(the exact names aren't important, it's only internal to GC)
Start Minecraft and then quit. CC/GC will create configs for three biomes with those names, which you can set to the appropriate IDs and whatever incidences/climates/etc you want. This will make them show up as full-sized biomes.
Oasis should appear as a sub-biome in Desert already. Gravel Beach isn't used. Gravel Beach as a full biome would be awful though. If you want Gravel Beach to show up as a beach for BoP biomes that would require some significant recoding inside GC (the beach code is inherited from vanilla and is a special-case mess).
Thank you for the fast answer. I've been playing with the configs for the last hours. I'm addicted.
Actually, what I'm trying to do is remove the Oasis sub-biome. I add it to the external biomes list, and generated the configs. On those configs, I set incidence to 0. But that didn't stop the Oasis from beeing generated as a sub-biome inside Desert biome.
Is there currently any way to stop specific sub-biomes from generating?
Is there a way to remove the Ice Plains biome but keep the Ice Plains Spikes?
Also, how should I go about disabling BoP Biomes? Should I set their ID to -1 in BoP's configs, or change their incidence to 0 in biomesoplentyInCC.cfg?
@edit: I figured out how to handle BoP. Setting their ID to -1 causes the game to get stuck at world loading. The correct way is to let their IDs as is, and change the incidence in biomesoplentyInCC.cfg. Stil trying to figure out the Ice Spikes thing, though.
@edit2: There seems to be a typo on biomesoplentyInCC.cfg. The lines below weren't supposed to be there, I belive.
@edit4: I tried adding the lines above (from @edit3) and they don't work. What I tried next was using them as external biomes. It worked for Gravel Beach, but it doesn't work with Oasis. I tested it by generating a world with a Gravel Beach and an Oasis. Setting heir incidence to 0 caused the Gravel Beach to vanish, but the Oasis was still there.
Also, there's another question: is it somehow possible to get rid of the Beach biome? I I was trying to use it as an external biome, ID 16, and set the incidence to 0. But it keeps generating.
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.
Do you happen to know how bedrock is generated (the algorithm)?
Minecraft's default world generation leaves some blank areas without any bedrock, and it's possible to fall from the world. I want to generate bedrock again using NBToolkit. Any suggestions?
I happen to know it's generated between layers 0 and 5, with a load of bedrocks placed in a chaotic way. Is there any way to place them randomly using NBToolkit?
For some reason I get this error quite often. It says the file is beeing used by another process. Tried running it on safe mode to check if it was another program, but the problem still happens.
The funny thing is: sometimes it happens, sometimes it doesn't. And when it does, all I gotta do is run the command again till it works.
The process cannot access the file 'C:\Documents and Settings\Marcelo\My Documen
ts\Ethereal\Ethereal\region\r.0.5.mca' because it is being used by another proce
ss.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, I
nt32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions o
ptions, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolea
n useLongPath)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access,
FileShare share)
at Substrate.Core.RegionFile.ReadFile()
Unhandled Exception: System.NullReferenceException: Object reference not set to
an instance of an object.
at Substrate.Core.RegionFile.Write(Int32 x, Int32 z, Byte[] data, Int32 lengt
h, Int32 timestamp)
at Substrate.Core.RegionFile.ChunkBuffer.Close()
at Ionic.Zlib.ZlibBaseStream.Close()
at Ionic.Zlib.ZlibStream.Dispose(Boolean disposing)
at System.IO.Stream.Close()
at Substrate.AnvilChunk.Save(Stream outStream)
at Substrate.ChunkRef.Save(Stream outStream)
at Substrate.RegionChunkManager.Save()
at NBToolkit.Oregen.Run()
at NBToolkit.Program.Main(String[] args)
1. They are for "verbose" and "very verbose" printed output. Specifying -v would print out a line for each chunk processed, whereas --vv might print out a line for every block that gets replaced, or every ore vein that gets generated.
2. It uses the same ore generation algorithm, although it does not use your world seed, so placement won't necessarily be exact. There is actually a minor difference from the current algorithm: generated ore in recent Minecraft is "biased" 2 blocks downwards, whereas oregen (and older Minecraft) biased 2 blocks upwards. I've maintained the old rule, since it's more in the player's favor with default settings.
Thanks once again for the answers.
One last question: is there a flag like --nbya or --nbyb, but to check the blocks at the sides? I want to keep my ores away from Stationary Lava, cave walls and mineshaft walls. That way they will always be in light level 0 and can easily be Orebfuscated in a efficient way. Yet I can't seem to find a flag for that. Anything you can think about?
