To SirChamomile: Not that I'm aware of. Seeds and configs? (sorry, mcf merged two posts)
Added new config option "Land Expansion Rounds" In separated landmass worlds, each round tends to expand landmass sizes. Effects are complex because this may prevent smaller landmasses from ever forming, but in general it decreases ocean and increases land, while keeping landmasses separate.
(pics are from the 1.7.10 version, Climate Control)
One round (default, and identical to previous version):
To SirChamomile: Not that I'm aware of. Seeds and configs? (sorry, mcf merged two posts)
Sorry! It's a bit too late, I've changed most everything I posted that last night after hours of development and forgot about it. I'll let you know if I come across it again.
No, Geographicraft doesn't alter the characteristics of biomes, only where they show up. BiomeTweaker can alter characteristics like base biome height.
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.
Better Forests Varied and beautiful trees and forests, in modern Minecraft.
Hi, is it possible to disable the generation of forests? I've tried the following:
setting forest incidence to 0,
assigning forests to the snowy climate, and then setting snowy climate incidence to 0,
assigning plains to the snowy climate, and then setting all the other climate incidences to 0,
setting forest incidence to 1 so that it would have a very small chance of appearing.
Nothing seems to work - I'm trying to generate a plains-only small island and it keeps getting infested by those pesky forests. I realize Notch probably tried to do his best while programming them, but I really hate the way they look.
And while I have your attention, is it also possible to disable certain variants of biomes? I specifically mean the hills variant, it makes building difficult.
Thanks.
At present there's no way to disable variants. If FOREST has incidence 0, it should appear only as sub-biomes within plains.
Edit: programmatically it's fairly easy to change sub-biomes but I've never figured out a way to do configs for it. I could make a flag to stop all sub-biome generation - XXX Hills, copse Forest, M biomes, etc.
Minecraft hangs during world generation when "Mountains in Mountain Chains" is set to true in the general config file.
Screenshot:
Crash report:
---- Minecraft Crash Report ----
// I blame Dinnerbone.
Time: 12/9/16 3:39 PM
Description: Exception initializing level
java.lang.NoSuchMethodError: net.minecraftforge.common.BiomeDictionary.isBiomeOfType(Lnet/minecraft/world/biome/Biome;Lnet/minecraftforge/common/BiomeDictionary$Type;)Z
at climateControl.generator.MountainFormer$LowlandModifier.modifiedIncidence(MountainFormer.java:112)
at climateControl.api.BiomeRandomizer$BiomeList.modifiedSubRandomizer(BiomeRandomizer.java:205)
at climateControl.api.BiomeRandomizer$BiomeList.access$900(BiomeRandomizer.java:182)
at climateControl.api.BiomeRandomizer.modifiedBy(BiomeRandomizer.java:172)
at climateControl.api.BiomeRandomizer.access$800(BiomeRandomizer.java:18)
at climateControl.api.BiomeRandomizer$PickByClimate.modifiedDistributions(BiomeRandomizer.java:120)
at climateControl.api.DistributionPartitioner.partitioned(DistributionPartitioner.java:57)
at climateControl.customGenLayer.GenLayerBiomeByTaggedClimate.func_75904_a(GenLayerBiomeByTaggedClimate.java:90)
at climateControl.customGenLayer.GenLayerCache.func_75904_a(GenLayerCache.java:57)
at climateControl.customGenLayer.GenLayerLock.func_75904_a(GenLayerLock.java:49)
at climateControl.genLayerPack.GenLayerZoom.func_75904_a(GenLayerZoom.java:34)
at climateControl.customGenLayer.GenLayerAddBiome.func_75904_a(GenLayerAddBiome.java:33)
