Ah, that made it work, thanks. Really changes the way the world looks.
I don't suppose there's a way to make it endless snow and wastes all the way north and south is there? Once you reach the first arctic climate band I mean. Just curious.
I think it's possible to make the far north solid ice, and the far south solid desert. I don't think it's possible to have endless cold poles at both ends.
(The solid ice/desert does a good impression of a tidal-locked planet)
(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?
You could look into changing the world boundaries. If you set the north and south borders to be inside the polar regions, the player would not be able to go beyond the first banding sequence.
IMO changing the world boundaries makes more sense form a pure plausibility sense than a temperate strip a few kilometers wide bordered by tens of thousands of kilometers of snow zones. Keybounce's suggestion of hot-to-cold representing a tidally locked planet makes more sense, except that the endless hot and cold zones would be MUCH nastier places than Minecraft hot and cold zones. The night side would be like the Antarctic plateau during the polar night and the day side would be far worse that anyplace on Earth - hotter than Death Valley in the summer, with no water at all and with caves just as hot as the surface.
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.
Jungle and MegaTaiga are just biomes in the GC/CC system. That's intentional, so they're not so hard to find. I don't think there's a logical way to fit them in as a climate in the banded system. Conceptually, you could fit it into the standard GC/CC system but it would be a pain to program. You could have them clumped via the DistributionPartitioner system.
It's possible for a mod to register a DistributionPartitioner to clump biomes. Appalachia clumps its biomes in GC that way. There's not currently a way to do it through configs.
Yes, CC/GC does have a Mountain Chains option. The discussion was whether chaining would be appropriate for other biome groups, and I guess the consensus is "generally not". Chaining models plate tectonic boundaries and that's not appropriate for most biome groupings.
So the "Mountain Chains" can't work?
I request that perfect Mountain Chains.
Jungle and MegaTaiga are just biomes in the GC/CC system. That's intentional, so they're not so hard to find. I don't think there's a logical way to fit them in as a climate in the banded system. Conceptually, you could fit it into the standard GC/CC system but it would be a pain to program. You could have them clumped via the DistributionPartitioner system.
It's possible for a mod to register a DistributionPartitioner to clump biomes. Appalachia clumps its biomes in GC that way. There's not currently a way to do it through configs.
Yes, CC/GC does have a Mountain Chains option. The discussion was whether chaining would be appropriate for other biome groups, and I guess the consensus is "generally not". Chaining models plate tectonic boundaries and that's not appropriate for most biome groupings.
(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 use 1.10.2.
here is some picture.
But I hope you can improve the mountains chains.
Such as mountains chains summon weights,size, and model.
And one BUG?if true the mountains chains, many places will be very flat.
Sorry for my English
The mountain chain option makes the mountain biomes contiguous; you get a long sequence of connected mountain biomes. That doesn't mean that the mountain itself that will be in that biome is a single large mountain. The "long chain" means that the mountain maker can do its full thing, but it will put flat passes / gaps between multiple mountains in there.
(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 one BUG?if true the mountains chains, many places will be very flat.
There are largish areas without mountains, but they're not problematically flat. Most flattish vanilla biomes have hilly sub-biomes. If you have mod biomes, you'll get some hills that way as well. Some big sort-of-flat areas are IMO desirable anyway, for variety and for large builds. You can stay away if you don't like them.
I'm back to Minecraft, and I'm glad your mod is still around! I always use it.
I'm wondering... Is there a way to control the incidencies of Vanilla sub-biomes? Basically, there are some biomes I want to remove from the game, but they have sub-biomes that I want to keep.
Take the Ice Plains for example. I want to remove them. Yet, I want to keep the Ice Plains Spikes. Is there any way I can do that?
Sorry if this has already been asked (and I belive it has) but I couldn't find anything...
@edit: Posted on the Geographicraft thread. Didn't notice it changed it's name.
If you set ExternalBiomeNames=biome1,biome2,biome3 and quit and restart the game, CC will add configs for the biome to the climateControl.cfg file. You can then set the biomeIDs and climates for the biomes to whatevery they should be and they'll show up.
There are already dimension configs. The current default is to exclude CC from the End and the Nether and use it everywhere else.
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.
Ah, that made it work, thanks. Really changes the way the world looks.
