A while ago I had written an examination of Lycanite's Mobs, but it was one of the first I'd done and even at that time I'd rather disliked my own article. So, I've just redone it basically from scratch. Here's the link if you'd like to check it out.
Something I've been wondering about, why is it called Ender Intervention when it sends you to the Nether? Why not something like Fiery Intervention? There's probably something better but just wondering.
Divine Intervention's the Overworld version, right? Then my suggestion would be to have Infernal Intervention be the Nether form. Or perhaps Spectral Intervension? Demonic Intervention? Hella Intervention? Ghastly Intervention? Wither Intervention might work too, but I'm afraid of casting that in case I end up surrounded by wither skeletons.
Also, any chance that we might be able to get a Moomoo intervention? I haven't been able to get the portal to work in 1.7.10, so another path there would be nice.
Hmm... I like you guy's ways of getting rid of ring portals. I dumped a small mountain on top of mine, but next time I reroll I'll be sure to go with one of your strategies.
You know what I want to see? I want to see something like this for the Nether, like add new mobs to the Nether, stuff like maybe the dead souls of Overworld mobs? The differences being they have some extra abilities like Creeper souls can explode multiple times, the zombie souls are actually not zombies, but rather the poor souls who were forced to inhabit those undead bodies, same for the skeletons,, among other things, i'll let you all think about ideas
I'm just going to shamelessly put up an article I wrote a while back on Nether-based mods, it covers about five plugins that should make the area more interesting. If its just creatures your looking for, I highly suggest Lycanites Mobs and Natura, as that combination will get you about 15 new Nether beasts. Also, off the top of my head I can say that Witchery, Thaumcraft, and Biomes O Plently also add in a beast or two each, and I know there's plenty of others that lightly touch on the Nether as well. While I don't think there's any specific mods that focus on upgrading the underworld to the same extent that HEE does to the End, with a little work you can upgrade the Nether into a much more exciting hell.
Now for my own question about this mod: Maybe I'm being an idiot, but does anyone have a good suggestion for moving between floating islands? Building bridges may be amusing in way, and there are plenty of jetpacks and airships to use in other mods, but is there anything in this mod that helps move between islands right from the start?
how do we get the extra content like the lake town structures ect ?
There is none in the base mod yet, but you can add them to your world through the Tolkienpack. You'll need to download the Feed The Beast launcher, start it up, find Tolkiencraft under the 3rd party packs section, and then download that modpack. After that you will need to install the official map, which can be found here. Then after all of that is done you can download and install the extra content pack for Tolkiencraft, and if everything's properly setup you'll have a heavily modified instance of MC with several new areas.
Hi, I just dowloaded this and was wondering if there was a way for the crystal ball thing to be set so no building is spawned. I have a village already and I don't want new comers spawning in a home because of this. But I still want people to select their gender and choose who they like.
It's been a while since I played with MCA, but I believe there's an option that is something like "none of the above" when choosing what type of life you've lived. If you select it, you should just be plopped down where you used to ball with no damage to the surroundings.
Does this work with Enhanced Biomes? Because that mod replaces rivers with the "Riparian Zone" so it can generate Alder Trees on the banks.
I haven't tried it, but I can't see why it wouldn't. Unless the developer has managed to sneak in an update I missed, all old rivers are still in game. The new ones it makes are not biomes like the original game's rivers, and don't really care about what biome they're in as long as there's a large water-source to flow into.
Forgive me if these are stupid or already asked questions.
Is there a way to make Oceans small and less frequent?
My rivers seem to cut through biomes and I think they used to mostly run in between biomes. Is there a way to change this?
And I don't see the BoP rivers, Lush and Dry, spawning, just the vanilla river.
I may have just broken something myself somehow.
Unsure about the rivers issue, but the amount of oceans in the world are based on the amount of landmass. Find the settings for landmass sizes, and raise their numbers to whatever you feel like. If you want 50% of the world to be land, make the total landmass numbers equal more than 100 when added together, for 75% land, change it to about 150 total. And if you put the total of the five numbers above 200, ocean biomes will basically be removed from the game.
The other config genned was biomesoplentyInCC.cfg and it appears to be nothing more then a way to turn Biomes o Plenty biomes on or off as you would in BoP's own configs.
When a world is genned with or without the CC jar in the mods folder there is no difference between the 2 worlds.
Just to make 100% sure that we're on the same page, you have looked for the climatecontrol.cfg file in the main config folder, correct? It is NOT in the Climate Control folder.