at climateControl.genLayerPack.GenLayerSmooth.func_75904_a(GenLayerSmooth.java:32)
at climateControl.customGenLayer.GenLayerZoomBiome.func_75904_a(GenLayerZoomBiome.java:29)
at climateControl.customGenLayer.GenLayerAddBiome.func_75904_a(GenLayerAddBiome.java:33)
at climateControl.customGenLayer.GenLayerSmoothCoast.func_75904_a(GenLayerSmoothCoast.java:43)
at climateControl.customGenLayer.GenLayerSubBiome.func_75904_a(GenLayerSubBiome.java:49)
at climateControl.genLayerPack.GenLayerRareBiome.func_75904_a(GenLayerRareBiome.java:22)
at climateControl.genLayerPack.GenLayerZoom.func_75904_a(GenLayerZoom.java:34)
at climateControl.genLayerPack.GenLayerAddIsland.func_75904_a(GenLayerAddIsland.java:25)
at climateControl.customGenLayer.GenLayerSmoothCoast.func_75904_a(GenLayerSmoothCoast.java:43)
at climateControl.genLayerPack.GenLayerZoom.func_75904_a(GenLayerZoom.java:34)
at climateControl.customGenLayer.GenLayerSmoothCoast.func_75904_a(GenLayerSmoothCoast.java:43)
at climateControl.customGenLayer.GenLayerPrettyShore.func_75904_a(GenLayerPrettyShore.java:41)
at climateControl.genLayerPack.GenLayerZoom.func_75904_a(GenLayerZoom.java:34)
at climateControl.genLayerPack.GenLayerZoom.func_75904_a(GenLayerZoom.java:34)
at climateControl.genLayerPack.GenLayerSmooth.func_75904_a(GenLayerSmooth.java:32)
at climateControl.customGenLayer.ConfirmBiome.func_75904_a(ConfirmBiome.java:39)
at climateControl.customGenLayer.GenLayerLowlandRiverMix.func_75904_a(GenLayerLowlandRiverMix.java:63)
at climateControl.customGenLayer.GenLayerRiverMixWrapper.func_75904_a(GenLayerRiverMixWrapper.java:78)
at net.minecraft.world.gen.layer.GenLayerVoronoiZoom.func_75904_a(SourceFile:22)
at net.minecraft.world.biome.BiomeProvider.func_76931_a(BiomeProvider.java:127)
at net.minecraft.world.biome.BiomeCache$Block.<init>(SourceFile:27)
at net.minecraft.world.biome.BiomeCache.func_76840_a(SourceFile:48)
at net.minecraft.world.biome.BiomeCache.func_180284_a(SourceFile:57)
at net.minecraft.world.biome.BiomeProvider.func_180300_a(BiomeProvider.java:64)
at net.minecraft.world.World.getBiomeForCoordsBody(World.java:171)
at net.minecraft.world.WorldProvider.getBiomeForCoords(WorldProvider.java:389)
at net.minecraft.world.World.func_180494_b(World.java:142)
at climateControl.DimensionManager.salvageSpawn(DimensionManager.java:466)
at climateControl.DimensionManager.onCreateSpawn(DimensionManager.java:307)
at climateControl.ClimateControl.onCreateSpawn(ClimateControl.java:153)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_9_ClimateControl_onCreateSpawn_CreateSpawnPosition.invoke(.dynamic)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:90)
at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:185)
at net.minecraftforge.event.ForgeEventFactory.onCreateWorldSpawn(ForgeEventFactory.java:490)
at net.minecraft.world.WorldServer.func_73052_b(WorldServer.java:930)
at net.minecraft.world.WorldServer.func_72963_a(WorldServer.java:874)
at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:87)
at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:120)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:442)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Thread: Server thread
Stacktrace:
at climateControl.generator.MountainFormer$LowlandModifier.modifiedIncidence(MountainFormer.java:112)
at climateControl.api.BiomeRandomizer$BiomeList.modifiedSubRandomizer(BiomeRandomizer.java:205)
at climateControl.api.BiomeRandomizer$BiomeList.access$900(BiomeRandomizer.java:182)
at climateControl.api.BiomeRandomizer.modifiedBy(BiomeRandomizer.java:172)
at climateControl.api.BiomeRandomizer.access$800(BiomeRandomizer.java:18)
at climateControl.api.BiomeRandomizer$PickByClimate.modifiedDistributions(BiomeRandomizer.java:120)
