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    posted a message on Underground Biomes Constructs
    Quote from Keybounce»
    Do you know of any other mods that have something like that "clearVarsforRecursiveGeneration" behavior? Do you know what kind of mods (probably worldgen) might try to do something like that?



    I saw the same twilight forest crash that it caused in another modpack that did not have you in it.

    I'm not aware of any but it's a fairly obvious desperation fix to deal with chronic recursive generation problems.
    Posted in: Minecraft Mods
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    posted a message on Climate Control - change climate zones sizes, ocean sizes, and more
    Ponds are not a CC generation. Seas - hmm, not sure and I haven't seen many. It might be from land merger in a high-land setting. You could try setting the keep lands separate to true.
    Posted in: Minecraft Mods
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    posted a message on Underground Biomes Constructs
    You can try setting clearVarsForRecursiveGeneration=false.
    Posted in: Minecraft Mods
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    posted a message on Underground Biomes Constructs
    Quote from Tabris_»

    Zeno, can you help me with the option to UBify the ores? Turning it off on the config does not change anything,even on chunks generated after the change. I really need to turn it off at least on my Quarry Age so they can be processed when i use a machine with silk touch on them.

    OK, here's a fixed version. It was working properly with inChunkGeneration on, but not with it off. Sorry for the delay, I haven't had much time to mod lately.
    Posted in: Minecraft Mods
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    posted a message on Dulcified in a Hostile World - Private Whitelist
    :o



    OK, who's the prankster? :lol:
    Posted in: PC Servers
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    posted a message on Climate Control - change climate zones sizes, ocean sizes, and more
    I keep hoping somebody will write a guide for the config. I've written one (in the main post) but it's not too good because I'm too familiar with it.

    Anyway, for large continents in an empty ocean, you want continents set moderately high, with a combined incidence of less than about 40, and islands landmasses set low (less than 5). Climate Control doesn't do archipelagos at present, so you'll have scattered islands in the open ocean. There's some clustering from landmasses being split up by coast manipulations and possible less-than-fully-random behavior of the random number generator, but not much.

    Medium continents are the size of 1.6 continents, i.e. big. Small continents are about half as far across but they still feel like continents to me, at least on foot. Large continents are more than twice as far across as the medium continents, i.e. really big.
    Posted in: Minecraft Mods
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    posted a message on Underground Biomes Constructs
    Yes, that's it.
    Posted in: Minecraft Mods
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    posted a message on Underground Biomes Constructs
    Try this version.
    Posted in: Minecraft Mods
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    posted a message on Underground Biomes Constructs
    What UB version are you running?
    Posted in: Minecraft Mods
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    posted a message on Underground Biomes Constructs
    Quote from SadGhoster87»

    So, if I get this correctly, Underground Biomes Constructs = Underground Biomes

    Yes, UBC is the current version of UB.
    Posted in: Minecraft Mods
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    posted a message on Underground Biomes Constructs
    The default if for vanilla stone to be completely replaced, but there is an option, vanillaStoneBiomes, which will make about 1 in 9 of the underground biome made of vanilla stone.
    Posted in: Minecraft Mods
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    posted a message on Climate Control - change climate zones sizes, ocean sizes, and more
    Quote from Sunconure11»
    Is this compatible with Ridiculous World?

    Not at present. Somebody could write a bridge mod if the biomes are accessible programmatically.
    Posted in: Minecraft Mods
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    posted a message on Underground Biomes Constructs
    The 1.7.2 UBC will also run under 1.7.10. The naming is confusing because this was originally an add-on mod but when the maintainer of UB stopped work, UBC subsumed the entire mod.
    Posted in: Minecraft Mods
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    posted a message on Underground Biomes Constructs
    Quote from Tabris_»

    Zeno, can you help me with the option to UBify the ores? Turning it off on the config does not change anything,even on chunks generated after the change. I really need to turn it off at least on my Quarry Age so they can be processed when i use a machine with silk touch on them.

