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Oct 1, 2017Zeno410 posted a message on GeographiCraft - Stop chunk walls, control size and frequencies of climate zones, oceans, land, and biomes, and morePosted in: Minecraft Mods
Sep 30, 2017Zeno410 posted a message on GeographiCraft - Stop chunk walls, control size and frequencies of climate zones, oceans, land, and biomes, and morePosted in: Minecraft Mods
(Climate Control for 1.8 and later) 0.8.9 released. BoP biomes are excluded from worldtypes other than BoP and RTG (BoP intentionally does not generate its biomes properly in other worldtypes). A possible bug with latitudinal climates and BoP is now gone. A new version will be out shortly for 1.12
Using your config, I was getting latitudinal climates correctly without BoP, but they didn't seem to be working with BoP. After making the change to exclude BoP biomes from inappropriate worldtypes (which required some refactoring) latitudinal climates are working in both worldtypes.
Delayed trying to fix the BoP business. I'll try to get it out tommorrow - again.
Sep 25, 2017Zeno410 posted a message on GeographiCraft - Stop chunk walls, control size and frequencies of climate zones, oceans, land, and biomes, and morePosted in: Minecraft Mods
New release of Geographicraft to work with the changes in Biomes o' Plenty. The name is changed to indicate it only works with version 1.9 to 1.11. 1.12 has some changes to the codebase and requires a separate version, which should be out tomorrow.
Sep 14, 2017Posted in: Minecraft Mods
The 1.6 style is approximately 100 medium continents and everything else 0.
Sep 9, 2017Posted in: Minecraft Mods
Oceans tend to be roughly the size of the smallest common landmass. If you want oceans to be smaller, use smaller landmasses.
FWIW, vanilla is roughly 100 large continents and 300 small continents (no mediums and no islands) with separate landmasses off and expansion rounds at zero.
Aug 8, 2017Posted in: Minecraft Mods
That's just reporting the biome incidences as the world is being set up. CC isn't doing anything significant there.
Aug 6, 2017Posted in: Minecraft Mods
If ForgeAmidst doesn't work on the latest forge set up an profile with a slightly older forge to use it. The guy who wrote ForgeAmidst (Sedridor) has been incommunicado for months so I don't think there will be any updates.
Jul 25, 2017Posted in: Minecraft Mods
BOP, GC, and RTG work together out of the box. Recurrent complex has had some intermittent problems with RTG in the past. I think they've been fixed but I'm not sure.
Jul 11, 2017Posted in: Minecraft Mods
There are two "oceans" - ocean climate and ocean biomes. Normally the ocean climate is filled with ocean biomes, obviously. The incidence of ocean biomes is how often they are used as the biome for the ocean climate, and if you set it to 0 the game will crash because there's not biome to put in the ocean climate area.
The ocean climate is what's left over after the land is placed, and the easiest way to remove it is to put land everywhere. Set any land incidence to 1000, and SeparateLandmasses to false.
You could also replace the oceans with another biome by changing its climate to SEA.
Jul 7, 2017Posted in: Minecraft Mods
You'll need to add it.
Jul 5, 2017Posted in: Minecraft Mods
If 4 is too small and 6 is too big then, yes, try 5. Each point doubles biome width (and thus quadruples biome area) so there is quite a big difference between 4 and 6.
Nature's compass works fine for me. I haven't tested other biome finding systems lately. Nature's Compass has a max range and maybe they do too. See if they can find a biome next to you.
Jun 13, 2017Posted in: Minecraft Mods
First of all, by the Minecraft rules, Extreme Hills is in the COOL *and* WARM zones and as such is a completely legitimate neighbor to Desert in HOT. You see it all the time in vanilla - or perhaps, you *would* see it if Desert weren't fairly hard to find because of the climate zone sizes. It's a bad decision, because Extreme Hills is clearly a cool-zone mountain, but there it is. You can make the junctions considerably rarer, and generally pretty short, by moving Extreme Hills to the COOL climate. Of course, if you do, you won't have any mountains in the WARM climate unless you put something else there and vanilla doesn't have anything. There are a couple of mod biomes that fit, most notably BoP Mountain, which I believe defaults to WARM (due to my programming). With BoP I'd definitely suggest moving Extreme Hills to COOL.
1) Yes. CC will place biomes in whatever climate zones you tell it to, even if it makes no "sense". You can do some rather extreme things with that if you're so inclined, such as convert the oceans to deserts, or convert the climate gradients to gradients of magic or danger rather than temperature.
