The most likely cause is that some other biome has been set to the mushroom biome ID of 14 (or mushroom biome shore of 15). There's a list in the CC config files under vanillabiomeids, as well as the ocean and deep ocean IDs under oceanbiomeids. It's also possible some other mod or config file is mucking around with the biome IDs.
I didn't quite see the size, but BoP can also place these large complexes out in the deep ocean and they can be next to Mushroom Island. Mushroom Islands are somewhat larger in CC than in vanilla, although the largest they could reasonably be would be the size of two biomes (from two Mushroom Islands stuck together).
If you can't see a reason for this, email me (see profile) your config and mod folders and I'll take a look at it.
The CC config files *do* allow you to suppress most normal biomes. There are incidence settings - vanillabiomeincidences for vanilla, which is at the bottom - and biomes show up as primary biomes in proportion to that number. At zero, they won't generate as full biomes, ever. They can still generate as sub-biomes, as I haven't figured out how to do config settings for that. So, for example, if you set Forest to 0 you'll never see full-sized forests, but you will still see them as copses in plains. Biomes like Ice Plains and MegaTaiga that are never sub-biomes will disappear completely. If you're using Highlands or BoP biomes they'll have incidence settings too once you've run the game once.
Unfortunately for you, you can't currently do this for Mushroom Islands. I *could* have done Mushroom Islands in a similar way, as biomes in the Deep Ocean "climate" I created for consistency. But, Minecraft doesn't do Mushroom Islands as biomes; it does them with a special GenLayer system. I wouldn't be able to duplicate vanilla's Mushroom Island locations if I did them "my way" (although statistically it would be very similar and it would be very hard to tell the difference).
Yeah I checked every biome ID of every mod I've installed and there was no double ids. I checked every config for world gen stuff, nothing found. Then I thought, hey delete BOP and look and what is.... Now it works perfekt :/ I don't know if it's your integration or that I have another BOP version (2.0.2.932) but now it works.... :/ But without CC, the problem is gone too? so maybe a conflict?^^
EDIT: so I changed from BOP to Highlands and the bug is gone So maybe I'm right :>
I don't remember a requirement for AMIDST. I know there's supposed to be a problem with the Mac Mavericks OS. What's the error?
Edit: some things that could be causing trouble: the file name is wrong (e.g. Mac -> PC), the java path is wrong; you don't have a jar launcher; your Java is a sufficiently different version.
I'm just getting a Java Exception. I'm running Windows 7 with Java 7 update 65. From what I believe, my path is correct, but I'm not sure about a launcher (I guess I do have something working, as I have opened other jar files before).
Yeah I checked every biome ID of every mod I've installed and there was no double ids. I checked every config for world gen stuff, nothing found. Then I thought, hey delete BOP and look and what is.... Now it works perfekt :/ I don't know if it's your integration or that I have another BOP version (2.0.2.932) but now it works.... :/ But without CC, the problem is gone too? so maybe a conflict?^^
EDIT: so I changed from BOP to Highlands and the bug is gone So maybe I'm right :>i'
I'm running with an earlier BOP (887 or so) without any trouble. I wouldn't be shocked to see incompatibilities with later BoP's, but I wouldn't expect *that*. Are you running 1.7.10?
I'm just getting a Java Exception. I'm running Windows 7 with Java 7 update 65. From what I believe, my path is correct, but I'm not sure about a launcher (I guess I do have something working, as I have opened other jar files before).
It needs some libraries, as Sedridor reported. I have a build running which seems to have all the needed libraries. I'm going to try to work in reading the general config file before releasing (maybe tomorrow), although here's the current if you're in a big hurry.
Rollback Post to RevisionRollBack
Climate Control- Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more! Underground Biomes Constructs - 24 different kinds of stone, with complete sets of stairs, slabs, walls, and buttons. ExplorerCraft - map utilities for tiling, carrying, and marking maps.
@Zeno410: No I'm running 1.7.2 with the latest BOP, but like I said I deleted it and now I play with Highlands an the bug doesn't appear. I don't know why, it's like I tested it the whole day and finally found a solution The last thing I need is Thaumcraft support then I'm more than happy :PPPP
The modified AMIDST should now include all needed libraries and run on its own. It also reads and uses the general config file on a Mac; I programmed it to do it on other operating systems but I haven't tested it.