I don't suppose there's a way to make it endless snow and wastes all the way north and south is there? Once you reach the first arctic climate band I mean. Just curious.
I think it's possible to make the far north solid ice, and the far south solid desert. I don't think it's possible to have endless cold poles at both ends.
(The solid ice/desert does a good impression of a tidal-locked planet)
* 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?
Right now there's no way to make any changes to the banding sequence. I'm not sure how it's going to work out when and if I do.
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.
Oh, ok. Well that answers that question.
Nevertheless, keep up the good work. It's a great mod.
You could look into changing the world boundaries. If you set the north and south borders to be inside the polar regions, the player would not be able to go beyond the first banding sequence.
IMO changing the world boundaries makes more sense form a pure plausibility sense than a temperate strip a few kilometers wide bordered by tens of thousands of kilometers of snow zones. Keybounce's suggestion of hot-to-cold representing a tidally locked planet makes more sense, except that the endless hot and cold zones would be MUCH nastier places than Minecraft hot and cold zones. The night side would be like the Antarctic plateau during the polar night and the day side would be far worse that anyplace on Earth - hotter than Death Valley in the summer, with no water at all and with caves just as hot as the surface.
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 the "Mountain Chains" can't work?
I request that perfect Mountain Chains.
You can make real Mountain Chains in GC/CC?
A world with mountain chains in the first pic in the OP.
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.
The source at https://github.com/Zeno410/Climate-Control seems way out of date, even for just the 1.7.10 branch.
Where is the last 1.7.10 code located?
edit: see also https://github.com/Zeno410/Climate-Control/issues/12
* 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?
But I can't get mountain chains in RTG world,can help me????
if true,I can't see any mountain biomes.
Sorry but I see the mountains chains.
I use 1.10.2.
here is some picture.
But I hope you can improve the mountains chains.
Such as mountains chains summon weights,size, and model.
And one BUG?if true the mountains chains, many places will be very flat.
Sorry for my English
Could you please tell me how you make these screens of the whole map?
Nevermind, I found Amidst.
The mountain chain option makes the mountain biomes contiguous; you get a long sequence of connected mountain biomes. That doesn't mean that the mountain itself that will be in that biome is a single large mountain. The "long chain" means that the mountain maker can do its full thing, but it will put flat passes / gaps between multiple mountains in there.
* 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?
Sorry, it's me again. The version of amidst doesn't work for me. I need the Forge version for 1.10.2.
Could somebody tell me where to find it?
There are largish areas without mountains, but they're not problematically flat. Most flattish vanilla biomes have hilly sub-biomes. If you have mod biomes, you'll get some hills that way as well. Some big sort-of-flat areas are IMO desirable anyway, for variety and for large builds. You can stay away if you don't like them.
There's a link in the OP of the Geographicraft thread.
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.
lol
OMG... I didn't saw it. Thanks, mate!
I'm back to Minecraft, and I'm glad your mod is still around! I always use it.I'm wondering... Is there a way to control the incidencies of Vanilla sub-biomes? Basically, there are some biomes I want to remove from the game, but they have sub-biomes that I want to keep.Take the Ice Plains for example. I want to remove them. Yet, I want to keep the Ice Plains Spikes. Is there any way I can do that?Sorry if this has already been asked (and I belive it has) but I couldn't find anything...@edit: Posted on the Geographicraft thread. Didn't notice it changed it's name.
Hi
I love your mod!
I have downloaded RTG with Climate Control 0.8.2 and Bioms of Plenty for minecraft 1.7.10
But also I have other big mods.. some of them add new biomes and new dimensions as well
One of them is Thaumcraft and I saw there is already a config file for this mod inside ClimateControl folder
But that's not the case with my other mods like The Between Lands (which add 2 new biomes to the overworld and 1 dimension)
or AdventOfAscension which adds 16 new dimensions
Do I have to do something to make sure I'll see the new biomes just walking around?... or where should I try to add biome/dimension ids if its needed?
Please Help me...
If you set ExternalBiomeNames=biome1,biome2,biome3 and quit and restart the game, CC will add configs for the biome to the climateControl.cfg file. You can then set the biomeIDs and climates for the biomes to whatevery they should be and they'll show up.
There are already dimension configs. The current default is to exclude CC from the End and the Nether and use it everywhere else.
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.