at climateControl.api.DistributionPartitioner.partitioned(DistributionPartitioner.java:57)
at climateControl.customGenLayer.GenLayerBiomeByTaggedClimate.func_75904_a(GenLayerBiomeByTaggedClimate.java:90)
at climateControl.customGenLayer.GenLayerCache.func_75904_a(GenLayerCache.java:57)
at climateControl.customGenLayer.GenLayerLock.func_75904_a(GenLayerLock.java:49)
at climateControl.genLayerPack.GenLayerZoom.func_75904_a(GenLayerZoom.java:34)
at climateControl.customGenLayer.GenLayerAddBiome.func_75904_a(GenLayerAddBiome.java:33)
at climateControl.genLayerPack.GenLayerSmooth.func_75904_a(GenLayerSmooth.java:32)
at climateControl.customGenLayer.GenLayerZoomBiome.func_75904_a(GenLayerZoomBiome.java:29)
at climateControl.customGenLayer.GenLayerAddBiome.func_75904_a(GenLayerAddBiome.java:33)
at climateControl.customGenLayer.GenLayerSmoothCoast.func_75904_a(GenLayerSmoothCoast.java:43)
at climateControl.customGenLayer.GenLayerSubBiome.func_75904_a(GenLayerSubBiome.java:49)
at climateControl.genLayerPack.GenLayerRareBiome.func_75904_a(GenLayerRareBiome.java:22)
at climateControl.genLayerPack.GenLayerZoom.func_75904_a(GenLayerZoom.java:34)
at climateControl.genLayerPack.GenLayerAddIsland.func_75904_a(GenLayerAddIsland.java:25)
at climateControl.customGenLayer.GenLayerSmoothCoast.func_75904_a(GenLayerSmoothCoast.java:43)
at climateControl.genLayerPack.GenLayerZoom.func_75904_a(GenLayerZoom.java:34)
at climateControl.customGenLayer.GenLayerSmoothCoast.func_75904_a(GenLayerSmoothCoast.java:43)
at climateControl.customGenLayer.GenLayerPrettyShore.func_75904_a(GenLayerPrettyShore.java:41)
at climateControl.genLayerPack.GenLayerZoom.func_75904_a(GenLayerZoom.java:34)
at climateControl.genLayerPack.GenLayerZoom.func_75904_a(GenLayerZoom.java:34)
at climateControl.genLayerPack.GenLayerSmooth.func_75904_a(GenLayerSmooth.java:32)
at climateControl.customGenLayer.ConfirmBiome.func_75904_a(ConfirmBiome.java:39)
at climateControl.customGenLayer.GenLayerLowlandRiverMix.func_75904_a(GenLayerLowlandRiverMix.java:63)
at climateControl.customGenLayer.GenLayerRiverMixWrapper.func_75904_a(GenLayerRiverMixWrapper.java:78)
at net.minecraft.world.gen.layer.GenLayerVoronoiZoom.func_75904_a(SourceFile:22)
at net.minecraft.world.biome.BiomeProvider.func_76931_a(BiomeProvider.java:127)
at net.minecraft.world.biome.BiomeCache$Block.<init>(SourceFile:27)
at net.minecraft.world.biome.BiomeCache.func_76840_a(SourceFile:48)
at net.minecraft.world.biome.BiomeCache.func_180284_a(SourceFile:57)
at net.minecraft.world.biome.BiomeProvider.func_180300_a(BiomeProvider.java:64)
at net.minecraft.world.World.getBiomeForCoordsBody(World.java:171)
at net.minecraft.world.WorldProvider.getBiomeForCoords(WorldProvider.java:389)
at net.minecraft.world.World.func_180494_b(World.java:142)
at climateControl.DimensionManager.salvageSpawn(DimensionManager.java:466)
at climateControl.DimensionManager.onCreateSpawn(DimensionManager.java:307)
at climateControl.ClimateControl.onCreateSpawn(ClimateControl.java:153)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_9_ClimateControl_onCreateSpawn_CreateSpawnPosition.invoke(.dynamic)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:90)
at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:185)
at net.minecraftforge.event.ForgeEventFactory.onCreateWorldSpawn(ForgeEventFactory.java:490)
at net.minecraft.world.WorldServer.func_73052_b(WorldServer.java:930)
-- Affected level --
Details:
Level name: New World
All players: 0 total; []
Chunk stats: ServerChunkCache: 0 Drop: 0
Level seed: -4285293548336667769
Level generator: ID 00 - default, ver 1. Features enabled: true
Level generator options:
Level spawn location: World: (0,0,0), Chunk: (at 0,0,0 in 0,0; contains blocks 0,0,0 to 15,255,15), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 0 game time, 0 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: true
Stacktrace:
at net.minecraft.world.WorldServer.func_72963_a(WorldServer.java:874)
at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:87)
at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:120)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:442)
at java.lang.Thread.run(Unknown Source)
-- System Details --
Details:
Minecraft Version: 1.11
Operating System: Windows 10 (amd64) version 10.0
Java Version: 1.8.0_101, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 305120144 bytes (290 MB) / 698347520 bytes (665 MB) up to 3207856128 bytes (3059 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx3G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
IntCache: cache: 0, tcache: 0, allocated: 10, tallocated: 12
FML: MCP 9.35 Powered by Forge 13.19.1.2188 4 mods loaded, 4 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{9.19} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAA FML{8.0.99.99} [Forge Mod Loader] (forge-1.11-13.19.1.2188.jar)
UCHIJAA forge{13.19.1.2188} [Minecraft Forge] (forge-1.11-13.19.1.2188.jar)
UCHIJAA geographicraft{0.7.7} [GeographiCraft] (U-1.11-GeographiCraft-0.7.8.jar)
Loaded coremods (and transformers):
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'
Config (differs only from the default by that single modified boolean value):
# 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"=true
# 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
B:VanillaBiomesOn=true
# Generate land masses and climate zones similar to vanilla 1.7
B:VanillaLandAndClimate=false
# True for triple-width rivers
B:WiderRivers=false
# impose GeographiCraft generation on the Biomes o' Plenty world type
B:alterBoPWorlds=true
# impose GeographiCraft generation on Highlands world types
B:alterHighlandsWorlds=true
# biomes not saved on edges; more than 3 has no effect; -1 deactivates saving biomes
I:biomeRingsNotSaved=3
# Number of Chunk Biome layouts cached. Above 500 is ignored. 0 or below shuts off chunk info caching
I:cacheSize=0
# 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
# Comma-delimited list of externalBiome Names. No quotes or line returnsYou will have to reload Minecraft after changing this.Names not in the list aren't removed from the configs but they have no effect
S:externalBiomeNames=
# force small continent near origin
B:forceStartContinent=true
# max height value for allowing rivers; 10.0 allows everything; 0.75 is plains but no hills
D:maxChasm=10.0
# Maximum Number of Rescue attempts. Negative numbers mean no limit
I:rescueLimit=-1
# subbiomes not saved on edges, default 3, -1 deactivates saving sub-biomes
I:subBiomeRingsNotSaved=-1
# suppress GeographiCraft generation in default, large biomes, and amplified worlds
B:suppressInStandardWorlds=false
# True for double-width beaches
B:wideBeaches=false
}
##########################################################################################################
# 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" {
# True freezes oceans in snowy latitudes. Only used with latitudinal climates.
B:"Frozen Icecaps"=false
# half the climate zone size from vanilla, unless quartering
B:"Half Zone Size"=true
# Place mountains in chains
B:"Mountains in Mountain Chains"=true
# quarter the climate zone size from vanilla
B:"Quarter Zone Size"=false
# ignore climate zones altogether
B:"Random Biomes"=false
# Number of climate zones to shift the band from the default of the warm - to - cool transition at 0. Positive numbers shift the bands up.
