One thing I still see a lot of is desert to swamp. I realize the reason is because desert is hot and swamp is temperate and since the Mojang does not include humidity there's no way to control that. Adding humidity factors to vanilla biomes and the climate zones would definitly be a great feature.
So as for MultiWorld , it is supposed to be selectable which worldgen is used, default is one of them, and one would think that since Climatecontrol changes default it would work, but the configuration in MW doesn't seem to work 100% or I am not doing it right. Awaiting response from fabricator77 on that end.
One thing it does allow you to do though is to copy an existing save into a new dimension folder so this could be made to work by generating a world with a custom climatecontrol config and then copying that over. At least if I understood you correctly, since once the world seed is generated the config file could be thrown out and it would continue with the values from initial generation. Is that correct?
Also just to confirm, but any config changes (to CC) seem to require reloading the client. This is the norm for most mods anyway, although I have seen a few that you can make changes on the fly.
I just released another version that fixes hangs that were occurring during initial world generation. I'd been getting them occasionally but I got it twice in a row and figured I needed to fix it. The problem seems to have been some kind of resource leak during the hunt for an acceptable site. This was one of those situations where I threw the proverbial kitchen sink at the problem and at the end it seems completely fixed but I can't figure out what fixed it. There is a mild disadvantage in that the search is now very coarse and sometimes it moves the start a very long way because it misses nearby sites.
Since almost all important biome mods are pointed out here I want to add another one wich I would like to see compability with this mod. It is definitly worth to check it out. Enhanced Biomes. I think it does support the climate system already.
One thing I still see a lot of is desert to swamp. I realize the reason is because desert is hot and swamp is temperate and since the Mojang does not include humidity there's no way to control that. Adding humidity factors to vanilla biomes and the climate zones would definitly be a great feature. So as for MultiWorld , it is supposed to be selectable which worldgen is used, default is one of them, and one would think that since Climatecontrol changes default it would work, but the configuration in MW doesn't seem to work 100% or I am not doing it right. Awaiting response from fabricator77 on that end. One thing it does allow you to do though is to copy an existing save into a new dimension folder so this could be made to work by generating a world with a custom climatecontrol config and then copying that over. At least if I understood you correctly, since once the world seed is generated the config file could be thrown out and it would continue with the values from initial generation. Is that correct? Also just to confirm, but any config changes (to CC) seem to require reloading the client. This is the norm for most mods anyway, although I have seen a few that you can make changes on the fly.
Currently CC only mods the overworld, dimension 0. That could be changed relatively easily. Programmatically it wouldn't be hard to have different dimensions have different parameters; the problem is figuring out a way to get the information into the computer. You could create multiple dimension sections in the config, but as I understand it, that would force every dimension you look for into every config. One possibility is a bridge mod with its own config which *would* have a passel of dimensions in it. The saving procedure you mention should work in theory and can certainly be fixed if it doesn't at first.
You have to quit and restart the *server* for any changes to configs to take effect.
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Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Underrated mod you have here, it manages to make the biome scales large without being insane [I recall coming across a epic, sprawling desolate desert] and the continents + islands with varied landmass sizes is just what i've been looking for. Is there some landmasses that are of one climate type by any chance? [I.e a small continent with only snowy biomes of different types, than a island of only deserts, savannas and mesas].
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One day, there will be someone who looks at my signature and wonders "who gives a damn?"
Continents will almost always have multiple climates, but sometimes the large islands have a single climate. The chances depend on your settings.
I was actually trying to suppress single-climate islands, because I figured most players would get upset if they were stranded on a large desert or Ice Plains island at start. With the way Minecraft generation works, it's very hard to make players safe from starts they really don't like but I try to at least make it obvious if you're in a start you don't like. The large islands are large enough you aren't going to know the layout for several hours, so i wanted to make it unlikely a large island start would have a really limited biome set.
If you choose full-size climate zones the islands are almost always one climate. That would have been awkward to change so I didn't.