If you're using the 0.4 beta, the 0.2 will produces fairly similar land structures except there's no medium land islands. Climates and biomes will be completely different. The 0.2 mapper uses only the general config and doesn't read the world-specific config files.
There will be a 0.4 mapper later which will read the world-specific files and match the release version's land, climates, and vanilla biomes. Not yet sure I'll be able to do mod biomes right.
The release version of 0.4 will use different random seeds than the beta or the mapping program. I copied and pasted a number of lines without checking the seeds and duplicated some (this was a long time ago, actually). Initially I ignored it because I figured it didn't matter but I just realized there are some relatively subtle problems I want fixed.
The character of worlds will not change (% water, average crossing length, etc.) Because of the chunk prevention there won't be any chunk walls but I would recommend using both biome and climate caching to avoid weird junctions and split biomes. Existing 0.2 and beta CC worlds *will* have a shift in land location at the boundary; I doubt this will be noticeable on anything other than a map wall and it might affect nobody other than me with my journal world.
Edit: I'll try to make a test version for Thaumcraft tomorrow or the day after. If my plan works, it will be pretty simple. If not, I'll let people know.
Climate Control- Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more! Underground Biomes Constructs - 24 different kinds of stone, with complete sets of stairs, slabs, walls, and buttons. ExplorerCraft - map utilities for tiling, carrying, and marking maps.
Could you do something about the mushroom islands? They're way too common. You could set their chance to "nextInt(1000) == 0", or configurable with an option to disable them completely.
Also, I've noticed that there's way too many rivers to the point that it looks unnatural as you can see on the following map. Things also tend to have a diagonal pattern. Not sure if something can be done about that.
Mushrooms Islands are easy to change. However, I think you're being misled by the maps in a way similar to how Mojang put in climate regions far too big for most player. Your eye can search a 2D map instantly. But searching on the ground (or in the water) is a very slow process because of the short view distances. Do you actually feel you're seeing them too often out on the water?
Right now there's a mushroom island every 100 biomes; given that you'll usually see one you pass, you'll see one every 30 biomes or so, or about every 7500 blocks. I fly around in the water a lot looking at worlds from the ground and actually I think it's less than that. With the defaults that's about every other ocean crossing. That is not too much to me.
I'll put in the turning factor anyway because it's really easy.
Rivers I agree are a problem. They're substantially more annoying than in 1.6 because the generally higher elevations makes then small canyons even in flat terrain and deeper canyons everywhere. There's an additional problem in that the vanilla system makes them usually run along biome boundaries but the more extensive smoothing in CC often runs them through biomes, and thus often through even higher terrain. There's a tuning factor that makes it easy to make them rarer but the ugly factor is hard to fix. Also, changes to the rivers will produce chunk boundaries my current systems can't fix.
Rollback Post to RevisionRollBack
Climate Control- Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more! Underground Biomes Constructs - 24 different kinds of stone, with complete sets of stairs, slabs, walls, and buttons. ExplorerCraft - map utilities for tiling, carrying, and marking maps.
I am frequently guilty of excessively subtle teasers, and Climate Control generally doesn't make distinctive screenshots, but I'm pretty sure nobody else can do this:
Rollback Post to RevisionRollBack
Climate Control- Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more! Underground Biomes Constructs - 24 different kinds of stone, with complete sets of stairs, slabs, walls, and buttons. ExplorerCraft - map utilities for tiling, carrying, and marking maps.
That is cool,but do the Aura Nodes generate properly?
Thank you for making your mod compatible with TC
They seem normal out in the ocean. I'm not seeing as many as I expect on land but maybe I'm flying too high. Tainted lands are coming out huge, the size of full biomes. I recall them being smaller, maybe the size of sub-biomes, but that's really awkward to do with CC at present. You can turn them off. I also put in Eerie biomes as independently generated, to see what would happen, and they seem to come out as Magical Forests with an eerie aspect. Can also be turned off.
Rollback Post to RevisionRollBack
Climate Control- Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more! Underground Biomes Constructs - 24 different kinds of stone, with complete sets of stairs, slabs, walls, and buttons. ExplorerCraft - map utilities for tiling, carrying, and marking maps.
Beta2 is out, with Thaumcraft biomes, controls to reduce river and mushroom biome frequency, and bugfixes for climate smoothing and saving world-specific configs.