If that's not the problem, I cannot say exactly why it is messing up, but you could try making a fake configuration file. Create a blank text document, and name it "climatecontrol.cfg" without the "".Then copy these lines into it:
# 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"=false
# 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
# add testing routines and crash in suspicious circumstances
B:TestingMode=false
# Include vanilla biomes in world
B:VanillaBiomesOn=true
# Generate land masses and climate zones similar to vanilla 1.7
B:VanillaLandAndClimate=false
# impose Climate Control generation on the Biomes o' Plenty world type
B:alterBoPWorlds=false
# impose Climate Control generation on Highlands world types
B:alterHighlandsWorlds=false
# biomes not saved on edges; more than 3 has no effect; -1 deactivates saving biomes
I:biomeRingsNotSaved=3
# 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
# max height value for allowing rivers; 10.0 allows everything; 0.75 is plains but no hills
D:maxChasm=10.0
# subbiomes not saved on edges, default 3, -1 deactivates saving sub-biomes
I:subBiomeRingsNotSaved=0
}
##########################################################################################################
# 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" {
# half the climate zone size from vanilla, unless quartering
B:"Half Zone Size"=true
# quarter the climate zone size from vanilla
B:"Quarter Zone Size"=false
# ignore climate zones altogether
B:"Random Biomes"=false
}
##########################################################################################################
# ocean control parameters
#--------------------------------------------------------------------------------------------------------#
# Frequencies are x per thousand but a little goes a very long way because seeds grow a lot. About half the total continent frequencies is the percent land. For worlds with 1.7-like generation set large island seeds to about 300. That will largely fill the oceans after seed growth.
##########################################################################################################
"ocean control parameters" {
# frequency of large continent seeds, about 8000x16000
I:"Large Continent Frequency"=8
# frequency of large island seeds, about 1000x2000
I:"Large Island Frequency"=35
# frequency of medium continent seeds, about 4000x8000
I:"Medium Continent Frequency"=12
# frequency of medium island seeds, about 500x1000
I:"Medium Island Frequency"=40
# True reduces the chance of landmasses merging
B:SeparateLandmasses=true
# frequency of small continent seeds, about 2000x4000
I:"Small Continent Frequency"=18
}
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
}
Make sure that the extension is .cfg and not .txt or anything like that, save it, place it in your config folder(Again, not the Climate Control folder), and see if you can tweak the settings to make your world generate differently.
How do you configure this mod? There's no documentation anywhere and the only thing in a freshly generated config file is:
# Configuration file
general {
# Comma-separated list of dimension IDs, used only if include list is *
S:excludeDimensionIDs=-1,1
# Comma-separated list of dimension IDs, put * to use exclude list
S:includeDimensionIDs=0
}
There's more than one configuration file, one that appears inside of the "Climate Control" folder, and a second one in the base config folder. That second one is what you need, most of what appears in the Climate Control folder is based around compatibility.
I can also confirm that tainted land is a not a below-average sized biome all the time. Have hit a couple when wandering about that covered areas larger than many other biomes, and without the square shapes on the map that show it has "grown" into an area. Also, they do indeed show up like normal biomes now.
Actually he removed diamonds and redstone on purpose
Indeed, diamonds were removed due to how people running around in diamond armor made mithril somewhat useless. As for redstone, I am not sure exactly why Mevans took that out, but it was probably due to how it does not fit with the LOTR's lore. Dwarves may have been genius architects and all that, but I don't think they ever made functional computers or giant mechs.
That said, I don't know how hard it would be for him to set a "redstone/diamond" toggle option up in the configuration file, but since he has some way to disable them, it's entirely conceivable that such could appear in the future.
0
A while ago I had written an examination of Lycanite's Mobs, but it was one of the first I'd done and even at that time I'd rather disliked my own article. So, I've just redone it basically from scratch. Here's the link if you'd like to check it out.
0
Divine Intervention's the Overworld version, right? Then my suggestion would be to have Infernal Intervention be the Nether form. Or perhaps Spectral Intervension? Demonic Intervention? Hella Intervention? Ghastly Intervention? Wither Intervention might work too, but I'm afraid of casting that in case I end up surrounded by wither skeletons.
Also, any chance that we might be able to get a Moomoo intervention? I haven't been able to get the portal to work in 1.7.10, so another path there would be nice.
0
Hmm... I like you guy's ways of getting rid of ring portals. I dumped a small mountain on top of mine, but next time I reroll I'll be sure to go with one of your strategies.
0
I did say I was probably being an idiot, can't believe I didn't think of that.
0
I'm just going to shamelessly put up an article I wrote a while back on Nether-based mods, it covers about five plugins that should make the area more interesting. If its just creatures your looking for, I highly suggest Lycanites Mobs and Natura, as that combination will get you about 15 new Nether beasts. Also, off the top of my head I can say that Witchery, Thaumcraft, and Biomes O Plently also add in a beast or two each, and I know there's plenty of others that lightly touch on the Nether as well. While I don't think there's any specific mods that focus on upgrading the underworld to the same extent that HEE does to the End, with a little work you can upgrade the Nether into a much more exciting hell.
Now for my own question about this mod: Maybe I'm being an idiot, but does anyone have a good suggestion for moving between floating islands? Building bridges may be amusing in way, and there are plenty of jetpacks and airships to use in other mods, but is there anything in this mod that helps move between islands right from the start?