With half-size (the default settings), the "large islands" would have been about the size of the climate zones so I added a "growth" stage to add some land to them so they are *usually* multiple climates. Even so, islands are usually dominated by one climate with chunks of other climates generally on the coasts. You do sometimes see single-climate islands (maybe 1 in 5; I haven't looked carefully) - they happen if the growth phase does nothing (it's stochastic, so it happens) or if the extra land all gets the same climate as the base land.
With quarter-size zones single climate large islands are *possible* but extremely rare (all the "climate chunks" have to get the same climate and with quarter-size there are normally about 4-10; I'd estimate 1 in several hundred islands would have that).
If you make a world heavily biased to one climate the number of monoclimate landmasses will go up, of course. If you have climate set to something like 2 hot 0 warm 0 cool 2 snowy the climate smoothing algorithms will still create a fair amount of temperate climates on continents but monoclimate large islands would get kind of common.
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Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
This is just great. I hate the 1.7.2 world gen in Minecraft. While you are at it, can you correct Mojangs limited view distance problem? Its driving me nuts.
Optifine is the best way I know of to fix that, but for some reason a lot of people hate to run it. It boosts my framerates so significantly that I can't run without it, using the mods and texture packs I prefer. I've never experienced major problems with it even though I run a similar number of mods to yourself, but I do know that some specific mods have more trouble with it than others.
I'm working on the next version of Climate Control, with a number of great new features. The first new feature is adding in the biome mods. You will be able to combine biomes from any of the biome mod that have interfaces, all with custom frequencies. I just got Highlands working today. BoP is next, and then Enhanced Biomes. I'm thinking about an API interface but I haven't yet figured out a system I like.
The second feature will be a more rational climate system. The current climate system, drawing from vanilla, has all sorts of weird side effects from a cold bias overall, to a bias against extreme climates inland, to obliterating most quartersize zones. I plan a much more straightforward system that will fix all these problems.
The third feature will be configurable biome sizes, like in the 1.8 snapshot system. Just the biome sizes, not the other 60 or so parameters, but every biome size from 1 to 7 gives a world a very different character.
The fourth feature will be that world-specific configurations will be stored in a config file just like the general configs, so they can be easily reviewed and changed.
Finally, I am working on an extra-special feature I don't want to announce because I'm not sure it's going to work. I thought it was going to work easily, but I'm seeing some strange bugs I can't figure out. But if it works, it will be *amazing*.
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Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
I am stoked! Stoked, I tell you! The extra special feature is working! It's almost boggling that it's possible - even more so that it's fairly simple under the hood. Can you guess what it is?
By way of background: I created a CC world with only vanilla biomes. Then, I went into the world config file and changed highlands biomes to on. I went back to the existing world and flew until I started seeing Highlands biomes. And this is what I saw when I got there:
(view from a vanilla Savanna to a Highland Estuary)
See it? Or perhaps I should say 'Don't see it?'
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Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Oh my god! Did you manage to get rid of the terrible cliff walls between the different world gen sections?!
Dang that was fast! Yes, under certain circumstances. You can add biomes to the world or rearrange biomes without the chunk boundaries. So, you could add Highlands or BoP or Enhanced Biomes or what-have you, or you could change the climate sizes or arrangements with Climate Control, and you won't see any chunk boundaries (well, more likely you'll still see them on rare occasions like snowy-hot junctions). If you change a biome's characteristics, you'll still get chunk walls between the old-definition areas and the new-definition areas although they'll generally be much smaller and less obnoxious. So, for example, 1.6->1.7 would still get some chunk boundaries because all the biomes are more rugged, and the sub-biomes have changed. But you wouldn't get forest to ocean chunk boundaries, just forest to forest.
But still, it means you can do lots of changes to your worlds without the chunk boundary walls. Similar tactics applied to other aspects of world generation might help with things like the 1.6 -> 1.7 boundaries.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
So just to be clear, if I use (the new upcoming version of) Climate Control and start up a vanilla world, explore a bit, then install BoP, and go back to that world to explore more, potentially no chunk boundary cliffs?
