ForgeAmidst isn't needed, it's just a good way to quickly look at the effects of config settings. All you have to do to use it is put it in your mods folder. Config changes are needed only if you want a particular type of world.
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.
I seem to be blind, as either I can't find the option in the config to enable climate bands, or Forge AMIDST isn't displaying them. How do I turn them on?
For reference, these are my current configuration settings:
# Configuration file
"assorted parameters" {
# Use 1.6 compatibility mode
B:1.6Compatibility=false
# place little islands near shore rather than in deep ocean
B:"Allow Derpy Islands"=false
# Biome size, exponential: 4 is regular and 6 is large biomes
I:"Biome Size"=4
# Use red sand mesa for mesa borders. False uses desert like vanilla
B:"Mesas for mesa borders"=true
# per thousand; vanilla is 10
I:"Mushroom Island Incidence"=10
# generate as if CC weren't on; for loading pre-existing worlds or just preventing chunk boundaries
B:"No Generation Changes"=false
# suppress Bop sub-biome generation in vanilla biomes
B:NoBoPSubBiomes=false
# Percentage of rivers prevented; changes cause chunk boundaries at some rivers
I:PercentRiverReduction=0
# add testing routines and crash in suspicious circumstances
B:TestingMode=false
B:VanillaBiomesOn=true
# Generate land masses and climate zones similar to vanilla 1.7
B:VanillaLandAndClimate=false
# True for triple-width rivers
B:WiderRivers=false
# impose GeographiCraft generation on the Biomes o' Plenty world type
B:alterBoPWorlds=true
# impose GeographiCraft generation on the Customized world type
B:alterCustomWorlds=true
# impose GeographiCraft generation on Highlands world types
B:alterHighlandsWorlds=true
# biomes not saved on edges; more than 3 has no effect; -1 deactivates saving biomes
I:biomeRingsNotSaved=3
# Number of Chunk Biome layouts cached. Above 500 is ignored. 0 or below shuts off chunk info caching
I:cacheSize=0
# climate not saved on edges; -1 deactivates saving climates
I:climateRingsNotSaved=3
# Have Climate Control set the biomes for village generation; may be incompatible with village mods
B:controlVillageBiomes=false
# Comma-delimited list of externalBiome Names. No quotes or line returns. You will have to reload Minecraft after changing this.Names not in the list aren't removed from the configs but they have no effect
S:externalBiomeNames=
# force small continent near origin
B:forceStartContinent=true
# max height value for allowing rivers; 10.0 allows everything; 0.75 is plains but no hills
D:maxChasm=10.0
# Maximum Number of Rescue attempts. Negative numbers mean no limit
I:rescueLimit=-1
# subbiomes not saved on edges, default 3, -1 deactivates saving sub-biomes
I:subBiomeRingsNotSaved=-1
# suppress GeographiCraft generation in default, large biomes, and amplified worlds
B:suppressInStandardWorlds=false
# True for double-width beaches
B:wideBeaches=false
}
##########################################################################################################
# climate incidences
#--------------------------------------------------------------------------------------------------------#
# Blocks of land are randomly assigned to each zone with a frequency proportional to the incidence. Smoothing eliminates some extreme climates on continents later, especially for quarter size zones. Default 2/1/1/2 is better for continents since Hot and Snowy are easier to find.With lots of islands 1/1/1/1 may be better as not so many islands have extreme climates.
##########################################################################################################
"climate incidences" {
# relative incidence of cool zones like forest/plains/hills/taiga/roofed forest
I:"Cool Zone Incidence"=1
# relative incidence of hot zones like savanna/desert/plains/mesa
I:"Hot Zone Incidence"=2
# relative incidence of snowy zones
I:"Snowy Zone Incidence"=2
# relative incidence of warm zones like forest/plains/hills/jungle/swamp
I:"Warm Zone Incidence"=1
}
##########################################################################################################
# climate zone parameters
#--------------------------------------------------------------------------------------------------------#
# Full-size is similar to 1.7 defaults. Half-size creates zones similar to pre-1.7 snowy zones. Quarter-size creates fairly small zones but the hot and snowy incidences are limited
##########################################################################################################
"climate zone parameters" {
# Separate climates further. Makes illegitemate junctions rarer but also makes extreme climates rarer.
B:ExtremeClimateSeparation=false
# True freezes oceans in snowy latitudes. Only used with latitudinal climates.
B:"Frozen Icecaps"=true
# half the climate zone size from vanilla, unless quartering
B:"Half Zone Size"=false
# Use Ice Mountains instead of Ice Plains in mountain chain areas
B:"Ice Mountains in Mountain Chains"=true
# Use Mesas as mountains in mountain chain areas
B:"Mesas in Mountain Chains"=true
# Place mountains in chains
B:"Mountains in Mountain Chains"=true
# quarter the climate zone size from vanilla
B:"Quarter Zone Size"=false
# ignore climate zones altogether
B:"Random Biomes"=false
# Number of climate zones to shift the band from the default of the warm - to - cool transition at 0. Positive numbers shift the bands up.
