rivers {
# Set this to FALSE to prevent RTG from generating lush river bank decorations in hot biomes, like Desert and Mesa.
# Lush decorations consist of tallgrass, trees, shrubs, and other flora.
# [default: true]
B:"Enable Lush River Bank Decorations in Hot Biomes"=true
# Set this to FALSE to prevent RTG from generating lush river bank surfaces in hot biomes, like Desert and Mesa.
# Lush surfaces consist (almost exclusively) of grass blocks.
# [default: true]
B:"Enable Lush River Bank Surfaces in Hot Biomes"=true
}
(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?
(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?
Ok, I think this is a strange hot/cold transition.
Basically, with mountain chains, extreme hills is used for the mountains. Fine. But you are not raising the "snow level" to account for the "warm" zone -- so you get permafrost next to deserts and mesas.
I'm not really sure what else can be used for mountains in the warm zone. I don't know if you can adjust the snow level, or if vanilla is somehow assuming what it thinks is the temperature noise map is accurate for something (snowfall perhaps?)
(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?
(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?
Ok, I think this is a strange hot/cold transition.
Basically, with mountain chains, extreme hills is used for the mountains. Fine. But you are not raising the "snow level" to account for the "warm" zone -- so you get permafrost next to deserts and mesas.
This is a vanilla problem. Extreme Hills are in both Cool and Warm, and routinely end up next to Deserts at Hot/Warm transitions. CC doesn't meaningfully alter the rate with which it happens. Mountains Chains probably increase it a little, but not much.
(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?
And, your roofed forests are dense enough that the canopy can be used as a highway (many many blocks high :=). I was able to cross a large roofed forest entirely above ground, without doing any damage to the trees (I did not have to make a staircase by damaging leaves). Coming from someone that cannot do a decent parkour map (I cannot manage the sprint-jump at all), that says something.
That's quite a bit different from the vanilla version, where there are only a few dark spots :-). I would not want to go through the underbrush unless I was dropping a fair amount of lava behind me (and then picking it up -- don't litter :-) as I went.
(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?
RTG+BoP+CC/GC will work right out of the box. If you want a continental world rather than an ocean one you should set SeparateLandmasses = false in the CC/GC configs. The default CC/GC configs produce an oceanic world that's about 40% land, which is a lot more land than MC had back in 1.6, but a lot less than it's had since 1.7.
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!
Ok, I think this is a strange hot/cold transition.
Basically, with mountain chains, extreme hills is used for the mountains. Fine. But you are not raising the "snow level" to account for the "warm" zone -- so you get permafrost next to deserts and mesas.
I'm not really sure what else can be used for mountains in the warm zone. I don't know if you can adjust the snow level, or if vanilla is somehow assuming what it thinks is the temperature noise map is accurate for something (snowfall perhaps?)
some fast facts about deserts using the Sahara as example
The nighttime temperatures in the Sahara Desert range from 60 F to 70 F during the height of the
summer down to sub-freezing temperatures from December into February.
The temperature difference in the Sahara Desert from the high point during the day to the low point at night is as great as 70 F during certain times of the year.
Since real weather , humidity and temperature are not implemented in Minecraft , fantasy values are used . There is not always the physical topographical space , to allow for transitional climate buffer zones . So expect hard cuts between biomes
Yeah, you can't expect perfect logic from something like the MC biome system. But Extreme Hills have a ludicrously low snow level for something that is considered by the placement rules to be a perfectly acceptable neighbor to Jungle and Desert (which is a hot desert, not something Gobi-ish). If it were a Cool-zone mountain and there were a Warm-zone mountain (BoP Mountain Peaks, for example) it would be fine - but they didn't do that. We are considering raising the snow level for Extreme Hills in a near future release. In testing it works pretty well and essentially eliminates nonsense like snow on tropical trees.
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!
Please stop distributing RTG alpha binaries. When we have something ready for release, we will release it.
The last thing we need is to be inundated with people reporting issues on something that isn't ready to be released, nor do we want to have the reputation of RTG harmed by code that we know doesn't work, or that could potentially ruin people's worlds.
Chaos Theory (https://en.wikipedia.org/wiki/Chaos_theory), expect precipitation (rain and snow ) where there should be none , like in a jungle biome and vice versa . It happens in the real world and it happens in RTG
Fixed unconverted ocean on high beaches - RTG now converts above-land Ocean to Beach if there's a beach but no land available.