I:bandedClimateOffset=0
# Width of banded climates (climate depends on latitude). 0 or less for normal rules. Width is in terms of climate zones, whatever they are
I:bandedClimateWidth=-1
# X offset for initial spawn search in blocks
I:xSpawnOffset=0
# Z offset for initial spawn search in blocks
I:zSpawnOffset=0
}
##########################################################################################################
# ocean control parameters
#--------------------------------------------------------------------------------------------------------#
# Frequencies are x per thousand but a little goes a very long way because seeds grow a lot. SeparateLandmasses = true makes an oceanic world with these settings andSeparateLandmasses = false makes a continental world
##########################################################################################################
"ocean control parameters" {
# frequency of large continent seeds, about 8000x16000
I:"Incidence of Continents,Large"=0
# frequency of medium continent seeds, about 4000x8000
I:"Incidence of Continents,Medium"=60
# frequency of small continent seeds, about 2000x4000
I:"Incidence of Continents,Small"=120
# frequency of large island seeds, about 500x1000
I:"Incidence of Islands,Large"=60
# frequency of medium island seeds, about 250x500, but they tend to break up into archipelagos
I:"Incidence of Islands,Medium"=30
# Rounds of continent and large island expansion in oceanic worlds (with separateLandmasses off). More makes continents larger and oceans narrower. Default is 1.
I:"Land Expansion Rounds"=1
# True mostly stops landmasses merging.With default settings you will get an oceanic world if true and a continental world if false
B:SeparateLandmasses=true
}
##########################################################################################################
# oceanbiomeclimates
#--------------------------------------------------------------------------------------------------------#
# Climate Types are: SNOWY,COOL,WARM,HOT,OCEAN,DEEP_OCEANMEDIUM,PLAINS,LAND, and SEA. MEDIUM is COOL and WARM, PLAINS is COOL and WARM and HOT, LAND is all four land, SEA is both oceans
##########################################################################################################
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
#--------------------------------------------------------------------------------------------------------#
# Climate Types are: SNOWY,COOL,WARM,HOT,OCEAN,DEEP_OCEANMEDIUM,PLAINS,LAND, and SEA. MEDIUM is COOL and WARM, PLAINS is COOL and WARM and HOT, LAND is all four land, SEA is both oceans
##########################################################################################################
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"=22
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
}
Minecraft 1.11, Forge 13.19.1.2188, GeographiCraft 0.7.8. No other mods present.
A blank “mountains.txt” also appears in the root Minecraft folder during world creation.
Unrelated:
Is it possible to enable GeographiCraft for the ‘customized’ world type? My initial tests suggest the mod does not apply in these worlds. If not, are there any plans to do so? I have a preset I’ve crafted and used for most SP worlds for the past year and it’s unfortunate that I can’t use it with this cool mod.
Rollback Post to RevisionRollBack
The Internet is a public record of yourself. You should treat it like so. Show kindness, care, and willingness to learn.
I found a bug in the landmass separation routines that was breaking up landmasses into archipelagos. Since fixing it changes generation, this might be a good time to revisit the ocean/water balance. After fixing the bug and some adjustments, I'm getting world with these characters with default settings.
SeparateLandmasses = true (Oceanic Worlds)
SeparateLandmasses = false (Continental World)
What do people think of these?
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.
Better Forests Varied and beautiful trees and forests, in modern Minecraft.
But how are the pictures above? The bug breaking up landmasses into archipelagos in oceanic worlds has been fixed, I just want some feedback on the resulting generation before I release it.
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.
Better Forests Varied and beautiful trees and forests, in modern Minecraft.
But how are the pictures above? The bug breaking up landmasses into archipelagos in oceanic worlds has been fixed, I just want some feedback on the resulting generation before I release it.
The islands should be spaced a slight bit from each other. Nevertheless, two thumbs up.
Rollback Post to RevisionRollBack
The Internet is a public record of yourself. You should treat it like so. Show kindness, care, and willingness to learn.
This is not a simple bug to fix. I'm not sure it's ever completely fixable; it's more a matter of minimizing it and I've already made three passes. Right now the biggest fix requires a change to RTG generation which would produce chunk walls on beaches, so we're putting it off until the next breaking revision. Are you using wide beaches in CC? Those do make it worse.
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.
Better Forests Varied and beautiful trees and forests, in modern Minecraft.
Geographicraft (Climate Control for 1.8 and later) 0.8.0 released. Major bug fix for oceanic (SeparateLandmasses=true) worlds. The previous version was shrinking landmasses and breaking them up into archipelagos.