I:bandedClimateOffset=-1
# Width of banded climates (climate depends on latitude). 0 or less for normal rules. Width is in terms of climate zones, whatever they are
I:bandedClimateWidth=5
# X offset for initial spawn search in blocks
I:xSpawnOffset=0
# Z offset for initial spawn search in blocks
I:zSpawnOffset=0
}
##########################################################################################################
# ocean control parameters
#--------------------------------------------------------------------------------------------------------#
# Frequencies are x per thousand but a little goes a very long way because seeds grow a lot. SeparateLandmasses = true makes an oceanic world with these settings andSeparateLandmasses = false makes a continental world
##########################################################################################################
"ocean control parameters" {
# frequency of large continent seeds, about 8000x16000
I:"Incidence of Continents,Large"=40
# frequency of medium continent seeds, about 4000x8000
I:"Incidence of Continents,Medium"=100
# frequency of small continent seeds, about 2000x4000
I:"Incidence of Continents,Small"=60
# frequency of large island seeds, about 500x1000
I:"Incidence of Islands,Large"=30
# frequency of medium island seeds, about 250x500, but they tend to break up into archipelagos
I:"Incidence of Islands,Medium"=15
# Rounds of continent and large island expansion in oceanic worlds (with separateLandmasses off). More makes continents larger and oceans narrower. Default is 1.Values above 2 will overwhelm the separate landmasses setting with an otherwise default config.
I:"Land Expansion Rounds"=2
# True mostly stops landmasses merging.With default settings you will get an oceanic world if true and a continental world if false
B:SeparateLandmasses=true
}
##########################################################################################################
# oceanbiomeclimates
#--------------------------------------------------------------------------------------------------------#
# Climate Types are: SNOWY,COOL,WARM,HOT,OCEAN,DEEP_OCEANMEDIUM,PLAINS,LAND, and SEA. MEDIUM is COOL and WARM, PLAINS is COOL and WARM and HOT, LAND is all four land, SEA is both oceans
##########################################################################################################
##########################################################################################################
# vanillabiomeclimates
#--------------------------------------------------------------------------------------------------------#
# Climate Types are: SNOWY,COOL,WARM,HOT,OCEAN,DEEP_OCEANMEDIUM,PLAINS,LAND, and SEA. MEDIUM is COOL and WARM, PLAINS is COOL and WARM and HOT, LAND is all four land, SEA is both oceans
##########################################################################################################
vanillabiomeclimates {
S:"Birch Forest Hills M climate"=DEFAULT
S:"Birch Forest Hills climate"=DEFAULT
S:"Birch Forest M climate"=DEFAULT
S:"Birch Forest climate"=Warm
S:"Cold Taiga Hills climate"=DEFAULT
S:"Cold Taiga M climate"=DEFAULT
S:"Cold Taiga climate"=Snowy
S:"Desert Hills climate"=DEFAULT
S:"Desert M climate"=DEFAULT
S:"Desert climate"=Hot
S:"Extreme Hills M climate"=DEFAULT
S:"Extreme Hills climate"=MEDIUM
S:"Extreme Hills+ M climate"=DEFAULT
S:"Extreme Hills+ climate"=DEFAULT
S:"Flower Forest climate"=DEFAULT
S:"Forest Hills climate"=DEFAULT
S:"Forest climate"=MEDIUM
S:"Ice Mountains climate"=Snowy
S:"Ice Plains Spikes climate"=DEFAULT
S:"Ice Plains climate"=Snowy
S:"Jungle Hills climate"=DEFAULT
S:"Jungle M climate"=DEFAULT
S:"Jungle climate"=Warm
S:"Mega Spruce Taiga climate"=DEFAULT
S:"Mega Taiga Hills climate"=DEFAULT