Has anyone ever managed anything like this before?
So just to be clear, if I use (the new upcoming version of) Climate Control and start up a vanilla world, explore a bit, then install BoP, and go back to that world to explore more, potentially no chunk boundary cliffs?
Has anyone ever managed anything like this before?
Yes, you'll be able to install the upcoming version of CC, start vanilla, add BoP later, and see no chunk boundaries. That's exactly what I did above other than using Highlands instead. Actually, I think I can also make it work for existing CC worlds and even vanilla 1.7. (It can work in theory but the manipulations to the GenLayer stack get pretty complicated). Of course doing it for vanilla is my big goal.
There's a fair amount of work left to do, but I would recommend that anybody wanting to add any of the biome mods or the CC land changes to an existing world wait. Once the chunk boundaries are created my approach can't take them out.
No, nobody's done this before. The funny thing is that I've also been saying it was virtually impossible. This is actually the third time I've blown off an idea as essentially impossible and then ended up doing it (the others being high-speed generation and textured ores for UB). But then this technique just came to me last week.
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Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
well well well. just awesome. (please say FTL travel is imposable too ) would love a series of images show what changing the numbers in the config does. thanks for this!!!
well well well. just awesome. (please say FTL travel is imposable too ) would love a series of images show what changing the numbers in the config does. thanks for this!!!
That's a good idea. I'll tackle it once I'm done with the current update for the biome mods and converting existing vanilla worlds.
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Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Does this mean the next version of CC will support aquatic biomes? For instance the BoP ocean with its many sub-biomes and the Highlands ocean with its many sub-biomes.
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One day, there will be someone who looks at my signature and wonders "who gives a damn?"
Does this mean the next version of CC will support aquatic biomes? For instance the BoP ocean with its many sub-biomes and the Highlands ocean with its many sub-biomes.
Not sure at present but probably. Once I have the goals above working, I'm going to look at making things happen in the oceans. My current plan is to add two climates, Ocean and Deep Ocean, hook in the appropriate biomes, hook the subbiomes to the biomes, and see if it works. The stuff I've written is well generalized, and I *think* it will work, but I won't know until I try. If just using the tools I've got can't do the job, then I'll look at how hard it will be to modify things and decide whether to do it then.
Status update
1) Highlands and BoP biomes are working, separately. I may ask for beta testers to test the combination because it's a lot of work to fiddle with the configs due to the shortage of biomes. Sub-biomes are written but not yet tested.
2 Haven't started on the new climate system.
3 Configurable biome sizes are done.
4 World-specific configs are done (and already very welcome with all the different setups I have to test!)
5 Chunk boundary prevention appears solid with Climate Control worlds. Currently working on imported vanilla 1.7 worlds. Next I'll see if I can permit sub-biome changes as well as biome changes.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
On second thought, I should call it an alpha test since the features aren't fixed yet. One of the big purposes of an alpha would be to get feedback on features to add or glitches/quirks to fix that I either don't notice or don't care about.
I've had to increase the distance from traveled territory to new biomes. Initially it was about 1000 blocks (with a lot of variance) and I pulled it in to about 500. But I've seen one small and one bad chunk boundary in about 5 converted worlds so I've pushed it back to 750. I'll put in a config switch so testers can experiment.
I'll use Github for issues - I just set up a repository (still empty). I set a goal to get an alpha out by Friday. Sub-biomes and biome expansion methods don't seem to be major issues, contrary to my expectations, so there are two major features I *may* not need to do (an alpha will help determine that).
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
First I would like to congratulate you on making a mod that's very fun and useful right from the start, without having to wait for numerous updates to really get to the good stuff. Thank you so much for making this mod! I've been very disappointed with the lack of oceans in recent updates, and having proper continents and islands only makes it better! I would suggest adding your own world type so the settings can be easily configured on a per-world basis, but that's really an unnecessary convenience; this mod is already amazing.