Which commit had this one? And will it apply cleanly to the 1.7.10 branch?
I looked over the last few days (since I reported that elevated ocean with bare rocks) and did not see anything.
===
Seeing those seasonal changes -- and winter desert snow -- makes me think that (1), Minecraft needs a season mod like Reasonable Realism/Harder Wildlife (and it doesn't adjust deserts enough), (2), the "static" landscape of Minecraft doesn't really match the dynamic landscape of real life (at best it is attempting to show the normal "common thinking" -- such as snowpacked sierras (no snow at all?), or solid-ice-shelf cold oceans (wait, do they still generate frozen ocean anymore?), or hot dry daytime deserts (real dry deserts get cold at night).
Hmm, there is a completely frozen mountain (well, it's hills in vanilla), a snow-at-the-top mountain, and that strange "savanna mountains" that can go up to build limit with no consistent land. At least things get taller as they get warmer?
(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?
BoPBiomesOn affects BoP in existing worlds. If it's on Geographicraft will add BoP to existing worlds. BoPInNewDimensions affects it in new worlds. I set up the configuration because most of the time I want my existing worlds to stay as is.
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!
Inside the worldspecificconfig folder in the save file, inside the ClimateControl or Geographicraft folder, there's a biomesoplentyInCC.cfg file. Check the biome IDs. Is this 1.7.10 or 1.10.2?
Have you changed any IDs? Changing BoP IDs causes trouble sometimes.
Am I correct in thinking if I use this with BiomeTweaker, using the tweaks for set("height") and set("heightVariation") will have no effect in RTG worlds? Am I asking the right person about this? It's mostly just a curiosity.
I absolutely love the worlds this mod creates but I've been searching for a way to get the beautiful, natural looking terrain it creates with an occasional chance of the jagged cliffs and such one might see in amplified or otherwise customized worlds. Not sure if such a thing is possible with what's available, but that's what I'm aiming for. The vanilla "customized" world type can achieve some semblance of this, but it doesn't allow for the properly populated/decorated BoP biomes that work in RTG and BoP world types.
Not that I'm asking for this functionality in RTG or anything! I just thought it'd be neat if there were somehow a way to achieve it.
As long as those height options are biome-specific, they probably shouldn't influence RTG's generator (unless BT actually determines the placement of biomes depending on their height settings).
Basically, yes, except maybe that height gets used for a fallback to determine whether something gets a sand or stone beach. I think all biomes have defaults for that now so even that should never come up. It definitely does not influence the terrain generation per se at all.
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!
Did something break Lush decorations?
* 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?
Ok, we need a mod that provides mountain goats :-)
* 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?
Ok, I think this is a strange hot/cold transition.
Basically, with mountain chains, extreme hills is used for the mountains. Fine. But you are not raising the "snow level" to account for the "warm" zone -- so you get permafrost next to deserts and mesas.
I'm not really sure what else can be used for mountains in the warm zone. I don't know if you can adjust the snow level, or if vanilla is somehow assuming what it thinks is the temperature noise map is accurate for something (snowfall perhaps?)
* 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?
I think that there is a problem with the mesa hills.
Notice that the tall hills are almost all tree/grass/sand topped, and the solid clay hills are almost non-existent.
In fact: Is this intended?
It looks like something got too narrow in structuregen ...
* 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?
This is a vanilla problem. Extreme Hills are in both Cool and Warm, and routinely end up next to Deserts at Hot/Warm transitions. CC doesn't meaningfully alter the rate with which it happens. Mountains Chains probably increase it a little, but not much.
As to the jumbled ridge in Mesa:
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
And here I was, thinking that E.H. was normally a cool biome only, not a warm one, because of the snow caps.
===
Ice Mountains are absolutely lovely with the maintain chains.
Here is a small village, with a few Sherpas waiting to help explorers
A single, lone tree manages to make a home at the top of one peak
* 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?
And, your roofed forests are dense enough that the canopy can be used as a highway (many many blocks high :=). I was able to cross a large roofed forest entirely above ground, without doing any damage to the trees (I did not have to make a staircase by damaging leaves). Coming from someone that cannot do a decent parkour map (I cannot manage the sprint-jump at all), that says something.
That's quite a bit different from the vanilla version, where there are only a few dark spots :-). I would not want to go through the underbrush unless I was dropping a fair amount of lava behind me (and then picking it up -- don't litter :-) as I went.
* 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?
