The config file goes in the config folder, and will affect new worlds you create (this is standard for all config files). Once you create a world, it copies the config into a folder called worldspecificconfig in the save directory and after than the world will run on that config. This is particular to my mods, and I do it because I often have half a dozen test worlds going with different configs and it can be world-wrecking catastrophe if a world gets run with the wrong config.
So if you want to change a world's config *after* it's created, you have to go to the config in that worldspecificconfig directory and change *it*, not the config in the general directory. Climate Control has a system that prevents chunk walls, so you can kind of do that at will, but a result of that is that you will normally have to go out 1000 blocks or so to see the effects of a config change (it has to partially pre-generate the biomes out to that distance for the chunk wall prevention).
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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.
The config file goes in the config folder, and will affect new worlds you create (this is standard for all config files). Once you create a world, it copies the config into a folder called worldspecificconfig in the save directory and after than the world will run on that config. This is particular to my mods, and I do it because I often have half a dozen test worlds going with different configs and it can be world-wrecking catastrophe if a world gets run with the wrong config.
So if you want to change a world's config *after* it's created, you have to go to the config in that worldspecificconfig directory and change *it*, not the config in the general directory. Climate Control has a system that prevents chunk walls, so you can kind of do that at will, but a result of that is that you will normally have to go out 1000 blocks or so to see the effects of a config change (it has to partially pre-generate the biomes out to that distance for the chunk wall prevention).
Ah. Also I noticed that you said something about removing the hot climate. Would that effect enviromine? Because that'd kind of remove the whole point of the modpack if you weren't able to overheat and dehydrate in a desert.
Ah. Also I noticed that you said something about removing the hot climate. Would that effect enviromine? Because that'd kind of remove the whole point of the modpack if you weren't able to overheat and dehydrate in a desert.
No, the climates are only used for placing the biomes. They have no effect otherwise on the game. If you put a desert into the "SNOWY" climate it still works like a desert in all ways, it just shows up where you'd normally see Ice Plains.
Also, the only reason I set HOT climate to zero is to fool an errorchecking routine I have. With that config there's no climate beside DEEP_OCEAN anyway, but my errorcheck doesn't understand that and gets upset.
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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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Curse PremiumThe config file goes in the config folder, and will affect new worlds you create (this is standard for all config files). Once you create a world, it copies the config into a folder called worldspecificconfig in the save directory and after than the world will run on that config. This is particular to my mods, and I do it because I often have half a dozen test worlds going with different configs and it can be world-wrecking catastrophe if a world gets run with the wrong config.
So if you want to change a world's config *after* it's created, you have to go to the config in that worldspecificconfig directory and change *it*, not the config in the general directory. Climate Control has a system that prevents chunk walls, so you can kind of do that at will, but a result of that is that you will normally have to go out 1000 blocks or so to see the effects of a config change (it has to partially pre-generate the biomes out to that distance for the chunk wall prevention).
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.
Not what I meant. "The value of "Forallbiomes""
Ah. Also I noticed that you said something about removing the hot climate. Would that effect enviromine? Because that'd kind of remove the whole point of the modpack if you weren't able to overheat and dehydrate in a desert.
"forAllBiomes()" is the value, and it's being assigned to myObject. How much simpler can I make this?
I made my own shader pack, by the way.
Nevermind, got it working (I pray). Thanks everyone, this has been very helpful.
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Curse PremiumNo, the climates are only used for placing the biomes. They have no effect otherwise on the game. If you put a desert into the "SNOWY" climate it still works like a desert in all ways, it just shows up where you'd normally see Ice Plains.
Also, the only reason I set HOT climate to zero is to fool an errorchecking routine I have. With that config there's no climate beside DEEP_OCEAN anyway, but my errorcheck doesn't understand that and gets upset.
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.
When I said I got it working. I was wrong. I sent you a pm with the file after I modified it so hopefully you could help.