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    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes

    You can call it a bug or not but the simple fact is that I wasn't able to intervene in BoP's sub-biome assignments. They're simply out of my control. I honestly don't think even *they* understand that system (it has been dropped for the post-1.7.10 version) because they never fixed the South Seas Complex bug after over a year of complaints. I would have to write an entirely new sub-biome system and I'm not even clear what theirs is supposed to be doing.


    ID = -1 has the same effect as incidence 0.


    Snowy biomes will frequently generate next to any biome in the COOL climate. If you want to keep snow (mostly) away from any biome you have to take it out of COOL. To keep Forest and Plains out, reassign them to the WARM climate. (They are currently assigned to multi-climate groups that include them in COOL). That will leave you with very few vanilla biomes in the COOL climate, only Extreme Hills, (warm) Taiga, and Roofed Forest (which you might want to move too).


    Roofed Forest, incidentally, is in there because I wanted to balance the biome assignments a bit. Vanilla puts it in WARM. I put it in there because I thought COOL climate was boring with only X-hill, Forest, Plains, and Taiga. If you're using BoP this won't be a problem.


    WARM biomes will still occasionally generate next to snow in short stretches but it's fairly uncommon. This is due to a corner effect - the biomes are laid out in a grid and you can have "illegitimate" contacts at corners, which can expand to a short stretch of contact due to border adjustments.


    I'll reply to CC questions either here, there, or on the GC thread. I prefer a CC-specific question be asked on the CC thread, though, to increase the archive value.

    Posted in: Minecraft Mods
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    posted a message on Climate Control - change climate zones sizes, ocean sizes, and more

    When a world is created, Climate Control makes a copy of the current settings in the general config folder and puts it into a worldspecificconfig folder in the save folder for that world. Thereafter, that config, and not the general, controls that world. This allows you to have multiple concurrent worlds with different configs.


    If you make changes to *that* file there's no records kept of earlier versions. You would have to do that manually. If you have I can't help but sounds like you didn't.

    Posted in: Minecraft Mods
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    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes
    Quote from Robijnvogel»

    For as far as I know, Climate Control tries to add all BoP biomes to the vanilla generator and therefore to RTG by default. BoP configs don't influence this. If you can disable certain BoP biomes, this needs to be done in the CC configs/scripts.


    Quote from TRen208»

    Aha! So that's what I was missing. Thank you so much! However, one more question for you. How exactly do I disable them in Climate Control's config then..


    The BoPinCC config file in the ClimateControl directory will have incidences. If you set them to 0 the biomes will not appear as full biomes but they can appear as sub-biomes. You can also shut off BoP sub-biomes with NoBoPSubBiomes=true in the main CC config. You can't do it on a biome by biome basis because the BoP subbiome system is VERY elaborate and I wasn't able to either replicate or modify it. I recommend turning it off, now, because BoP in 1.7 produces these horrific Volcano-Mangrove island complexes in the Deep Ocean and I don't think they ever fixed it.
    Posted in: Minecraft Mods
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    posted a message on What have you done recently?

    The sliver of desert is something the vanilla biome layout does. It puts a desert border around Mesa and I'm not really sure why. I assume there are problems with junctions between Mesas and some other biomes but I put in an option to suppress those edges in Geographicraft and everything looked fine to me, or at least better than those goofy little desert slivers. I always thought the vanilla Mesa-Extreme Hills junction was particularly problematic because the desert drops down between those two elevated biomes.


    I play Hardcore most of the time and I rarely die. You just have to play very conservatively. With that village start you should be able to go a really long time.

    Posted in: Survival Mode
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    posted a message on What Happened Here?

    There's still Minecraft discussion, just not here. Minecraft on Reddit gets dozens of threads and hundreds of comments, maybe more, every single day. I don't really understand the like for Reddit because what you say is so ephemeral. After two days, tops, it's off the front page and probably nobody will ever see it again. The entry cost to a successful thread is really high there, as well - I often see "4 year survival world" posts. So, four years of play for one successful thread on Reddit?

