thanks for your mod Zeno! i'm running into a biome id conflict issue and i'm struggling to resolve it. i am using a combination of RTG, climate control, biomes o plenty, and highlands. not sure if this is a CC issue and i apologize if this has been asked and/or answered in the past. does climate control force overwrite or mimic somehow vanilla biomes? i'm using auto id conflicts mod to squash these conflicts and it tells me that a handful of vanilla biomes are conflicting but doesn't tell me what the other biomes/mods are that are conflicting with the vanilla biomes. i will post the contents of my conflicting ids config from auto id conflicts here:
Total amount of conflicted biome ids: 29
IDs in conflict:
0 is asked by: Ocean (net.minecraft.world.biome.BiomeGenOcean)
1 is asked by: Plains (net.minecraft.world.biome.BiomeGenPlains)
2 is asked by: Desert (net.minecraft.world.biome.BiomeGenDesert)
3 is asked by: Extreme Hills (net.minecraft.world.biome.BiomeGenHills)
4 is asked by: Forest (net.minecraft.world.biome.BiomeGenForest)
5 is asked by: Taiga (net.minecraft.world.biome.BiomeGenTaiga)
6 is asked by: Swampland (net.minecraft.world.biome.BiomeGenSwamp)
7 is asked by: River (net.minecraft.world.biome.BiomeGenRiver)
8 is asked by: Hell (net.minecraft.world.biome.BiomeGenHell)
12 is asked by: Ice Plains (net.minecraft.world.biome.BiomeGenSnow)
14 is asked by: MushroomIsland (net.minecraft.world.biome.BiomeGenMushroomIsland)
15 is asked by: MushroomIslandShore (net.minecraft.world.biome.BiomeGenMushroomIsland)
17 is asked by: DesertHills (net.minecraft.world.biome.BiomeGenDesert)
18 is asked by: ForestHills (net.minecraft.world.biome.BiomeGenForest)
19 is asked by: TaigaHills (net.minecraft.world.biome.BiomeGenTaiga)
20 is asked by: Extreme Hills Edge (net.minecraft.world.biome.BiomeGenHills)
21 is asked by: Jungle (net.minecraft.world.biome.BiomeGenJungle)
22 is asked by: JungleHills (net.minecraft.world.biome.BiomeGenJungle)
23 is asked by: JungleEdge (net.minecraft.world.biome.BiomeGenJungle)
27 is asked by: Birch Forest (net.minecraft.world.biome.BiomeGenForest)
28 is asked by: Birch Forest Hills (net.minecraft.world.biome.BiomeGenForest)
29 is asked by: Roofed Forest (net.minecraft.world.biome.BiomeGenForest)
30 is asked by: Cold Taiga (net.minecraft.world.biome.BiomeGenTaiga)
31 is asked by: Cold Taiga Hills (net.minecraft.world.biome.BiomeGenTaiga)
35 is asked by: Savanna (net.minecraft.world.biome.BiomeGenSavanna)
36 is asked by: Savanna Plateau (net.minecraft.world.biome.BiomeGenSavanna)
37 is asked by: Mesa (net.minecraft.world.biome.BiomeGenMesa)
38 is asked by: Mesa Plateau F (net.minecraft.world.biome.BiomeGenMesa)
39 is asked by: Mesa Plateau (net.minecraft.world.biome.BiomeGenMesa)
sorry to bother you if this is not related to CC and thanks in advance for any help you can provide! i will be posting this on the RTG page as well... not convinced that the issue lies with BOP or highlands...
CC does not currently change biomes, it's just recording them (the configs suggest otherwise; that's because I wanted to, but ended up not able to). The problem is almost certainly an intermod conflict of AutoID not recognizing what RTG is doing (which is overriding the vanilla biomes, out of necessity).
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.
It's been a bit since I've used it, but Streams mod adds new streams instead of changing river behavior, and Climate Control doesn't change how rivers are made, but rather where they are placed. So leaving rivers on should be fine.
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.
The CC rivers are basically vanilla rivers and exist at sea level. I have absolutely no experience with Stream but I would expect Streams to make a( relatively short streams and b( to be designed to work with vanilla rivers, probably with streams flowing into the rivers. So I'd recommend at least trying with CC rivers on. You can look at the results and decide whether it's better with the CC rivers on or off. Let me know the result, I'm curious!