Is running multiple instances of nbtoolkit.exe at the same time (multiple command propmt) to modify the same world possible? Or does it cause problems?
Any chances of you adding a new mode which generates biomes using only default Minecraft blocks? I feel like using this to create a multiplayer world, but that would be a problem, I guess.
Or you can add an option to only generate biomes that do not have custom blocks.
Any chances of you adding a new mode which generates biomes using only default Minecraft blocks? I feel like using this to create a multiplayer world, but that would be a problem, I guess.
Or you can add an option to only generate biomes that do not have custom blocks.
0
Thank you for the fast answer. I've been playing with the configs for the last hours. I'm addicted.
Actually, what I'm trying to do is remove the Oasis sub-biome. I add it to the external biomes list, and generated the configs. On those configs, I set incidence to 0. But that didn't stop the Oasis from beeing generated as a sub-biome inside Desert biome.
Is there currently any way to stop specific sub-biomes from generating?
0
I replied to the old thread by mistake, lol.
Is there a way to remove the Ice Plains biome but keep the Ice Plains Spikes?
Also, how should I go about disabling BoP Biomes? Should I set their ID to -1 in BoP's configs, or change their incidence to 0 in biomesoplentyInCC.cfg?@edit: I figured out how to handle BoP. Setting their ID to -1 causes the game to get stuck at world loading. The correct way is to let their IDs as is, and change the incidence in biomesoplentyInCC.cfg. Stil trying to figure out the Ice Spikes thing, though.
@edit2: There seems to be a typo on biomesoplentyInCC.cfg. The lines below weren't supposed to be there, I belive.
If this is a typo, should I expect any problems if I delete these lines?
@edit3: There seems to be two biome incidencies missing on biomesoplentyInCC.cfg. One of them is gravel_beach, ID 40 on BoP, and Oasis, ID 95 on BoP.
Will it work if I add the lines below to the file?
@edit4: I tried adding the lines above (from @edit3) and they don't work. What I tried next was using them as external biomes. It worked for Gravel Beach, but it doesn't work with Oasis. I tested it by generating a world with a Gravel Beach and an Oasis. Setting heir incidence to 0 caused the Gravel Beach to vanish, but the Oasis was still there.
Also, there's another question: is it somehow possible to get rid of the Beach biome? I I was trying to use it as an external biome, ID 16, and set the incidence to 0. But it keeps generating.
0
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.
0
Do you happen to know how bedrock is generated (the algorithm)?
Minecraft's default world generation leaves some blank areas without any bedrock, and it's possible to fall from the world. I want to generate bedrock again using NBToolkit. Any suggestions?
I happen to know it's generated between layers 0 and 5, with a load of bedrocks placed in a chaotic way. Is there any way to place them randomly using NBToolkit?
0
0
0
0
The funny thing is: sometimes it happens, sometimes it doesn't. And when it does, all I gotta do is run the command again till it works.
Speaking of which, the command I'm using is:
ts\Ethereal\Ethereal\region\r.0.5.mca' because it is being used by another proce
ss.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, I
nt32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions o
ptions, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolea
n useLongPath)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access,
FileShare share)
at Substrate.Core.RegionFile.ReadFile()
Unhandled Exception: System.NullReferenceException: Object reference not set to
an instance of an object.
at Substrate.Core.RegionFile.Write(Int32 x, Int32 z, Byte[] data, Int32 lengt
h, Int32 timestamp)
at Substrate.Core.RegionFile.ChunkBuffer.Close()
at Ionic.Zlib.ZlibBaseStream.Close()
at Ionic.Zlib.ZlibStream.Dispose(Boolean disposing)
at System.IO.Stream.Close()
at Substrate.AnvilChunk.Save(Stream outStream)
at Substrate.ChunkRef.Save(Stream outStream)
at Substrate.RegionChunkManager.Save()
at NBToolkit.Oregen.Run()
at NBToolkit.Program.Main(String[] args)
0
Thanks once again for the answers.
One last question: is there a flag like --nbya or --nbyb, but to check the blocks at the sides? I want to keep my ores away from Stationary Lava, cave walls and mineshaft walls. That way they will always be in light level 0 and can easily be Orebfuscated in a efficient way. Yet I can't seem to find a flag for that. Anything you can think about?
0
Alright, thanks for the fast reply. I've got a few more questions, if you could please help me.
1. What does -v and --vv do?
2. Does the oregen always follow the original Minecraft map generator to generate the ores, no matter the options?
0
0
Or you can add an option to only generate biomes that do not have custom blocks.
0
Or you can add an option to only generate biomes that do not have custom blocks.