S:"Mega Taiga climate"=Cool
S:"Mesa (Bryce) climate"=DEFAULT
S:"Mesa Plateau F M climate"=DEFAULT
S:"Mesa Plateau F climate"=Hot
S:"Mesa Plateau M climate"=DEFAULT
S:"Mesa Plateau climate"=Hot
S:"Mesa climate"=DEFAULT
S:"Mushroom Island climate"=DEFAULT
S:"Plains climate"=PLAINS
S:"Roofed Forest M climate"=DEFAULT
S:"Roofed Forest climate"=Cool
S:"Savanna M climate"=DEFAULT
S:"Savanna Plateau M climate"=DEFAULT
S:"Savanna Plateau climate"=DEFAULT
S:"Savanna climate"=Hot
S:"Sunflower Plains climate"=DEFAULT
S:"Swampland M climate"=DEFAULT
S:"Swampland climate"=Warm
S:"Taiga (snowless) M climate"=DEFAULT
S:"Taiga (snowless) climate"=Cool
S:"Taiga Hills climate"=DEFAULT
}
vanillabiomeids {
I:"Birch Forest Hills ID"=28
I:"Birch Forest Hills M ID"=156
I:"Birch Forest ID"=27
I:"Birch Forest M ID"=155
I:"Cold Taiga Hills ID"=31
I:"Cold Taiga ID"=30
I:"Cold Taiga M ID"=158
I:"Desert Hills ID"=17
I:"Desert ID"=2
I:"Desert M ID"=130
I:"Extreme Hills ID"=3
I:"Extreme Hills M ID"=131
I:"Extreme Hills+ ID"=34
I:"Extreme Hills+ M ID"=162
I:"Flower Forest ID"=132
I:"Forest Hills ID"=18
I:"Forest ID"=4
I:"Ice Mountains ID"=13
I:"Ice Plains ID"=12
I:"Ice Plains Spikes ID"=140
I:"Jungle Hills ID"=22
I:"Jungle ID"=21
I:"Jungle M ID"=149
I:"Mega Spruce Taiga ID"=160
I:"Mega Taiga Hills ID"=33
I:"Mega Taiga ID"=32
I:"Mesa (Bryce) ID"=165
I:"Mesa ID"=37
I:"Mesa Plateau F ID"=38
I:"Mesa Plateau F M ID"=166
I:"Mesa Plateau ID"=39
I:"Mesa Plateau M ID"=167
I:"Mushroom Island ID"=14
I:"Plains ID"=1
I:"Roofed Forest ID"=29
I:"Roofed Forest M ID"=157
I:"Savanna ID"=35
I:"Savanna M ID"=163
I:"Savanna Plateau ID"=36
I:"Savanna Plateau M ID"=164
I:"Sunflower Plains ID"=129
I:"Swampland ID"=6
I:"Swampland M ID"=134
I:"Taiga (snowless) ID"=5
I:"Taiga (snowless) M ID"=133
I:"Taiga Hills ID"=19
}
I don't think BoP can update from 1.7.10 to 1.10.2. The biome set changed, and it would crash trying to make now non-existent biomes. Geographicraft itself could work but you'd have to set up the biome IDs manually. Biomes set up differently so the IDs will change, so you'd need to copy the IDs from a 1.10 config file and the rest of the data from a 1.7 config file.
On top of everything else, BoP has overhauled its terrain generation so you'll still get chunk walls in at least some biomes.
Honestly, don't plan to start in 1.7.10 and update to 1.10.2. Even when it's the same mod generally there have been drastic enough changes an update won't work.
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.
I recently picked up the game again and started putting mods on a 1.10.2 build. The main issue is that I've been trying to get Climate Control to stop activating in the Betweenlands, which puts me at bedrock layer with 60-some blocks of water above me. It seems that the biomes of the Overworld are copied and generate 1:1 in the Betweenlands, but almost no terrain spawns. What little does spawn is small, strange, and usually submerged.
It's definitely Climate Control, as it causes this issue even without RTG, and when CC is removed, the problem goes away. I looked through the settings for all three mods, but the only useful-looking setting I could find was the dimension exclusion list for CC, which still didn't work. The Nether and Aether (from the titular mod) still generate fine, though.
I'll bring this around the other involved mod threads, but if anyone here knows what could be causing it or how to fix it, I'd appreciate it.
*I've since replaced CC with BiomeTweaker and used the suggested tweaks and it solved the problem.
Is there a way to remove the Ice Plains biome but keep the Ice Plains Spikes?
Also, how should I go about disabling BoP Biomes? Should I set their ID to -1 in BoP's configs, or change their incidence to 0 in biomesoplentyInCC.cfg?