RTG+BoP+CC/GC will work right out of the box. If you want a continental world rather than an ocean one you should set SeparateLandmasses = false in the CC/GC configs. The default CC/GC configs produce an oceanic world that's about 40% land, which is a lot more land than MC had back in 1.6, but a lot less than it's had since 1.7.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
or just flag the comment as spam. thanks.
some fast facts about deserts using the Sahara as example
The nighttime temperatures in the Sahara Desert range from 60 F to 70 F during the height of the
summer down to sub-freezing temperatures from December into February.
The temperature difference in the Sahara Desert from the high point during the day to the low point at night is as great as 70 F during certain times of the year.
Since real weather , humidity and temperature are not implemented in Minecraft , fantasy values are used . There is not always the physical topographical space , to allow for transitional climate buffer zones . So expect hard cuts between biomes
Yeah, you can't expect perfect logic from something like the MC biome system. But Extreme Hills have a ludicrously low snow level for something that is considered by the placement rules to be a perfectly acceptable neighbor to Jungle and Desert (which is a hot desert, not something Gobi-ish). If it were a Cool-zone mountain and there were a Warm-zone mountain (BoP Mountain Peaks, for example) it would be fine - but they didn't do that. We are considering raising the snow level for Extreme Hills in a near future release. In testing it works pretty well and essentially eliminates nonsense like snow on tropical trees.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
Please stop distributing RTG alpha binaries. When we have something ready for release, we will release it.
The last thing we need is to be inundated with people reporting issues on something that isn't ready to be released, nor do we want to have the reputation of RTG harmed by code that we know doesn't work, or that could potentially ruin people's worlds.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
Real cool snow storm in Arizona desert .
http://www.dailymail.co.uk/news/article-1343279/You-wouldnt-bet-Las-Vegas-endures-coldest-New-Years-Eve.html
Chaos Theory (https://en.wikipedia.org/wiki/Chaos_theory), expect precipitation (rain and snow ) where there should be none , like in a jungle biome and vice versa . It happens in the real world and it happens in RTG
..
Which commit had this one? And will it apply cleanly to the 1.7.10 branch?
I looked over the last few days (since I reported that elevated ocean with bare rocks) and did not see anything.
===
Seeing those seasonal changes -- and winter desert snow -- makes me think that (1), Minecraft needs a season mod like Reasonable Realism/Harder Wildlife (and it doesn't adjust deserts enough), (2), the "static" landscape of Minecraft doesn't really match the dynamic landscape of real life (at best it is attempting to show the normal "common thinking" -- such as snowpacked sierras (no snow at all?), or solid-ice-shelf cold oceans (wait, do they still generate frozen ocean anymore?), or hot dry daytime deserts (real dry deserts get cold at night).
Hmm, there is a completely frozen mountain (well, it's hills in vanilla), a snow-at-the-top mountain, and that strange "savanna mountains" that can go up to build limit with no consistent land. At least things get taller as they get warmer?
* 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?
BoPBiomesOn affects BoP in existing worlds. If it's on Geographicraft will add BoP to existing worlds. BoPInNewDimensions affects it in new worlds. I set up the configuration because most of the time I want my existing worlds to stay as is.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
Try swapping the IDs for Shrubland and Temperate Rainforest in the BoPinCC config.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
Inside the worldspecificconfig folder in the save file, inside the ClimateControl or Geographicraft folder, there's a biomesoplentyInCC.cfg file. Check the biome IDs. Is this 1.7.10 or 1.10.2?
Have you changed any IDs? Changing BoP IDs causes trouble sometimes.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
Am I correct in thinking if I use this with BiomeTweaker, using the tweaks for set("height") and set("heightVariation") will have no effect in RTG worlds? Am I asking the right person about this? It's mostly just a curiosity.
I absolutely love the worlds this mod creates but I've been searching for a way to get the beautiful, natural looking terrain it creates with an occasional chance of the jagged cliffs and such one might see in amplified or otherwise customized worlds. Not sure if such a thing is possible with what's available, but that's what I'm aiming for. The vanilla "customized" world type can achieve some semblance of this, but it doesn't allow for the properly populated/decorated BoP biomes that work in RTG and BoP world types.
Not that I'm asking for this functionality in RTG or anything! I just thought it'd be neat if there were somehow a way to achieve it.
Basically, yes, except maybe that height gets used for a fallback to determine whether something gets a sand or stone beach. I think all biomes have defaults for that now so even that should never come up. It definitely does not influence the terrain generation per se at all.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!