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SPAAAAAAAAAAAACE!
"Look at me still talking when there's science to do. When I look out there it makes me glad I'm not you."
So as for MultiWorld , it is supposed to be selectable which worldgen is used, default is one of them, and one would think that since Climatecontrol changes default it would work, but the configuration in MW doesn't seem to work 100% or I am not doing it right. Awaiting response from fabricator77 on that end.
One thing it does allow you to do though is to copy an existing save into a new dimension folder so this could be made to work by generating a world with a custom climatecontrol config and then copying that over. At least if I understood you correctly, since once the world seed is generated the config file could be thrown out and it would continue with the values from initial generation. Is that correct?
Also just to confirm, but any config changes (to CC) seem to require reloading the client. This is the norm for most mods anyway, although I have seen a few that you can make changes on the fly.
Yes, that's definitely one I want to support.
Currently CC only mods the overworld, dimension 0. That could be changed relatively easily. Programmatically it wouldn't be hard to have different dimensions have different parameters; the problem is figuring out a way to get the information into the computer. You could create multiple dimension sections in the config, but as I understand it, that would force every dimension you look for into every config. One possibility is a bridge mod with its own config which *would* have a passel of dimensions in it. The saving procedure you mention should work in theory and can certainly be fixed if it doesn't at first.
You have to quit and restart the *server* for any changes to configs to take effect.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
I was actually trying to suppress single-climate islands, because I figured most players would get upset if they were stranded on a large desert or Ice Plains island at start. With the way Minecraft generation works, it's very hard to make players safe from starts they really don't like but I try to at least make it obvious if you're in a start you don't like. The large islands are large enough you aren't going to know the layout for several hours, so i wanted to make it unlikely a large island start would have a really limited biome set.
If you choose full-size climate zones the islands are almost always one climate. That would have been awkward to change so I didn't.
With half-size (the default settings), the "large islands" would have been about the size of the climate zones so I added a "growth" stage to add some land to them so they are *usually* multiple climates. Even so, islands are usually dominated by one climate with chunks of other climates generally on the coasts. You do sometimes see single-climate islands (maybe 1 in 5; I haven't looked carefully) - they happen if the growth phase does nothing (it's stochastic, so it happens) or if the extra land all gets the same climate as the base land.
With quarter-size zones single climate large islands are *possible* but extremely rare (all the "climate chunks" have to get the same climate and with quarter-size there are normally about 4-10; I'd estimate 1 in several hundred islands would have that).
If you make a world heavily biased to one climate the number of monoclimate landmasses will go up, of course. If you have climate set to something like 2 hot 0 warm 0 cool 2 snowy the climate smoothing algorithms will still create a fair amount of temperate climates on continents but monoclimate large islands would get kind of common.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Following, will DL when compatibility is available.
Optifine is the best way I know of to fix that, but for some reason a lot of people hate to run it. It boosts my framerates so significantly that I can't run without it, using the mods and texture packs I prefer. I've never experienced major problems with it even though I run a similar number of mods to yourself, but I do know that some specific mods have more trouble with it than others.
The second feature will be a more rational climate system. The current climate system, drawing from vanilla, has all sorts of weird side effects from a cold bias overall, to a bias against extreme climates inland, to obliterating most quartersize zones. I plan a much more straightforward system that will fix all these problems.
The third feature will be configurable biome sizes, like in the 1.8 snapshot system. Just the biome sizes, not the other 60 or so parameters, but every biome size from 1 to 7 gives a world a very different character.
The fourth feature will be that world-specific configurations will be stored in a config file just like the general configs, so they can be easily reviewed and changed.