@edit: I figured out how to handle BoP. Setting their ID to -1 causes the game to get stuck at world loading. The correct way is to let their IDs as is, and change the incidence in biomesoplentyInCC.cfg. Stil trying to figure out the Ice Spikes thing, though.
@edit2: There seems to be a typo on biomesoplentyInCC.cfg. The lines below weren't supposed to be there, I belive.
@edit4: I tried adding the lines above (from @edit3) and they don't work. What I tried next was using them as external biomes. It worked for Gravel Beach, but it doesn't work with Oasis. I tested it by generating a world with a Gravel Beach and an Oasis. Setting heir incidence to 0 caused the Gravel Beach to vanish, but the Oasis was still there.
Also, there's another question: is it somehow possible to get rid of the Beach biome? I I was trying to use it as an external biome, ID 16, and set the incidence to 0. But it keeps generating.
If you want to add additional biomes to CC/GC on your own, use the external biomes config. Set
S:externalBiomeNames=IceSpikes,GravelBeach,Oasis
(the exact names aren't important, it's only internal to GC)
Start Minecraft and then quit. CC/GC will create configs for three biomes with those names, which you can set to the appropriate IDs and whatever incidences/climates/etc you want. This will make them show up as full-sized biomes.
Oasis should appear as a sub-biome in Desert already. Gravel Beach isn't used. Gravel Beach as a full biome would be awful though. If you want Gravel Beach to show up as a beach for BoP biomes that would require some significant recoding inside GC (the beach code is inherited from vanilla and is a special-case mess).
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.
(the exact names aren't important, it's only internal to GC)
Start Minecraft and then quit. CC/GC will create configs for three biomes with those names, which you can set to the appropriate IDs and whatever incidences/climates/etc you want. This will make them show up as full-sized biomes.
Oasis should appear as a sub-biome in Desert already. Gravel Beach isn't used. Gravel Beach as a full biome would be awful though. If you want Gravel Beach to show up as a beach for BoP biomes that would require some significant recoding inside GC (the beach code is inherited from vanilla and is a special-case mess).
Thank you for the fast answer. I've been playing with the configs for the last hours. I'm addicted.
Actually, what I'm trying to do is remove the Oasis sub-biome. I add it to the external biomes list, and generated the configs. On those configs, I set incidence to 0. But that didn't stop the Oasis from beeing generated as a sub-biome inside Desert biome.
Is there currently any way to stop specific sub-biomes from generating?
There's no way to stop specific sub-biomes from generating. I am thinking about adding a method. For Oasis, you could use BiomeTweaker, which can convert one biome into another, and, yes, GC won't interfere with that (most of the BT layout changes don't work with CC/GC, but that one does).
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.
I've been trying to set up this mod together with RTG and BoP, but I just can't get climate bands working. There are no hot/cold zones as I travel north/south. I'm including a copy of my config file and am hoping someone can give me some advice:
# Configuration file
"assorted parameters" {
# Use 1.6 compatibility mode
B:1.6Compatibility=false
# place little islands near shore rather than in deep ocean
B:"Allow Derpy Islands"=false
# Biome size, exponential: 4 is regular and 6 is large biomes
I:"Biome Size"=5
# Use red sand mesa for mesa borders. False uses desert like vanilla
B:"Mesas for mesa borders"=true
# per thousand; vanilla is 10
I:"Mushroom Island Incidence"=10
# generate as if CC weren't on; for loading pre-existing worlds or just preventing chunk boundaries
B:"No Generation Changes"=false
# suppress Bop sub-biome generation in vanilla biomes
B:NoBoPSubBiomes=false
# Percentage of rivers prevented; changes cause chunk boundaries at some rivers
I:PercentRiverReduction=0
# add testing routines and crash in suspicious circumstances
B:TestingMode=false
B:VanillaBiomesOn=true
# Generate land masses and climate zones similar to vanilla 1.7
B:VanillaLandAndClimate=false
# True for triple-width rivers
B:WiderRivers=false
# impose GeographiCraft generation on the Biomes o' Plenty world type
B:alterBoPWorlds=true
# impose GeographiCraft generation on the Customized world type
B:alterCustomWorlds=true
# impose GeographiCraft generation on Highlands world types
B:alterHighlandsWorlds=true
# biomes not saved on edges; more than 3 has no effect; -1 deactivates saving biomes
I:biomeRingsNotSaved=3
# Number of Chunk Biome layouts cached. Above 500 is ignored. 0 or below shuts off chunk info caching
I:cacheSize=0
# climate not saved on edges; -1 deactivates saving climates
I:climateRingsNotSaved=3