    Posted in: Survival Mode
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    posted a message on GeographiCraft - Stop chunk walls, control size and frequencies of climate zones, oceans, land, and biomes, and more

    If you want a world with only Hot climate biomes, you have to 0 out all other climates. No matter what the incidences, GC can't ever put a never-(whatever) biome in that climate. You're getting the crash because when GC is trying to place biomes in Snowy/Cool/Warm climates it can't find anything to put there, so boom.


    Just set Snowy, Cool, and Warm climates to 0 and you'll get nothing but the Hot zone biomes. You don't even have to change the biome incidences for all the non-hot biomes because there will never be a suitable climate for them to get placed in.


    If you're lazy, a quick fix is to set Random Biomes to "true". That makes GC lump all the land climates together when placing biomes, just picking a biome based on overall incidence. That's what you designed for, so you'll get what you wanted. Note you're still going to have landmasses in a universal ocean, which might not be what you want. Set SeparateLandmasses to false if you want to allow a universal continent.

    Posted in: Minecraft Mods
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    posted a message on GeographiCraft - Stop chunk walls, control size and frequencies of climate zones, oceans, land, and biomes, and more

    Can you tell me the version you are using and post (in spoilers) your CC config? The only reason I can think of is that if you set all biomes in a climate to 0 it will crash. Did you 0 out the oceans?

    Posted in: Minecraft Mods
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    posted a message on GeographiCraft - Stop chunk walls, control size and frequencies of climate zones, oceans, land, and biomes, and more
    Quote from esotericist»

    Unfortunate, but good to know.

    Are there any plans for supporting the Lost Cities worldtypes in Geographicraft?

    I hadn't heard of it until just now, so obviously no current plans. Does Lost Cities also replace the biomes with citified biomes or are the cities added as structures to the vanilla biomes?
    Posted in: Minecraft Mods
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    posted a message on GeographiCraft - Stop chunk walls, control size and frequencies of climate zones, oceans, land, and biomes, and more

    Sadly, ForgeAmidst is not being maintained. The author hasn't logged in to the site for months.

    Posted in: Minecraft Mods
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    posted a message on GeographiCraft - Stop chunk walls, control size and frequencies of climate zones, oceans, land, and biomes, and more

    Set bandedClimateWidth to 2 or above to turn on latitudinal climates. (Technically anything above 0 turns it on but the results are poor with width 1.)


    The width is the number of climate zone widths the bands will be on average (there is variation). The default climate width in GC is half size zones, which are 512 wide. If you have a bandedClimateWidth of 4, the bands will average 4 x 512 = 2048 blocks high, or the height of a max-size default map.

    Posted in: Minecraft Mods
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    posted a message on Underground Biomes Constructs

    The usual reason is that UBC replaces the stone with its own stones and other mods don't recognize it. Not sure what the Gregtech issue is.

    Posted in: Minecraft Mods
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    posted a message on GeographiCraft - Stop chunk walls, control size and frequencies of climate zones, oceans, land, and biomes, and more

    Did you check the IDs in the BoP configs? Changes there could be a problem. One issue is that BoP recently dropped the Heathland biome so if it's in your world, or even in the GC anti-chunk wall caches, you can't ever update.

    Posted in: Minecraft Mods
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    posted a message on GeographiCraft - Stop chunk walls, control size and frequencies of climate zones, oceans, land, and biomes, and more

    The most common reason an island config fails is that you left "forceStartContinent" on, which will create a small continent around the spawn area. I have done it many times myself. Also, make sure "separateLandmasses" is true, because otherwise they merge. The last thing you might do is set "expansionRounds" to 0 because they make the islands bigger.

    Posted in: Minecraft Mods
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    posted a message on GeographiCraft - Stop chunk walls, control size and frequencies of climate zones, oceans, land, and biomes, and more
    Quote from CygnusiaX1»


    This error is a non-biome ID showing up in the biome placements. There are a number of possibilities, the first of which is that GC is operating with a bad biome ID - such as biome IDs for a different version of BoP. Does the problem happen if you use fresh configs for BoP and GC? (throw the old ones out and generate new ones).

    I put out a debug version here that should throw an error with the offending biome ID. If the biome ID is -2 or -1, then it's a problem within GC, or one created by multitasking in terrain generation.
    Quote from TheRealDadBeardnext





    You didn't post any details of *your* problem, but see above.

    Posted in: Minecraft Mods
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