2) Well, they represent grouping of those climate zones. Medium is all the "normal" biomes other than Taiga (COOL) and Jungle, Swamp, and Birch Hills(WARM). PLAINS is where vanilla plains are placed according the the vanilla rules - everywhere but SNOWY. I've never chosen to use it otherwise but it's needed to be able to mimic vanilla.
2b) Yes, all four is all of the four basic climate zones.
2c) The zones are always the same. CC makes zones and then populates it with suitable biomes (suitable according to the rules you set.) The settings determine which zones a given biome appears in.
3) Weather is not affected by climate zones in any way. Sorry. The naming is kind of confusing, but it's inherited from vanilla. Biomes that don't have rain never have it regardless of the climate zone they're in. To be technical, once the biome is chosen, the climate zone is not recorded in any way and can't be determined. They are just ephemeral things used for biome placement.
4) Incidences determine frequency within the climate zones a biome can appear in. The higher the incidence, the more often they appear.
5) If you disable the biomes in BoP CC is supposed to ignore them and not use them. If you want to be sure set the incidences to 0.
Jun 12, 2017Zeno410 posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking LandscapesPosted in: Minecraft Mods
The terrain systems are only lightly connected to the minecraft engine, so they are relatively portable, although there's internal refactoring. Generated terrain has changed moderately - Extreme Hills, mesas, and oceans are very different and rivers and lakes are completely changed for a given seed although the style is similar. Other terrains have changed little or none but the lake changes affect the exact details because they have wide banks. Generated decors and surfacing haven't yet changed much although the internals have.
Jun 12, 2017Posted in: Minecraft Mods
CCDimensions is for setting the dimensions CC will run in. The default is only the overworld (dim 0).
Jun 9, 2017Zeno410 posted a message on Underground Biomes Constructs causing game to crash (FIXED)Posted in: Java Edition Support
You need to post the entire crashlog, in spoilers please. I can't even tell what MC version you're running, never mind the UBC version or the other mods.
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Feb 20, 2017Posted in: News
The main thing I have to say about concrete and these other decorational blocks is that, once again, they are very cheap variations of features that already existed in Minecraft.
Looking at the sprites, it probably took their "pixel artists" a few hours to draw those, but actually adding those blocks in code certainly wouldn't have taken me more than 4 hours and an actually experienced java programmer / mod developer could probably have done so within 30 minutes.
New structures and new entities are a bit harder to draw and code, but those are still only new varieties of features that already existed in Minecraft.
Granted, the magic spells and curses of 1.11 may be a nice touch, and the new feature that concrete dust can turn solid after touching water is pretty cool, however these don't warrant a new "major" update.
I'd rather have Minecraft releasing an actual major update every 2-5 years than having it release a "major" update every 6 months.
Even better, if they wrote a decent mod API, almost all the recent changes could have been released as mods. New structures (igloo and mansion), new mobs (polar bear and illager), and new blocks (terracotta) shouldn't call for any revisions to the actual code or a version change. There have been some under-the-hood changes but everything I've seen has been mild and not pressing and could have been delayed for some time.
At least Forge is doing a fairly decent job of protecting modders from the changes. Pretty much any 1.9.4 mod runs on 1.10 so there was nothing to do but update the mod info.
Feb 18, 2017Posted in: News
Yes and no. The 4096 limit is Forge's limit, not vanilla. There are sixteen bits in the file for each block. Vanilla uses 8 bits for the block ID = 256 blocks and 4 for the metadata = 16 metadata per block, and just doesn't use the last four. So they *are* almost out. However, with only a moderate amount of programming Forge uses those last 4 to get its 4,096. Vanilla could do the same. So while they are approaching a limit, it wouldn't be hard for them to pass it.
In addition, code changes inside the game indicate they're planning to abandon the block bits/metadata bits split for a mapping system where each one of the 65,536 bit sets maps to a arbitrary blockstate (=block+metadata). This means they can us the unused block/metadata combinations from block where not all the metadatas get used, and they'll have access to the unused (by them) 4 bits as well without any additional programming. Unlike the Forge change, this *is* a big programming change, but it seems to be coming.
Jun 2, 2016Posted in: News
Some of the horrors of commercialized art (Legos in this case)
That kid looks so miserable! Good thing he won't be able to interact with this kind of thing in MC, because there won't be professional builders working on movie promotions.
Jun 2, 2016Posted in: News
Curse is pocket change. You're not going to pay the rent off Curse map downloads.
And Curse is also wobbly under this rule - they make their money of Curse memberships, which aren't even necessarily tied to Minecraft. Mojang probably won't stop Curse payments, but under this rule they certainly could.