# Have Climate Control set the biomes for village generation; may be incompatible with village mods
B:controlVillageBiomes=true
# Comma-delimited list of externalBiome Names. No quotes or line returns. You will have to reload Minecraft after changing this.Names not in the list aren't removed from the configs but they have no effect
S:externalBiomeNames=
# force small continent near origin
B:forceStartContinent=false
# max height value for allowing rivers; 10.0 allows everything; 0.75 is plains but no hills
D:maxChasm=10.0
# Maximum Number of Rescue attempts. Negative numbers mean no limit
I:rescueLimit=-1
# subbiomes not saved on edges, default 3, -1 deactivates saving sub-biomes
I:subBiomeRingsNotSaved=-1
# suppress GeographiCraft generation in default, large biomes, and amplified worlds
B:suppressInStandardWorlds=false
# True for double-width beaches
B:wideBeaches=false
}
##########################################################################################################
# climate incidences
#--------------------------------------------------------------------------------------------------------#
# Blocks of land are randomly assigned to each zone with a frequency proportional to the incidence. Smoothing eliminates some extreme climates on continents later, especially for quarter size zones. Default 2/1/1/2 is better for continents since Hot and Snowy are easier to find.With lots of islands 1/1/1/1 may be better as not so many islands have extreme climates.
##########################################################################################################
"climate incidences" {
# relative incidence of cool zones like forest/plains/hills/taiga/roofed forest
I:"Cool Zone Incidence"=1
# relative incidence of hot zones like savanna/desert/plains/mesa
I:"Hot Zone Incidence"=2
# relative incidence of snowy zones
I:"Snowy Zone Incidence"=2
# relative incidence of warm zones like forest/plains/hills/jungle/swamp
I:"Warm Zone Incidence"=1
}
##########################################################################################################
# climate zone parameters
#--------------------------------------------------------------------------------------------------------#
# Full-size is similar to 1.7 defaults. Half-size creates zones similar to pre-1.7 snowy zones. Quarter-size creates fairly small zones but the hot and snowy incidences are limited
##########################################################################################################
"climate zone parameters" {
# Separate climates further. Makes illegitemate junctions rarer but also makes extreme climates rarer.
B:ExtremeClimateSeparation=false
# True freezes oceans in snowy latitudes. Only used with latitudinal climates.
B:"Frozen Icecaps"=true
# half the climate zone size from vanilla, unless quartering
B:"Half Zone Size"=false
# Use Ice Mountains instead of Ice Plains in mountain chain areas
B:"Ice Mountains in Mountain Chains"=true
# Use Mesas as mountains in mountain chain areas
B:"Mesas in Mountain Chains"=true
# Place mountains in chains
B:"Mountains in Mountain Chains"=true
# quarter the climate zone size from vanilla
B:"Quarter Zone Size"=false
# ignore climate zones altogether
B:"Random Biomes"=false
# Number of climate zones to shift the band from the default of the warm - to - cool transition at 0. Positive numbers shift the bands up.
I:bandedClimateOffset=5
# Width of banded climates (climate depends on latitude). 0 or less for normal rules. Width is in terms of climate zones, whatever they are
I:bandedClimateWidth=2000
# X offset for initial spawn search in blocks
I:xSpawnOffset=0
# Z offset for initial spawn search in blocks
I:zSpawnOffset=0
}
##########################################################################################################
# ocean control parameters
#--------------------------------------------------------------------------------------------------------#
# Frequencies are x per thousand but a little goes a very long way because seeds grow a lot. SeparateLandmasses = true makes an oceanic world with these settings andSeparateLandmasses = false makes a continental world
##########################################################################################################
"ocean control parameters" {
# frequency of large continent seeds, about 8000x16000
I:"Incidence of Continents,Large"=40
# frequency of medium continent seeds, about 4000x8000
I:"Incidence of Continents,Medium"=100
# frequency of small continent seeds, about 2000x4000
I:"Incidence of Continents,Small"=2000
# frequency of large island seeds, about 500x1000
I:"Incidence of Islands,Large"=120
# frequency of medium island seeds, about 250x500, but they tend to break up into archipelagos
I:"Incidence of Islands,Medium"=200
# Rounds of continent and large island expansion in oceanic worlds (with separateLandmasses off). More makes continents larger and oceans narrower. Default is 1.Values above 2 will overwhelm the separate landmasses setting with an otherwise default config.