0
There is none in the base mod yet, but you can add them to your world through the Tolkienpack. You'll need to download the Feed The Beast launcher, start it up, find Tolkiencraft under the 3rd party packs section, and then download that modpack. After that you will need to install the official map, which can be found here. Then after all of that is done you can download and install the extra content pack for Tolkiencraft, and if everything's properly setup you'll have a heavily modified instance of MC with several new areas.
0
It's been a while since I played with MCA, but I believe there's an option that is something like "none of the above" when choosing what type of life you've lived. If you select it, you should just be plopped down where you used to ball with no damage to the surroundings.
0
I haven't tried it, but I can't see why it wouldn't. Unless the developer has managed to sneak in an update I missed, all old rivers are still in game. The new ones it makes are not biomes like the original game's rivers, and don't really care about what biome they're in as long as there's a large water-source to flow into.
0
Actually, two bosses are in: a Mountain Troll Chieftain and a Mallorn Ent. You can find information on how to fight and summon them here and here
0
Unsure about the rivers issue, but the amount of oceans in the world are based on the amount of landmass. Find the settings for landmass sizes, and raise their numbers to whatever you feel like. If you want 50% of the world to be land, make the total landmass numbers equal more than 100 when added together, for 75% land, change it to about 150 total. And if you put the total of the five numbers above 200, ocean biomes will basically be removed from the game.
0
I finished an article about Runic Dungeons, here's the link if you're interested.
0
Just to make 100% sure that we're on the same page, you have looked for the climatecontrol.cfg file in the main config folder, correct? It is NOT in the Climate Control folder.
If that's not the problem, I cannot say exactly why it is messing up, but you could try making a fake configuration file. Create a blank text document, and name it "climatecontrol.cfg" without the "".Then copy these lines into it:
# 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"=false
# 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
# Include vanilla biomes in world
B:VanillaBiomesOn=true
# Generate land masses and climate zones similar to vanilla 1.7
B:VanillaLandAndClimate=false
# impose Climate Control generation on the Biomes o' Plenty world type
B:alterBoPWorlds=false
# impose Climate Control generation on Highlands world types
B:alterHighlandsWorlds=false
# biomes not saved on edges; more than 3 has no effect; -1 deactivates saving biomes
I:biomeRingsNotSaved=3
# 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
# max height value for allowing rivers; 10.0 allows everything; 0.75 is plains but no hills
D:maxChasm=10.0
# subbiomes not saved on edges, default 3, -1 deactivates saving sub-biomes
I:subBiomeRingsNotSaved=0
}
##########################################################################################################
# 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" {
# half the climate zone size from vanilla, unless quartering
B:"Half Zone Size"=true
# quarter the climate zone size from vanilla
B:"Quarter Zone Size"=false
# ignore climate zones altogether
B:"Random Biomes"=false
}
##########################################################################################################
# ocean control parameters
#--------------------------------------------------------------------------------------------------------#
# Frequencies are x per thousand but a little goes a very long way because seeds grow a lot. About half the total continent frequencies is the percent land. For worlds with 1.7-like generation set large island seeds to about 300. That will largely fill the oceans after seed growth.
##########################################################################################################
"ocean control parameters" {
# frequency of large continent seeds, about 8000x16000
I:"Large Continent Frequency"=8
# frequency of large island seeds, about 1000x2000
I:"Large Island Frequency"=35
# frequency of medium continent seeds, about 4000x8000
I:"Medium Continent Frequency"=12
# frequency of medium island seeds, about 500x1000
I:"Medium Island Frequency"=40
# True reduces the chance of landmasses merging
B:SeparateLandmasses=true
# frequency of small continent seeds, about 2000x4000
I:"Small Continent Frequency"=18
}
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 {
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"=21
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
}
Make sure that the extension is .cfg and not .txt or anything like that, save it, place it in your config folder(Again, not the Climate Control folder), and see if you can tweak the settings to make your world generate differently.
0
There's more than one configuration file, one that appears inside of the "Climate Control" folder, and a second one in the base config folder. That second one is what you need, most of what appears in the Climate Control folder is based around compatibility.
0
I can also confirm that tainted land is a not a below-average sized biome all the time. Have hit a couple when wandering about that covered areas larger than many other biomes, and without the square shapes on the map that show it has "grown" into an area. Also, they do indeed show up like normal biomes now.
0
Indeed, diamonds were removed due to how people running around in diamond armor made mithril somewhat useless. As for redstone, I am not sure exactly why Mevans took that out, but it was probably due to how it does not fit with the LOTR's lore. Dwarves may have been genius architects and all that, but I don't think they ever made functional computers or giant mechs.
That said, I don't know how hard it would be for him to set a "redstone/diamond" toggle option up in the configuration file, but since he has some way to disable them, it's entirely conceivable that such could appear in the future.