Landmass generation altered to generally increase total land
Don't update existing worlds if you have turned off chunk wall prevention.
Back again for feedback on the default configs. I'm trying to adjust up the frequency of larger landmasses in oceanic worlds. I also have the goal that in continental worlds you should be able to go anywhere by horse while in oceanic worlds you should be able to go anywhere by boat.
I have fixed a rare bug in some keepaway routines and altered forced starting continents to be less likely to produce archipelagos in oceanic worlds, so these won't match up with anything in released versions.
First, three sample oceanic worlds:
Seed: 1
Seed: 2
Seed: 3
And now three continental worlds, using the same seeds. The continental worlds don't meet my travel criteria as well - it's decidedly a universal continent, more so than vanilla in spite of the bigger oceans, but sometimes you would have to go way out of your way. However, you'd always have more connected land to explore no matter how far you went.
Seed: 1
Seed: 2
Seed: 3
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.
Better Forests Varied and beautiful trees and forests, in modern Minecraft.
I do these maps with ForgeAmidst, which works with both BoP and the most recent RTG in the most recent release. There's an earlier release that works with BoP and slightly older RTG versions (RTG refactored some routines; it didn't affect users but changed how ForgeAmidst has to call them.)
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.
Better Forests Varied and beautiful trees and forests, in modern Minecraft.
I'm trying to get a Biome added to world generation. I have GC and BoP and they seem to be working fine. I have Biome Tweaker in as well but the only script I've put in is to try and add the Mithwood Forest Biome to Warm and Cool climates (The BT script works if I take GC out). Is the externalBiomeName line for adding things like this, and if so so what format would the biome name be in? I tried using the name it shows up in other config files and the name I assigned it in the BT script. Do mod Biomes have to be coded into GC to work?
Also, is ForgeAmidst available anywhere? All I can find is an endless sea of 404 errors.
To SirChamomile: Not that I'm aware of. Seeds and configs? (sorry, mcf merged two posts)
Added new config option "Land Expansion Rounds" In separated landmass worlds, each round tends to expand landmass sizes. Effects are complex because this may prevent smaller landmasses from ever forming, but in general it decreases ocean and increases land, while keeping landmasses separate.
(pics are from the 1.7.10 version, Climate Control)
One round (default, and identical to previous version):
Three rounds, same seed:
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.
Better Forests Varied and beautiful trees and forests, in modern Minecraft.
Sorry! It's a bit too late, I've changed most everything I posted that last night after hours of development and forgot about it. I'll let you know if I come across it again.
GeographiCraft-0.7.7 released. Working on 1.9.4, 1.10.2, and 1.11! Name changed for clarity.
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.
Better Forests Varied and beautiful trees and forests, in modern Minecraft.
is there a way i can config the setting to change how deep is the deepocean and ocean as well?
No, Geographicraft doesn't alter the characteristics of biomes, only where they show up. BiomeTweaker can alter characteristics like base biome height.
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.
Better Forests Varied and beautiful trees and forests, in modern Minecraft.
hmm if i increase base biome height, does that also make ocean more deep than usually?
Increased height moves the floor up, decreased moves it down.
At present there's no way to disable variants. If FOREST has incidence 0, it should appear only as sub-biomes within plains.
Edit: programmatically it's fairly easy to change sub-biomes but I've never figured out a way to do configs for it. I could make a flag to stop all sub-biome generation - XXX Hills, copse Forest, M biomes, etc.
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.
Better Forests Varied and beautiful trees and forests, in modern Minecraft.
Minecraft hangs during world generation when "Mountains in Mountain Chains" is set to true in the general config file.
Screenshot:
Crash report:
Config (differs only from the default by that single modified boolean value):
Minecraft 1.11, Forge 13.19.1.2188, GeographiCraft 0.7.8. No other mods present.
A blank “mountains.txt” also appears in the root Minecraft folder during world creation.
Unrelated:
Is it possible to enable GeographiCraft for the ‘customized’ world type? My initial tests suggest the mod does not apply in these worlds. If not, are there any plans to do so? I have a preset I’ve crafted and used for most SP worlds for the past year and it’s unfortunate that I can’t use it with this cool mod.