Honestly, I don't have time. My AMIDST is only for Climate Control anyway.
Rollback Post to RevisionRollBack
Climate Control- Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more! Underground Biomes Constructs - 24 different kinds of stone, with complete sets of stairs, slabs, walls, and buttons. ExplorerCraft - map utilities for tiling, carrying, and marking maps.
Honestly, I don't have time. My AMIDST is only for Climate Control anyway.
I could help with that, I merged the newest AMIDST with your 0.2 customized version of it for myself and made it possible for it to support both map types, Vanilla and CC worldgens. But you haven't updated your repository with your latest changes to AMIDST yet.
Okay, I am just going to ask. How the heck do I use this? I must be doing something wrong as I can't seem to get any of the features. What would I setup my config to to do the following:
-- Merge Vanilla and Highland bioms; can't you set B:HighlandsBiomesOn=true and then make a vanilla game and get them?
-- I still see your "derpy islands" out in the middle of the ocean, even though I have "B:"Allow Derpy Islands"=false"
This is just a couple of things I am not seeing. I am running 1.7.10 so I am just guessing that is the reason as most 1.7.2 mods don't play well with it but I want to just know, do I just make a world and go with it or what? Maybe I am just really tired...
I could help with that, I merged the newest AMIDST with your 0.2 customized version of it for myself and made it possible for it to support both map types, Vanilla and CC worldgens. But you haven't updated your repository with your latest changes to AMIDST yet.
Repository is updated. Thanks for the work - do you want to put in a pull request? You might even want to run the repository since it sounds like you know AMIDST better than I. I'm really dreading the update to 0.4 - it's such a pain dealing with the shift between unobfuscated routines and indirect calls to obfuscated routines.
Okay, I am just going to ask. How the heck do I use this? I must be doing something wrong as I can't seem to get any of the features. What would I setup my config to to do the following:
-- Merge Vanilla and Highland bioms; can't you set B:HighlandsBiomesOn=true and then make a vanilla game and get them?
-- I still see your "derpy islands" out in the middle of the ocean, even though I have "B:"Allow Derpy Islands"=false"
This is just a couple of things I am not seeing. I am running 1.7.10 so I am just guessing that is the reason as most 1.7.2 mods don't play well with it but I want to just know, do I just make a world and go with it or what? Maybe I am just really tired...
It's a lot of settings. Do you have noGenerationChanges=false and vanillaLandandClimate=false? NoGenerationChanges makes CC change nothing about the map, just record the map so it can change things later without chunk walls. VanillaLandAndClimate means you'll get the exact lands and climates of vanilla; the only thing that will change is the exact biomes.
The "derpy" islands I refer to are the little sandbar islands vanilla puts into the deep ocean. Actually that config isn't working; they are gone no matter what setting you pick if you're running noGenerationChanges=false and vanillaLandandClimate=false. The smallish 1-to-4 biome islands are created by the MediumIslandFrequency setting; they go away if that's 0;
Yes, you will absolutely get both Highlands and Vanilla biomes with both settings on. It's the setting I prefer. Highlands has to be in your mod folder (CC doesn't import Highlands; if it can't find it CC will turn those biomes off). Also, you have to make changes in the world-specific config files. If you have a world with Highlands off, and you change your *general* config file to Highlands on, the existing world doesn't change. You have to change the world-specific config to get a change.
The last thing I can think of is that you have to go a ways to see new terrain. The average is about 800 blocks. I've gone as far as 1200 before new stuff appears. You can set biomeRingsNotSaved = -1 (which is off) and you'll see new terrain in about half that distance, but the junctions will be more obvious. Not so much chunk walls (they're small and rare) and not climate shifts (with climateRings still on) but you'll see odd juxtapositions fairly often like weird little strips of biome and sub-biomes where you wouldn't normally see them.
In regards to the options blizzard; my long-term plan is to have them controlled by buttons and spinners in-game, and to have an "advisor" that will describe effects in plain English. But that's a ways off yet.
Rollback Post to RevisionRollBack
Climate Control- Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more! Underground Biomes Constructs - 24 different kinds of stone, with complete sets of stairs, slabs, walls, and buttons. ExplorerCraft - map utilities for tiling, carrying, and marking maps.