Jun 1, 2016Posted in: News
OK, how do you think a Minecraft artist could get paid?
Jun 1, 2016Posted in: News
No, it means level designers and builders who might have been able to make money designing for advertising won't be able to. And that in turns means less incentive to learn designing and building skills, and so less for the rest of us to enjoy. It seems to indicate an intent that Mojang/Microsoft is determined to make it impossible to be a professional artist using Minecraft as a tool.
Further, broadly interpreted, it bars servers with custom levels/builds - because those levels/builds are being made to promote the server, so *ZAP*.
Jun 17, 2015Posted in: News
"Both" is a no-brainer because it is currently already used as each by millions of people. Probably the vast majority use it as both all by themselves. If you've ever played survival, and played a complex map or a complex mod, you've done both.
Apr 25, 2014Posted in: NewsQuote from Keybounce
I don't know how the 1.8 worldgen works, but in 164, all that an ocean, swamp, river, etc determine is the height of the ground.
It is "air below height X" (62 by default, I think) that gets replaced by water.
There are mods for earlier versions that can change the water level, without changing the ground level. Heck, ATG can do that.
If you mean changing the ground level, so that everything has less ground but otherwise looks the same, the Twilight Forest does exactly that -- the normal Y=63 ground level is now at Y=31 -- so it is possible. I don't know how it does it, but it's an existence proof.
The problem is that if you drop the sea level without moving the land your swamps end up dry, the beaches are above the water line, you get all this exposed gravel, etc. It looks pretty goofy. OTOH raise the sea level 10 blocks and you'll have no swamps or beaches and virtually no plains, flat deserts, etc.
ATG has biomes as products of the land structure rather than defining the land structure so it doesn't have that problem.
As you say, and Twilight Forest shows, it *is* possible. It's not *that* tough - it's an easy job compared to Twilight Forest as a whole. But it's quite a bit harder than what Mojang is doing for this update, which just is to make a number of constants into variables and provide a configuration screen for them all.
Apr 24, 2014Posted in: NewsQuote from JuniperMelody
Meh. While the new terrain generation is certainly cool, it doesn't really contribute much to a serious game of survival. Nothing new to build or collect.
The arrangements and availability of different items can change survival a lot. It's a very different game playing in amplified vs. playing in default due almost solely to the difficulty in getting around. And consider a world where iron is more common than default underground dirt vs. one where it's as rare as default diamonds.
Apr 24, 2014Posted in: NewsQuote from minecrafter147
Maybe someone else would change it [the generator's assumptions about water level]?
It could be modded, but it would be a lot of work. The heights of rivers, swamps, and beaches, would have to be changed to match the sea. Ocean heights would have to be lowered, obviously. And most land biomes would have to have their heights tweaked to blend in with all the changed watery biomes. Possibly the only way to do it is to make all heights sea-level-relative and just have the whole world move up and down, as it were.
If the goal is to change the % of the world that's ocean, it would be better to alter the biome distributor, like I did in Climate Control.
Apr 24, 2014Posted in: NewsQuote from minecrafter147
I would love for all the gravel below Y=55 or whatever to be replaced with grass. It makes it seem like the water generates to Y=63 and gets drains.
To be more precise, the world is generated for water at Y=63 regardless of the water level you pick. MogMiner is trying to minimize changes, so I doubt that will change.
Quote from Robert-Frans
Well, well, the Overworld is not infinite anymore from now on. After 30.000 blocks from spawn the world now comes to an end, only seperated from the Void by a weird looking (and a little bit buggy now) force field.
The world limit is settable, and I think the default is 30,000*K* or 30,000,000; i.e., same as the limit previously enforced by bit-length issues. I just teleported to 100,000 without any trouble.
Oct 23, 2013Zeno410 posted a message on 1.7 Pre-Release: "The Update That Changed the World"Posted in: NewsQuote from Flashy3
I like the dark oak wood textures a lot but no offense mojang, but a hate the new acacia wood texture, both log and planks, the planks should be a darker texture of birch planks, and the acacia logs should be a yellow-er oak texture PLEASE CHANGE THE ACACIAS TEXURES MOJANG!
Yes, the orange color is neither accurate nor particularly useful. Acacia wood isn't orange, it's a brown. It's considered an excellent accent wood because it tends to have complicated grains. The orange wood isn't useful for that at all. And if they wanted to put in an unrealistic color for build variety, orange is too garish. Grey, yellow, or red would all make much more usable tints.
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