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's no need to download the new version for an existing world. I recommend you stay with the previous version for existing worlds. However, if you do want to start a new world there are a number of new features in this latest version:
A fix for the latest iteration of the spawn chunks bug.
Support for Enhanced Biomes
Reduced landmass merging in oceanic world
Reduced bad climate junctions.
A text map feature available in "testing" mod.
Detailed discussion:
The latest iteration of the spawn chunks bug basically affected only "power users" who changed their biome IDs and didn't have the same IDs in both biome mod and the CC config. CC must use the biome mod's ID and updates it's internal IDs but it wasn't doing it fast enough for the spawn chunks so they and sometimes chunks around them were sometimes coming out with the wrong biome IDs. This has been fixed.
Enhanced Biome support: This is self-explanitory enough, although it's still somewhat preliminary and I haven't gone through to make sure all biomes are in the correct zone and are placed if they are suppose to be full biomes, so feedback is welcome.
Less Landmass merging: After some complaints, I found the existing landmass system was merging landmasses far too often. I've completely rewritten the code for landmass growth to prevent most (but still not all) of these mergers. A side effect is that most landmasses have gotten smaller and I've drastically upped the default incidences to account for that.
If you want a universal continent by setting one class of landmass to an incidence of 300 or above and "SeparateLandmasses" to false, you should use a larger landmass. Continents are recommended, or Large Islands if you have half-size zones. This is because of the fix for bad climate junctions.
Fewer Bad Climate Junctions: This mostly arose from landmass mergers - if a snowy island merged with a warm island, you got a bad junction. So the new landmass separation gets applied to all landmasses smaller than the climate zone size to prevent that (most of the time). So if you have half-size climate zones, small islands are always done with "SeparateLandmasses" code, and if you have full-size zones, all islands are.
Text map: This may be the most popular feature of the update. I had to write some text mapping routines for debugging, and I'm leaving them available for users. I even added in a few features like observed landmass percentage. On a Mac, if "TestingMode" is on, the code will create two maps in the Minecraft directory: "largeIslands.txt" showing a 20Kx20K area of map after the Large Island stage, and "mediumIslands.txt" showing a 10Kx10K area after the Medium Island stage. A dot is ocean and a number is the climate (1=snowy, 2=cool, 3=warm, 4=hot). If climates haven't been defined at that stage, then all land areas are "1".
Each letter is a 512x512 block in largeIslands.txt and a 256x256 in smallIslands.txt. Maps need to be viewed in a monospaced (typewrite style) font, and the viewing window needs to be large enough (on the Mac TextEdit the default window is too small and needs to be widened).
I think the text maps will work on a PC and Linux too but I haven't tested. If not, I'll work on a fix.
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.
Fewer Bad Climate Junctions: This mostly arose from landmass mergers - if a snowy island merged with a warm island, you got a bad junction. So the new landmass separation gets applied to all landmasses smaller than the climate zone size to prevent that (most of the time). So if you have half-size climate zones, small islands are always done with "SeparateLandmasses" code, and if you have full-size zones, all islands are.
That ... actually, can we have a config flag to permit merged islands? I actually want a world that is lots of medium islands (all one climate zone), that will have them combined (to make a larger island with two zones).
(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?
An additional flag isn't hard but a( it's not necessarily pairs but often groups of islands and b( you'll get random pairs and not necessarily "good" pairs. You'd probably get better results with quartersize zones - a fair number of medium islands (maybe the majority) spread before quartersize assignment and so they'll get multiple climate zones, with "legitimate" pairings.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
There's also the issue of wanting bigger landmasses without bigger ocean crossings.
If I have a world with large islands, then both the ocean crossings are larger, and the individual land-masses are too big to easily explore.
Are you sure on that one? 500x1000 or so doesn't seem too big to easily explore to me. Also, with unlimited mergers, you don't often have short crossings because close islands merge. You can make a comparison pretty easily - compare a high-medium island setup with and earlier version with a medium-high large + medium-high medium setup now. If you really prefer the old system I'll put in a flag.
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.
You disable biomes by setting their incidence to 0 in the configs. Some biomes will still show up as sub-biomes and there's currently no way to change that (for example you'd still get Plains clearings in Roofed Forests even if you set Plains to incidence 0).