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take the test, check out
http://minecraftnoobtest.com/test.php
Got exceptions too while trying to run from source. Had to hunt down all the missing libs in the gradle cache and add them to the build path.
Вращение Земли Майнкрафтская - Change the length of the day/night cycle in Minecraft to something other than 20 minutes - Now with varying day lengths - Updated for 1.7.10 - 1.9.4
Yeah I checked every biome ID of every mod I've installed and there was no double ids. I checked every config for world gen stuff, nothing found. Then I thought, hey delete BOP and look and what is.... Now it works perfekt :/ I don't know if it's your integration or that I have another BOP version (2.0.2.932) but now it works.... :/ But without CC, the problem is gone too? so maybe a conflict?^^
EDIT: so I changed from BOP to Highlands and the bug is gone
I'm just getting a Java Exception. I'm running Windows 7 with Java 7 update 65. From what I believe, my path is correct, but I'm not sure about a launcher (I guess I do have something working, as I have opened other jar files before).
I'm running with an earlier BOP (887 or so) without any trouble. I wouldn't be shocked to see incompatibilities with later BoP's, but I wouldn't expect *that*. Are you running 1.7.10?
It needs some libraries, as Sedridor reported. I have a build running which seems to have all the needed libraries. I'm going to try to work in reading the general config file before releasing (maybe tomorrow), although here's the current if you're in a big hurry.
Climate Control- Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
Underground Biomes Constructs - 24 different kinds of stone, with complete sets of stairs, slabs, walls, and buttons.
ExplorerCraft - map utilities for tiling, carrying, and marking maps.
If you're using the 0.4 beta, the 0.2 will produces fairly similar land structures except there's no medium land islands. Climates and biomes will be completely different. The 0.2 mapper uses only the general config and doesn't read the world-specific config files.
There will be a 0.4 mapper later which will read the world-specific files and match the release version's land, climates, and vanilla biomes. Not yet sure I'll be able to do mod biomes right.
The release version of 0.4 will use different random seeds than the beta or the mapping program. I copied and pasted a number of lines without checking the seeds and duplicated some (this was a long time ago, actually). Initially I ignored it because I figured it didn't matter but I just realized there are some relatively subtle problems I want fixed.
The character of worlds will not change (% water, average crossing length, etc.) Because of the chunk prevention there won't be any chunk walls but I would recommend using both biome and climate caching to avoid weird junctions and split biomes. Existing 0.2 and beta CC worlds *will* have a shift in land location at the boundary; I doubt this will be noticeable on anything other than a map wall and it might affect nobody other than me with my journal world.
Edit: I'll try to make a test version for Thaumcraft tomorrow or the day after. If my plan works, it will be pretty simple. If not, I'll let people know.
Climate Control- Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
Underground Biomes Constructs - 24 different kinds of stone, with complete sets of stairs, slabs, walls, and buttons.
ExplorerCraft - map utilities for tiling, carrying, and marking maps.
Also, I've noticed that there's way too many rivers to the point that it looks unnatural as you can see on the following map. Things also tend to have a diagonal pattern. Not sure if something can be done about that.
Вращение Земли Майнкрафтская - Change the length of the day/night cycle in Minecraft to something other than 20 minutes - Now with varying day lengths - Updated for 1.7.10 - 1.9.4
Right now there's a mushroom island every 100 biomes; given that you'll usually see one you pass, you'll see one every 30 biomes or so, or about every 7500 blocks. I fly around in the water a lot looking at worlds from the ground and actually I think it's less than that. With the defaults that's about every other ocean crossing. That is not too much to me.
I'll put in the turning factor anyway because it's really easy.
Rivers I agree are a problem. They're substantially more annoying than in 1.6 because the generally higher elevations makes then small canyons even in flat terrain and deeper canyons everywhere. There's an additional problem in that the vanilla system makes them usually run along biome boundaries but the more extensive smoothing in CC often runs them through biomes, and thus often through even higher terrain. There's a tuning factor that makes it easy to make them rarer but the ugly factor is hard to fix. Also, changes to the rivers will produce chunk boundaries my current systems can't fix.
Climate Control- Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
Underground Biomes Constructs - 24 different kinds of stone, with complete sets of stairs, slabs, walls, and buttons.
