Basically, an AppleCore compatible version of the Harder Peaceful mod.
- Initial release
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Climate control allows you control climate zones, ocean sizes, biome frequencies, and continent sizes. Make Minecraft worlds into Yourcraft worlds!
New and Important Update!
CC 0.8.2
Synchronized to Geographicraft 0.8.2 with increased land and landmass sizes, and a number of bugfixes.
Mountain chains! Mountains can now be set to appear mostly in mountain chains. A great option to add interest to large land areas.
Configs to choose starting position of the spawn search. So if you find a great spot off in the wild blue yonder, you can just start there.
Frozen Ocean option for snowy zones in latitudinal climates
Climate band offset so you can set any band you want for 0,0.
Bugfixes for climate bands - were not working properly for islands.
Reduction in continental growth.
Not recommended for pre-beta39 worlds.
Detailed info on this page
Geographicraft, the 1.8 version of Climate Control, is now available. It requires the supporting mod ZenoTechnology to run. It has its own discussion thread here.
Set climate zones to smaller, more manageable sizes so you can find a variety of biomes more easily.
Change the frequencies of common biomes and climate zones to occur as often or as rarely as you want.
Prevent hot biome-cold biome transitions, or mix all the biomes together.
Restore true oceans to 1.7, or keep a universal continent with large lakes.
Create a variety of land sizes, from giant continents tens of thousands of blocks across to islands that fit on a single map.
NEW! Move biomes from one climate zone to another. Turn the oceans into giant deserts, endless jungle, frozen ice plains, or vast mountain ranges, if you want. Fill the oceans with islands of your choosing. Rearrange temperate zones to make warm and cool zones distinctive. Put mountains or forests into hot zones as oases.
Review by TeronRedoran
Also removes the tiny islands out in the ocean. 0.2 has a config setting to restore them; not currently working in 0.4
Note for biome mods (BoP, Highlands, and EBXL) and Thaumcraft users: When you first run these mods with CC CC creates a sub-config for the mod bioems. There is a flag to use the mod biomes and the default is OFF so it will not change existing worlds automatically. You need to change this flag to TRUE to get the mod biomes to appear in new worlds. Any existing world which you do not want to have the biomes added to should be opened *before* you make the change so they get a config with the mod biomes off.
Patreon Link
Version info and changelog:
0.4 Beta
Added so far: Server side only, separate configs for each dimension, Support for Highlands and BoP, including sub-biomes, vanilla land/climate option for converting existing vanilla worlds to biome mods, choice of CC-style or vanilla-style coastlines, climate smoothing to minimize bad climate junction when changing world, medium islands, and some bugfixes.
The defaults are set up to produce a brand new world, using the Climate Control world setting. If you want to import a vanilla world, you need to change the general configs so you can import the world, then change to world-specific config after you run the world once in CC. Detailed instructions with the alpha instructions. You may want to set vanillaLandAndClimate=true; that means the world will be generated with 1.7 land and climate rather than the CC settings.
If you want to import an existing CC 0.2 world, you need to run it under CC 0.3 once first for it to convert the config files and record existing generation.
Chunk Wall prevention
Map showing multiple islands and a variety of climates in a 8Kx10K area around start. The land in the upper right and lower left are part of giant continents. The mod "rescues" the start location to one of the nearby islands but the map utility doesn't show that.
View showing mix of hot and cold biomes with the random biomes option on.
ForgeAMIDST mapping program to display CC worlds (and most other biome layout mods as well)
Effects of config settings on world (long)
The defaults create a world with a wide variety of land structures, from oceans scattered with islands to massive continents. Climate zones still exist, but are smaller than in 1.7, roughly the size of snowy zones in 1.6 and before.
Mod Pack Policy: You may include this mod in a modpack provided: 1) You provide attribution; 2) You provide a link to this thread, the Planet Minecraft post, or the Curse download page; and 3) You do not use the modpack for any financial gain, including AdFly links and the like.
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Metallurgy is a mod to expand Minecraft's tech tree with adding over 50 new materials, plus machines, armoury and tools.
As this is the forth installment maintained by Team Metallurgy, you can check the older post for Metallurgy 3 and older version
Requirements:
- Forge 1.7.10 (Build 1208)
- MetallurgyCore 4.0.4+
Downloads:
Change Log:
Screenshots:
FAQ:
Compatibilty
- Chisel with MetallurgyChisel
- Thaumcraft with Witching Gadgets by BluSunrize
- Tinkers' Construct with ExtraTiC
- UndergroundsBiomes Construct
- Various mods with AOBD by ganymedes01
Credits
- Development - Team Metallurgy
- Blocks, and Items textures - Team Metallurgy
- Machine Textures - Rhino Kneel
- Abstractor and cabinet - T10a
- FAQ - Wulfyk
More info to come soon
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That fix is no longer needed, Optifine updated and fixed the issue.
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Quote from AnonTheMouse»
*raises hand* I like it. Most people I know liked it. Before TC3 came out, pretty much everyone liked it.
That said, does Thaumcraft really need to get completely redesigned every new version? I'd be more than happy to stick with one of the older versions, even TC2. It's just that I can't. I don't get the choice of what system I like best, because every version that comes out, the old ones become unsupported, and nobody else can/will update them for newer versions.
(EDIT: General grumbling at MCF's completely broken edit function.)
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Right now it just seems to be modeling smaller islands the scale is off. Of course needing to run 20 hrs to get to a steppe or mesa is not realistic either. (well it is, but not from a gameplay standpoint) But it certainly is a great step in the right direction. Elevations are really tight perhaps pushing down sea level 20 blocks to 43 would give you a little more room to work with. Unfortunately the minecraft devs went the wrong direction making bedrock a static level instead of a dynamic level based on elevation, its being a hard floor instead of a soft floor.
I just wanted to finish by saying A+ work on getting this thing into its current state. It works really well for a .30 release
And oh yeah.... much much better consistency without extrabiomes and juts vanilla, got some pretty big patches of desert. If somehow wind/rain direction could be taken into account... would create more coastal deserts. And drier areas.
Thinking a bit how DF does its biomes one solution to creating more variety and consistant worlds would be to decrease tempature as you moved north our south from 0,0 respectively and have a cyclical wave function so say at -8,000 it was as cold as possible, then at -1600, 0 it was warm again. You can also create bands of lush/dry by making moisture decrease as you go east, conversly so at 0, -8000 you have desert etc if you blow up the world and travel infinitely than you get bands of tempature/moister gradiants that form grid like paterns. Of course the noise in the terrain will break that up.
And the ultimate solution is to make it user configurable where these gradiants will be. Hope that input helps point the mod in a good direction =) This comes from lots of experience with DF's world gen. Of course those worlds are always finite in size so normally the patterns do not repeat and are affected by many other factors. But the simplest solution would seem to fit the way minecraft does things here.
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Oh yeah, agreed, would be sweet ;p
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I agree that the mod is pretty grindy and imbalanced in survival but its still a WIP pretty much. This is a little better then before where you had to literally grind through 300+ ages and clean up the save later to do things legitimately. Both versions encouraged spawning in creative notebooks.Hopefully we'll get a thaumcraft like research system for pages one day. I think that would be ideal. Perhaps blocks in the world with "glyphs" you could put into a researching UI. But then this mod is heavily based on the Myst games so that might be out of context.I would also like to see a bit more rigid system of writing books, were there's blanks for the needed symbols, any additional modifiers can go into an "optional" set of sub slots.