You make biomes more common by increasing their incidence. 10 is a "normal" incidence, although with BoP there are so many biomes everything is uncommon. Plains is 30. You can set more. I had one world with Roofed Forest set to 100 by accident and it was still perfectly playable. However, biomes are still normally restricted to their climates, so no matter how high the incidence of Mesa is, you'll only see it in a Hot zone. You can turn climates off altogether with RandomBiomes if you want.
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.
New version, mostly with a lot of important bugfixes: 0.4beta38
Changes:
Added option, ForceStartContinent to force a small continent at the origin (which may merge with or disappear into a larger continent there or nearby). This is very similar to what vanilla does to (almost) ensure a land start, except that vanilla forces a medium continent.
Bug fixes:
Fixed error that was aborting start rescue, producing ocean starts.
Fixed default of VanillaBiomesOn to true (this also caused a crash on starting vanilla biome-only worlds)
(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?
Zeno, I'm getting a crash when using CC beta 38 with Enhanced Biomes.
The crash occurs if I reassign the biome IDs in config/Enhanced Biomes/Biomes.cfg.
You should be able to reproduce this crash with just CC and EB using the default world type with default configs and altered EB biome IDs.
I tried to reproduce this by using the default ID assignments and only altering one or two IDs, but the crash only seems to happen if I alter them all (or a substantial amount of them).
To save you the hassle of reassigning IDs yourself (kind of a headache for 90 biomes!) you can download this .zip of configs.
Stacktrace:
java.lang.RuntimeException
at climateControl.biomeSettings.EBBiomeSettings.incidences(EBBiomeSettings.java:138)
at climateControl.BiomeRandomizer.<init>(BiomeRandomizer.java:35)
at climateControl.SettingsTester.test(SettingsTester.java:79)
at climateControl.DimensionManager.patchedGenLayer(DimensionManager.java:92)
at climateControl.DimensionManager.onBiomeGenInit(DimensionManager.java:246)
at climateControl.ClimateControl.onBiomeGenInit(ClimateControl.java:221)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_7_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:140)
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)
Huh, what? If I click on "quote" to quote you, the above text is what I get. What I can see written in your post is this though:
So I'm not sure if you edited your post to "Ignore, not related to CC" and the forum just doesn't show the change? Or my browser is bugging out?
But if it's still true that you get the crash and you do believe it's related to CC, I would have two questions:
1) Are you using the latest version of CC? I've had a similar-looking crash which has been fixed with version beta38.
2) Have you changed the config options in "CCDimensions.cfg". Because they should be set to only generate CC terrain in the overworld dimension right from the beginning.
I initially thought the error was caused by CC, however it's caused by RTG.
I'm using Beta39 and yeah, I haven't changed CCDimensions.cfg at all.
IDs in conflict: 0 is asked by: Ocean (net.minecraft.world.biome.BiomeGenOcean)
1 is asked by: Plains (net.minecraft.world.biome.BiomeGenPlains)
2 is asked by: Desert (net.minecraft.world.biome.BiomeGenDesert)
3 is asked by: Extreme Hills (net.minecraft.world.biome.BiomeGenHills)
4 is asked by: Forest (net.minecraft.world.biome.BiomeGenForest)
5 is asked by: Taiga (net.minecraft.world.biome.BiomeGenTaiga)
6 is asked by: Swampland (net.minecraft.world.biome.BiomeGenSwamp)
7 is asked by: River (net.minecraft.world.biome.BiomeGenRiver)
8 is asked by: Hell (net.minecraft.world.biome.BiomeGenHell)
12 is asked by: Ice Plains (net.minecraft.world.biome.BiomeGenSnow)
14 is asked by: MushroomIsland (net.minecraft.world.biome.BiomeGenMushroomIsland)
15 is asked by: MushroomIslandShore (net.minecraft.world.biome.BiomeGenMushroomIsland)
17 is asked by: DesertHills (net.minecraft.world.biome.BiomeGenDesert)
18 is asked by: ForestHills (net.minecraft.world.biome.BiomeGenForest)
19 is asked by: TaigaHills (net.minecraft.world.biome.BiomeGenTaiga)
20 is asked by: Extreme Hills Edge (net.minecraft.world.biome.BiomeGenHills)
21 is asked by: Jungle (net.minecraft.world.biome.BiomeGenJungle)
22 is asked by: JungleHills (net.minecraft.world.biome.BiomeGenJungle)
23 is asked by: JungleEdge (net.minecraft.world.biome.BiomeGenJungle)
27 is asked by: Birch Forest (net.minecraft.world.biome.BiomeGenForest)
28 is asked by: Birch Forest Hills (net.minecraft.world.biome.BiomeGenForest)
29 is asked by: Roofed Forest (net.minecraft.world.biome.BiomeGenForest)