ExplorerCraft - map utilities for tiling, carrying, and marking maps.
Climate Control- Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
Underground Biomes Constructs - 24 different kinds of stone, with complete sets of stairs, slabs, walls, and buttons.
ExplorerCraft - map utilities for tiling, carrying, and marking maps.
Thank you for making your mod compatible with TC
They seem normal out in the ocean. I'm not seeing as many as I expect on land but maybe I'm flying too high. Tainted lands are coming out huge, the size of full biomes. I recall them being smaller, maybe the size of sub-biomes, but that's really awkward to do with CC at present. You can turn them off. I also put in Eerie biomes as independently generated, to see what would happen, and they seem to come out as Magical Forests with an eerie aspect. Can also be turned off.
Climate Control- Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
Underground Biomes Constructs - 24 different kinds of stone, with complete sets of stairs, slabs, walls, and buttons.
ExplorerCraft - map utilities for tiling, carrying, and marking maps.
About the biomes,i think it's better the way you made them spawn,especially eerie and tainted ones(i love them :D).
Honestly, I don't have time. My AMIDST is only for Climate Control anyway.
Climate Control- Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
Underground Biomes Constructs - 24 different kinds of stone, with complete sets of stairs, slabs, walls, and buttons.
ExplorerCraft - map utilities for tiling, carrying, and marking maps.
I could help with that, I merged the newest AMIDST with your 0.2 customized version of it for myself and made it possible for it to support both map types, Vanilla and CC worldgens. But you haven't updated your repository with your latest changes to AMIDST yet.
Вращение Земли Майнкрафтская - Change the length of the day/night cycle in Minecraft to something other than 20 minutes - Now with varying day lengths - Updated for 1.7.10 - 1.9.4
-- Merge Vanilla and Highland bioms; can't you set B:HighlandsBiomesOn=true and then make a vanilla game and get them?
-- I still see your "derpy islands" out in the middle of the ocean, even though I have "B:"Allow Derpy Islands"=false"
This is just a couple of things I am not seeing. I am running 1.7.10 so I am just guessing that is the reason as most 1.7.2 mods don't play well with it but I want to just know, do I just make a world and go with it or what? Maybe I am just really tired...
Repository is updated. Thanks for the work - do you want to put in a pull request? You might even want to run the repository since it sounds like you know AMIDST better than I. I'm really dreading the update to 0.4 - it's such a pain dealing with the shift between unobfuscated routines and indirect calls to obfuscated routines.
It's a lot of settings. Do you have noGenerationChanges=false and vanillaLandandClimate=false? NoGenerationChanges makes CC change nothing about the map, just record the map so it can change things later without chunk walls. VanillaLandAndClimate means you'll get the exact lands and climates of vanilla; the only thing that will change is the exact biomes.
The "derpy" islands I refer to are the little sandbar islands vanilla puts into the deep ocean. Actually that config isn't working; they are gone no matter what setting you pick if you're running noGenerationChanges=false and vanillaLandandClimate=false. The smallish 1-to-4 biome islands are created by the MediumIslandFrequency setting; they go away if that's 0;
Yes, you will absolutely get both Highlands and Vanilla biomes with both settings on. It's the setting I prefer. Highlands has to be in your mod folder (CC doesn't import Highlands; if it can't find it CC will turn those biomes off). Also, you have to make changes in the world-specific config files. If you have a world with Highlands off, and you change your *general* config file to Highlands on, the existing world doesn't change. You have to change the world-specific config to get a change.
The last thing I can think of is that you have to go a ways to see new terrain. The average is about 800 blocks. I've gone as far as 1200 before new stuff appears. You can set biomeRingsNotSaved = -1 (which is off) and you'll see new terrain in about half that distance, but the junctions will be more obvious. Not so much chunk walls (they're small and rare) and not climate shifts (with climateRings still on) but you'll see odd juxtapositions fairly often like weird little strips of biome and sub-biomes where you wouldn't normally see them.
In regards to the options blizzard; my long-term plan is to have them controlled by buttons and spinners in-game, and to have an "advisor" that will describe effects in plain English. But that's a ways off yet.
Climate Control- Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
Underground Biomes Constructs - 24 different kinds of stone, with complete sets of stairs, slabs, walls, and buttons.
ExplorerCraft - map utilities for tiling, carrying, and marking maps.