The Internet is a public record of yourself. You should treat it like so. Show kindness, care, and willingness to learn.
I found a bug in the landmass separation routines that was breaking up landmasses into archipelagos. Since fixing it changes generation, this might be a good time to revisit the ocean/water balance. After fixing the bug and some adjustments, I'm getting world with these characters with default settings.
SeparateLandmasses = true (Oceanic Worlds)
SeparateLandmasses = false (Continental World)
What do people think of these?
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.
Better Forests Varied and beautiful trees and forests, in modern Minecraft.
But how are the pictures above? The bug breaking up landmasses into archipelagos in oceanic worlds has been fixed, I just want some feedback on the resulting generation before I release it.
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.
Better Forests Varied and beautiful trees and forests, in modern Minecraft.
@Zeno410
I think it looks great. Personally I'd want them a bit more separated I think but that can be changed with configs.
Happiness is like peeing in your pants, everyone sees it but only you feel its warmth.
The islands should be spaced a slight bit from each other. Nevertheless, two thumbs up.
The Internet is a public record of yourself. You should treat it like so. Show kindness, care, and willingness to learn.
This is not a simple bug to fix. I'm not sure it's ever completely fixable; it's more a matter of minimizing it and I've already made three passes. Right now the biggest fix requires a change to RTG generation which would produce chunk walls on beaches, so we're putting it off until the next breaking revision. Are you using wide beaches in CC? Those do make it worse.
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.
Better Forests Varied and beautiful trees and forests, in modern Minecraft.
Geographicraft (Climate Control for 1.8 and later) 0.8.0 released. Major bug fix for oceanic (SeparateLandmasses=true) worlds. The previous version was shrinking landmasses and breaking them up into archipelagos.
Landmass generation altered to generally increase total land
Don't update existing worlds if you have turned off chunk wall prevention.
GeographiCraft-0.8.0 (runs standalone; does not need ZenoTechnology)
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.
Better Forests Varied and beautiful trees and forests, in modern Minecraft.
Does this work in 1.10.2, or just 1.11?
Yes, it works in 1.9.4, 1.10.2, and 1.11
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.
Better Forests Varied and beautiful trees and forests, in modern Minecraft.
Back again for feedback on the default configs. I'm trying to adjust up the frequency of larger landmasses in oceanic worlds. I also have the goal that in continental worlds you should be able to go anywhere by horse while in oceanic worlds you should be able to go anywhere by boat.
I have fixed a rare bug in some keepaway routines and altered forced starting continents to be less likely to produce archipelagos in oceanic worlds, so these won't match up with anything in released versions.
First, three sample oceanic worlds:
Seed: 1
Seed: 2
Seed: 3
And now three continental worlds, using the same seeds. The continental worlds don't meet my travel criteria as well - it's decidedly a universal continent, more so than vanilla in spite of the bigger oceans, but sometimes you would have to go way out of your way. However, you'd always have more connected land to explore no matter how far you went.
Seed: 1
Seed: 2
Seed: 3
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.
Better Forests Varied and beautiful trees and forests, in modern Minecraft.
I do these maps with ForgeAmidst, which works with both BoP and the most recent RTG in the most recent release. There's an earlier release that works with BoP and slightly older RTG versions (RTG refactored some routines; it didn't affect users but changed how ForgeAmidst has to call them.)
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.
Better Forests Varied and beautiful trees and forests, in modern Minecraft.
What do 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.
Better Forests Varied and beautiful trees and forests, in modern Minecraft.
Hello,
I'm trying to get a Biome added to world generation. I have GC and BoP and they seem to be working fine. I have Biome Tweaker in as well but the only script I've put in is to try and add the Mithwood Forest Biome to Warm and Cool climates (The BT script works if I take GC out). Is the externalBiomeName line for adding things like this, and if so so what format would the biome name be in? I tried using the name it shows up in other config files and the name I assigned it in the BT script. Do mod Biomes have to be coded into GC to work?
Also, is ForgeAmidst available anywhere? All I can find is an endless sea of 404 errors.
Thanks