30 is asked by: Cold Taiga (net.minecraft.world.biome.BiomeGenTaiga)
31 is asked by: Cold Taiga Hills (net.minecraft.world.biome.BiomeGenTaiga)
35 is asked by: Savanna (net.minecraft.world.biome.BiomeGenSavanna)
36 is asked by: Savanna Plateau (net.minecraft.world.biome.BiomeGenSavanna)
37 is asked by: Mesa (net.minecraft.world.biome.BiomeGenMesa)
38 is asked by: Mesa Plateau F (net.minecraft.world.biome.BiomeGenMesa)
39 is asked by: Mesa Plateau (net.minecraft.world.biome.BiomeGenMesa)
sorry to bother you if this is not related to CC and thanks in advance for any help you can provide! i will be posting this on the RTG page as well... not convinced that the issue lies with BOP or highlands...
CC does not currently change biomes, it's just recording them (the configs suggest otherwise; that's because I wanted to, but ended up not able to). The problem is almost certainly an intermod conflict of AutoID not recognizing what RTG is doing (which is overriding the vanilla biomes, out of necessity).
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's been a bit since I've used it, but Streams mod adds new streams instead of changing river behavior, and Climate Control doesn't change how rivers are made, but rather where they are placed. So leaving rivers on should be fine.
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.
The CC rivers are basically vanilla rivers and exist at sea level. I have absolutely no experience with Stream but I would expect Streams to make a( relatively short streams and b( to be designed to work with vanilla rivers, probably with streams flowing into the rivers. So I'd recommend at least trying with CC rivers on. You can look at the results and decide whether it's better with the CC rivers on or off. Let me know the result, I'm curious!
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.
New and Important Update!
beta36
There's no need to download the new version for an existing world. I recommend you stay with the previous version for existing worlds. However, if you do want to start a new world there are a number of new features in this latest version:
A fix for the latest iteration of the spawn chunks bug.
Support for Enhanced Biomes
Reduced landmass merging in oceanic world
Reduced bad climate junctions.
A text map feature available in "testing" mod.
Detailed discussion:
The latest iteration of the spawn chunks bug basically affected only "power users" who changed their biome IDs and didn't have the same IDs in both biome mod and the CC config. CC must use the biome mod's ID and updates it's internal IDs but it wasn't doing it fast enough for the spawn chunks so they and sometimes chunks around them were sometimes coming out with the wrong biome IDs. This has been fixed.
Enhanced Biome support: This is self-explanitory enough, although it's still somewhat preliminary and I haven't gone through to make sure all biomes are in the correct zone and are placed if they are suppose to be full biomes, so feedback is welcome.
Less Landmass merging: After some complaints, I found the existing landmass system was merging landmasses far too often. I've completely rewritten the code for landmass growth to prevent most (but still not all) of these mergers. A side effect is that most landmasses have gotten smaller and I've drastically upped the default incidences to account for that.
If you want a universal continent by setting one class of landmass to an incidence of 300 or above and "SeparateLandmasses" to false, you should use a larger landmass. Continents are recommended, or Large Islands if you have half-size zones. This is because of the fix for bad climate junctions.
Fewer Bad Climate Junctions: This mostly arose from landmass mergers - if a snowy island merged with a warm island, you got a bad junction. So the new landmass separation gets applied to all landmasses smaller than the climate zone size to prevent that (most of the time). So if you have half-size climate zones, small islands are always done with "SeparateLandmasses" code, and if you have full-size zones, all islands are.
Text map: This may be the most popular feature of the update. I had to write some text mapping routines for debugging, and I'm leaving them available for users. I even added in a few features like observed landmass percentage. On a Mac, if "TestingMode" is on, the code will create two maps in the Minecraft directory: "largeIslands.txt" showing a 20Kx20K area of map after the Large Island stage, and "mediumIslands.txt" showing a 10Kx10K area after the Medium Island stage. A dot is ocean and a number is the climate (1=snowy, 2=cool, 3=warm, 4=hot). If climates haven't been defined at that stage, then all land areas are "1".
