climate"=HOT
S:"Mesa climate"=HOT
S:"Mushroom Island climate"=OCEAN
S:"Plains climate"=MEDIUM
S:"Roofed Forest M climate"=DEEP_OCEAN
S:"Roofed Forest climate"=DEEP_OCEAN
S:"Savanna M climate"=HOT
S:"Savanna Plateau M climate"=HOT
S:"Savanna Plateau climate"=HOT
S:"Savanna climate"=HOT
S:"Stone Beach climate"=DEEP_OCEAN
S:"Sunflower Plains climate"=MEDIUM
S:"Swampland M climate"=DEEP_OCEAN
S:"Swampland climate"=WARM
S:"Taiga (snowless) M climate"=DEEP_OCEAN
S:"Taiga (snowless) climate"=COOL
S:"Taiga Hills climate"=DEEP_OCEAN
}
Here is the crash log I found, if it helps.
---- Minecraft Crash Report ----
// You should try our sister game, Minceraft!
Time: 9/5/15 8:21 PM
Description: Exception in server tick loop
java.lang.RuntimeException: Climate Control: No Biomes present for climates Deep.Ocean
at climateControl.SettingsTester.test(SettingsTester.java:98)
at climateControl.DimensionManager.patchedGenLayer(DimensionManager.java:90)
at climateControl.DimensionManager.onBiomeGenInit(DimensionManager.java:239)
at climateControl.ClimateControl.onBiomeGenInit(ClimateControl.java:208)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_140_ClimateControl_onBiomeGenInit_InitBiomeGens.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at net.minecraft.world.biome.WorldChunkManager.getModdedBiomeGenerators(WorldChunkManager.java:249)
at net.minecraft.world.biome.WorldChunkManager.<init>(WorldChunkManager.java:41)
at net.minecraft.world.chunk.storage.AnvilSaveConverter.func_75805_a(SourceFile:129)
at net.minecraft.server.MinecraftServer.func_71237_c(MinecraftServer.java:162)
at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:59)
at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:92)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:387)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_79, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 1806461400 bytes (1722 MB) / 2134114304 bytes (2035 MB) up to 2134114304 bytes (2035 MB)
JVM Flags: 7 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx2048M -Xms2048M -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1448 23 mods loaded, 23 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJAA mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAA FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1448-1.7.10.jar)
UCHIJAA Forge{10.13.4.1448} [Minecraft Forge] (forge-1.7.10-10.13.4.1448-1.7.10.jar)
UCHIJAA Baubles{1.0.1.10} [Baubles] (Baubles-1.7.10-1.0.1.10.jar)
UCHIJAA BiomesOPlenty{2.1.0} [Biomes O' Plenty] (BiomesOPlenty-1.7.10-2.1.0.1390-universal.jar)
UCHIJAA Forestry{3.6.3.20} [Forestry for Minecraft] (forestry_1.7.10-3.6.3.20.jar)
UCHIJAA BinnieCore{2.0-pre14} [Binnie Core] (binnie-mods-2.0-pre14.jar)
UCHIJAA Botany{2.0-pre14} [Botany] (binnie-mods-2.0-pre14.jar)
UCHIJAA ExtraBees{2.0-pre14} [Extra Bees] (binnie-mods-2.0-pre14.jar)
UCHIJAA ExtraTrees{2.0-pre14} [Extra Trees] (binnie-mods-2.0-pre14.jar)
UCHIJAA Genetics{2.0-pre14} [Genetics] (binnie-mods-2.0-pre14.jar)
UCHIJAA Botania{r1.7-219} [Botania] (Botania r1.7-219.jar)
UCHIJAA climatecontrol{0.4} [Climate Control] (ClimateControl-0.4.beta28.jar)
UCHIJAA doggytalents{v1.9.0h} [Doggy Talents] (DoggyTalents-1.7.10-v1.9.0h-universal.jar)
UCHIJAA doorsoplenty{0.1} [Doors o Plenty] (doorsoplenty-1.0.jar)
UCHIJAA InventoryPets{1.3.2} [Inventory Pets] (inventorypets-1.7.10-1.3.2.jar)
UCHIJAA ironbackpacks{0.5.0} [Iron Backpacks] (Iron Backpacks-1.7.10-1.0.4-universal.jar)
UCHIJAA journeymap{@JMVERSION@} [JourneyMap] (journeymap-1.7.10-5.1.0-unlimited.jar)
UCHIJAA magicalcrops{1.7.2 - 0.1 ALPHA} [Magical Crops] (magicalcrops-1.7.10_0.1.jar)
UCHIJAA MemoryCleaner{1.0} [Memory Cleaner] (MemoryCleaner-1.4-mc.1.7.10.jar)
UCHIJAA cfm{3.4.8} [§9MrCrayfish's Furniture Mod] (MrCrayfishFurnitureModv3.4.8(1.7.10).jar)
UCHIJAA witchery{0.24.1} [Witchery] (witchery-1.7.10-0.24.1.jar)
UCHIJAA worldedit{6.0-beta-01} [WorldEdit] (worldedit-forge-mc1.7.10-6.0-beta-01.jar)
GL info: ~~ERROR~~ RuntimeException: No OpenGL context found in the current thread.
Profiler Position: N/A (disabled)
Player Count: 0 / 8; []
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
Yes, the wasteland idea was one of the big motivators. I had another, devious and perhaps mischevious intent; to show the complaints about oceans as "boring" not to be based on the lack of content but on the extent. *Anything* that takes up the majority of the world will be perceived as "boring", and any change from ocean will quickly be perceived as more arduous as well. Try me if you don't believe me - put any biome into DEEP_OCEAN and play an exploration-driven game for a week. You'll quickly hate that biome. Ocean is by far the best because you move so fast and see so far on it.
My one mistakes, which will be fixed in the next beta, was not to put a climate for "OCEAN+DEEP_OCEAN". So, at present, you have to use *two* biomes to replace the sea, one for ocean and one for deep ocean.
The generic business with the new biomes is that new biomes have to be programmed in explicitly. I have an API so other modders could do it but it seems none do. That's not likely to change because 1) programmatically determining what biomes should be placed and where would be hard for me to write and 2) automated systems would be very prone to change people's worlds without their permission, and I so want to avoid that.
There's also a specific issue with the new BoP biomes in that they actually seem to be turned off in BoP itself regardless of the configs. My BoP routines pokes around in the BoP data structures to get the biome IDs and while I'm getting the other biome IDs, I get "-1" (disabled) for the new biomes.
Yeah, rivers are a headache. I'm actually not bothered by intra-biome rivers because I think that to be perfectly reasonable. I know some people like it the vanilla way and I've tried to do it but vanilla has a very fragile way to place rivers and the coast smoothing I added (because the vanilla 1.7 coasts are a mess) simply can't be copied into the vanilla river code. I've tried two other ways to get the same effect and both have unacceptable performance - one actually crashed MC because it was so slow and the other is IMO intolerable.
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's telling me you didn't put another biome into the "DEEP_OCEAN" climate. The DEEP_OCEAN climate is still placed; that's not changeable* so when CC gets around to placing a biome it will put in one of the *biomes* assigned to "DEEP_OCEAN". Normally that's only the deep ocean biome itself. If you assign some other biome with a nonzero incidence to "DEEP_OCEAN" with the deep ocean biome incidence set to 0 (as you did) then that biome will be the one that shows up where the deep ocean would have been.
* actually if the large continents are set to 1000 there will be no ocean anywhere but the error check is not sophisticated enough to know that so you'd still have to leave some sacrificial biome in DEEP_OCEAN.
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.