    It's working with this version and the following config:


    # Configuration file

    block {
    I:"Igneous Brick ID:"=202
    I:"Igneous Cobblestone ID:"=200
    I:"Igneous Stone Brick Slab ID (full):"=206
    I:"Igneous Stone Brick Slab ID (half):"=205
    I:"Igneous Stone Cobblestone Slab ID (full):"=220
    I:"Igneous Stone Cobblestone Slab ID (half):"=219
    I:"Igneous Stone ID:"=209
    I:"Igneous Stone Slab ID (full):"=216
    I:"Igneous Stone Slab ID (half):"=215
    I:"Lignite Item ID:"=5500
    I:"Metamorphic Brick ID:"=203
    I:"Metamorphic Cobblestone ID:"=201
    I:"Metamorphic Stone Brick Slab ID (full):"=208
    I:"Metamorphic Stone Brick Slab ID (half):"=207
    I:"Metamorphic Stone Cobblestone Slab ID (full):"=222
    I:"Metamorphic Stone Cobblestone Slab ID (half):"=221
    I:"Metamorphic Stone ID:"=210
    I:"Metamorphic Stone Slab ID (full):"=218
    I:"Metamorphic Stone Slab ID (half):"=217
    I:"Sedimentary Stone ID:"=211
    I:"Sedimentary Stone Slab ID (full):"=224
    I:"Sedimentary Stone Slab ID (half):"=223
    I:"Universal Biomes Button ID:"=214
    I:"Universal Biomes Stairs ID:"=212
    I:"Universal Biomes Wall ID:"=213
    }


    general {
    # Crash rather than try to get by when encountering problems
    B:CrashOnProblems=false

    # Use different seeds in different dimensions
    B:DimensionSpecificSeeds=false

    # (for worlds created pre-1.7) Force IDs to config values
    B:ForceConfigIds=false

    # Avoid jarring strata transitions
    B:HarmoniousStrata=false

    # Impose UB stone on other mods specially programmed for (currently Highlands)
    B:ImposeUBStone=true

    # Change stones during chunk generation
    B:InChunkGeneration=true

    # Replace village gravel with brick
    B:ReplaceVillageGravel=false

    # Convert ores to have Underground Biomes stone backgrounds
    B:UBifyOres=false

    # Provide Buttons for non-brick Underground Biomes blocks
    B:UndergroundBiomesButtons=false

    # Provide Stairs for Underground Biomes blocks
    B:UndergroundBiomesStairs=true

    # Provide Walls for Underground Biomes blocks
    B:UndergroundBiomesWalls=true

    # Warning: exponential
    I:biomeSize=3

    # UB brick hardness is this multiple of UB stone
    D:brickHardnessMultiplier=1.0

    # Clear the world var in BiomeGenBase for recursive generation
    B:clearVarsForRecursiveGeneration=false

    # UB cobble hardness is this multiple of UB stone
    D:cobbleHardnessMultiplier=1.3333333

    # Comma-separated list of dimension IDs, used only if include list is *
    S:excludeDimensionIDs=-1,1

    # Highest block to generated UB stone for
    I:generateHeight=256

    # Increase to make stone longer to mine. Normal is 1.5
    D:hardnessModifier=1.5

    # Comma-separated list of dimension to only use old decoration-phase generation, used only if inclusion list is *
    S:inChunkDimensionExclusions=-1,1

    # Comma-separated list of dimension IDs to allow new chunk-phase decoration, put * to use exclusion list
    S:inChunkDimensionInclusions=0

    # Comma-separated list of dimension IDs, put * to use exclude list
    S:includeDimensionIDs=*
    B:newGeneration=true

    # Modify all recipes to include Underground Biomes blocks
    B:oreDictifyStone=true

    # Swap vanilla cobble and slabs with Underground Biomes where appropriate, plus some village changes
    B:replaceCobblestone=true

    # Increase to make stone more resistant to explosions. Normal is 6.0
    D:resistanceModifier=6.0

    # True if Underground Biomes is supposed to replace stones
    B:undergroundBiomesActive=true

    # Will cause sharp biome transitions if changed while playing the same world
    B:vanillaStoneBiomes=false

    # 0 = none; 1 = one rock; 2 = with redstone; 3 = 2x2 stone, lose 3; 4 = 2x2 stone
    I:vanillaStoneCrafting=4
    }


    item {
    I:fossilPiece=5501
    }

    Post your config if that version doesn't fix it.
    Posted in: Minecraft Mods
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    posted a message on Underground Biomes Constructs
    Apparently I can relax the requirement to register blocks during init. When I first adapted to 1.7 blocks registered during init disappeared if you closed a world and opened another but now they're fine. You can workaround by saving the pre-init call and passing it later. I know this works because I did it myself.
    Posted in: Minecraft Mods
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