Finally, I am working on an extra-special feature I don't want to announce because I'm not sure it's going to work. I thought it was going to work easily, but I'm seeing some strange bugs I can't figure out. But if it works, it will be *amazing*.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
By way of background: I created a CC world with only vanilla biomes. Then, I went into the world config file and changed highlands biomes to on. I went back to the existing world and flew until I started seeing Highlands biomes. And this is what I saw when I got there:
(view from a vanilla Savanna to a Highland Estuary)
See it? Or perhaps I should say 'Don't see it?'
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Dang that was fast! Yes, under certain circumstances. You can add biomes to the world or rearrange biomes without the chunk boundaries. So, you could add Highlands or BoP or Enhanced Biomes or what-have you, or you could change the climate sizes or arrangements with Climate Control, and you won't see any chunk boundaries (well, more likely you'll still see them on rare occasions like snowy-hot junctions). If you change a biome's characteristics, you'll still get chunk walls between the old-definition areas and the new-definition areas although they'll generally be much smaller and less obnoxious. So, for example, 1.6->1.7 would still get some chunk boundaries because all the biomes are more rugged, and the sub-biomes have changed. But you wouldn't get forest to ocean chunk boundaries, just forest to forest.
But still, it means you can do lots of changes to your worlds without the chunk boundary walls. Similar tactics applied to other aspects of world generation might help with things like the 1.6 -> 1.7 boundaries.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
So just to be clear, if I use (the new upcoming version of) Climate Control and start up a vanilla world, explore a bit, then install BoP, and go back to that world to explore more, potentially no chunk boundary cliffs?
Has anyone ever managed anything like this before?
Yes, you'll be able to install the upcoming version of CC, start vanilla, add BoP later, and see no chunk boundaries. That's exactly what I did above other than using Highlands instead. Actually, I think I can also make it work for existing CC worlds and even vanilla 1.7. (It can work in theory but the manipulations to the GenLayer stack get pretty complicated). Of course doing it for vanilla is my big goal.
There's a fair amount of work left to do, but I would recommend that anybody wanting to add any of the biome mods or the CC land changes to an existing world wait. Once the chunk boundaries are created my approach can't take them out.
No, nobody's done this before. The funny thing is that I've also been saying it was virtually impossible. This is actually the third time I've blown off an idea as essentially impossible and then ended up doing it (the others being high-speed generation and textured ores for UB). But then this technique just came to me last week.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
That's a good idea. I'll tackle it once I'm done with the current update for the biome mods and converting existing vanilla worlds.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Not sure at present but probably. Once I have the goals above working, I'm going to look at making things happen in the oceans. My current plan is to add two climates, Ocean and Deep Ocean, hook in the appropriate biomes, hook the subbiomes to the biomes, and see if it works. The stuff I've written is well generalized, and I *think* it will work, but I won't know until I try. If just using the tools I've got can't do the job, then I'll look at how hard it will be to modify things and decide whether to do it then.
Status update
1) Highlands and BoP biomes are working, separately. I may ask for beta testers to test the combination because it's a lot of work to fiddle with the configs due to the shortage of biomes. Sub-biomes are written but not yet tested.
2 Haven't started on the new climate system.
3 Configurable biome sizes are done.
4 World-specific configs are done (and already very welcome with all the different setups I have to test!)
5 Chunk boundary prevention appears solid with Climate Control worlds. Currently working on imported vanilla 1.7 worlds. Next I'll see if I can permit sub-biome changes as well as biome changes.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
I've had to increase the distance from traveled territory to new biomes. Initially it was about 1000 blocks (with a lot of variance) and I pulled it in to about 500. But I've seen one small and one bad chunk boundary in about 5 converted worlds so I've pushed it back to 750. I'll put in a config switch so testers can experiment.
I'll use Github for issues - I just set up a repository (still empty). I set a goal to get an alpha out by Friday. Sub-biomes and biome expansion methods don't seem to be major issues, contrary to my expectations, so there are two major features I *may* not need to do (an alpha will help determine that).
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
"Look at me still talking when there's science to do. When I look out there it makes me glad I'm not you."