Each letter is a 512x512 block in largeIslands.txt and a 256x256 in smallIslands.txt. Maps need to be viewed in a monospaced (typewrite style) font, and the viewing window needs to be large enough (on the Mac TextEdit the default window is too small and needs to be widened).
I think the text maps will work on a PC and Linux too but I haven't tested. If not, I'll work on a fix.
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 ... actually, can we have a config flag to permit merged islands? I actually want a world that is lots of medium islands (all one climate zone), that will have them combined (to make a larger island with two zones).
* 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?
An additional flag isn't hard but a( it's not necessarily pairs but often groups of islands and b( you'll get random pairs and not necessarily "good" pairs. You'd probably get better results with quartersize zones - a fair number of medium islands (maybe the majority) spread before quartersize assignment and so they'll get multiple climate zones, with "legitimate" pairings.
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's also the issue of wanting bigger landmasses without bigger ocean crossings.
If I have a world with large islands, then both the ocean crossings are larger, and the individual land-masses are too big to easily explore.
If I have a world with medium islands, then the ocean crossings are smaller. Most land-masses are small; some are larger (due to merges).
* 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?
Are you sure on that one? 500x1000 or so doesn't seem too big to easily explore to me. Also, with unlimited mergers, you don't often have short crossings because close islands merge. You can make a comparison pretty easily - compare a high-medium island setup with and earlier version with a medium-high large + medium-high medium setup now. If you really prefer the old system I'll put in a flag.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
How do you disable biomes from spawning? Also how do you increase the chances of a vanilla biome like mesa to spawn more?
Currently running
RTG 0.5 RC
BOP 2.1.0.1548
CC .4.beta36
You disable biomes by setting their incidence to 0 in the configs. Some biomes will still show up as sub-biomes and there's currently no way to change that (for example you'd still get Plains clearings in Roofed Forests even if you set Plains to incidence 0).
You make biomes more common by increasing their incidence. 10 is a "normal" incidence, although with BoP there are so many biomes everything is uncommon. Plains is 30. You can set more. I had one world with Roofed Forest set to 100 by accident and it was still perfectly playable. However, biomes are still normally restricted to their climates, so no matter how high the incidence of Mesa is, you'll only see it in a Hot zone. You can turn climates off altogether with RandomBiomes if you want.
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.
New version, mostly with a lot of important bugfixes: 0.4beta38
Changes:
Added option, ForceStartContinent to force a small continent at the origin (which may merge with or disappear into a larger continent there or nearby). This is very similar to what vanilla does to (almost) ensure a land start, except that vanilla forces a medium continent.
Bug fixes:
Fixed error that was aborting start rescue, producing ocean starts.
Fixed default of VanillaBiomesOn to true (this also caused a crash on starting vanilla biome-only worlds)
Fixed some config management bugs
Fixed a crash when adding EB.
Fixed a crash checking for invalid 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.
Try this fix: CC 0.4beta38
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, if you create a world with CC and BoP everything is fine, but if you add Gregtech and regenerates all the landmasses seem to shrink?
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.
Can the config file's landmass section be sorted by the size of the landmasses?
Right now, you have Large Continent and Large Islands together at the top, which is a bit confusing.
* 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?
Not easily. Forge sorts by name only.
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.
Zeno, I'm getting a crash when using CC beta 38 with Enhanced Biomes.
The crash occurs if I reassign the biome IDs in config/Enhanced Biomes/Biomes.cfg.
You should be able to reproduce this crash with just CC and EB using the default world type with default configs and altered EB biome IDs.
I tried to reproduce this by using the default ID assignments and only altering one or two IDs, but the crash only seems to happen if I alter them all (or a substantial amount of them).
To save you the hassle of reassigning IDs yourself (kind of a headache for 90 biomes!) you can download this .zip of configs.
Stacktrace:
. .
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New version of CC that fixes some problems with updating non-default biome IDS:
0.4.beta39
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.
Ignore, not related to CC
I initially thought the error was caused by CC, however it's caused by RTG.
I'm using Beta39 and yeah, I haven't changed CCDimensions.cfg at all.