I:"Land Expansion Rounds"=1
# True mostly stops landmasses merging.With default settings you will get an oceanic world if true and a continental world if false
B:SeparateLandmasses=true
}
##########################################################################################################
# oceanbiomeclimates
#--------------------------------------------------------------------------------------------------------#
# Climate Types are: SNOWY,COOL,WARM,HOT,OCEAN,DEEP_OCEANMEDIUM,PLAINS,LAND, and SEA. MEDIUM is COOL and WARM, PLAINS is COOL and WARM and HOT, LAND is all four land, SEA is both oceans
##########################################################################################################
##########################################################################################################
# vanillabiomeclimates
#--------------------------------------------------------------------------------------------------------#
# Climate Types are: SNOWY,COOL,WARM,HOT,OCEAN,DEEP_OCEANMEDIUM,PLAINS,LAND, and SEA. MEDIUM is COOL and WARM, PLAINS is COOL and WARM and HOT, LAND is all four land, SEA is both oceans
##########################################################################################################
vanillabiomeclimates {
S:"Birch Forest Hills M climate"=DEFAULT
S:"Birch Forest Hills climate"=DEFAULT
S:"Birch Forest M climate"=DEFAULT
S:"Birch Forest climate"=Warm
S:"Cold Taiga Hills climate"=DEFAULT
S:"Cold Taiga M climate"=DEFAULT
S:"Cold Taiga climate"=Snowy
S:"Desert Hills climate"=DEFAULT
S:"Desert M climate"=DEFAULT
S:"Desert climate"=Hot
S:"Extreme Hills M climate"=DEFAULT
S:"Extreme Hills climate"=MEDIUM
S:"Extreme Hills+ M climate"=DEFAULT
S:"Extreme Hills+ climate"=DEFAULT
S:"Flower Forest climate"=DEFAULT
S:"Forest Hills climate"=DEFAULT
S:"Forest climate"=MEDIUM
S:"Ice Mountains climate"=Snowy
S:"Ice Plains Spikes climate"=DEFAULT
S:"Ice Plains climate"=Snowy
S:"Jungle Hills climate"=DEFAULT
S:"Jungle M climate"=DEFAULT
S:"Jungle climate"=Warm
S:"Mega Spruce Taiga climate"=DEFAULT
S:"Mega Taiga Hills climate"=DEFAULT
S:"Mega Taiga climate"=Cool
S:"Mesa (Bryce) climate"=DEFAULT
S:"Mesa Plateau F M climate"=DEFAULT
S:"Mesa Plateau F climate"=Hot
S:"Mesa Plateau M climate"=DEFAULT
S:"Mesa Plateau climate"=Hot
S:"Mesa climate"=DEFAULT
S:"Mushroom Island climate"=DEFAULT
S:"Plains climate"=PLAINS
S:"Roofed Forest M climate"=DEFAULT
S:"Roofed Forest climate"=Cool
S:"Savanna M climate"=DEFAULT
S:"Savanna Plateau M climate"=DEFAULT
S:"Savanna Plateau climate"=DEFAULT
S:"Savanna climate"=Hot
S:"Sunflower Plains climate"=DEFAULT
S:"Swampland M climate"=DEFAULT
S:"Swampland climate"=Warm
S:"Taiga (snowless) M climate"=DEFAULT
S:"Taiga (snowless) climate"=Cool
S:"Taiga Hills climate"=DEFAULT
}
vanillabiomeids {
I:"Birch Forest Hills ID"=28
I:"Birch Forest Hills M ID"=156
I:"Birch Forest ID"=27
I:"Birch Forest M ID"=155
I:"Cold Taiga Hills ID"=31
I:"Cold Taiga ID"=30
I:"Cold Taiga M ID"=158
I:"Desert Hills ID"=17
I:"Desert ID"=2
I:"Desert M ID"=130
I:"Extreme Hills ID"=3
I:"Extreme Hills M ID"=131
I:"Extreme Hills+ ID"=34
I:"Extreme Hills+ M ID"=162
I:"Flower Forest ID"=132
I:"Forest Hills ID"=18
I:"Forest ID"=4
I:"Ice Mountains ID"=13
I:"Ice Plains ID"=12
I:"Ice Plains Spikes ID"=140
I:"Jungle Hills ID"=22
I:"Jungle ID"=21
I:"Jungle M ID"=149
I:"Mega Spruce Taiga ID"=160
I:"Mega Taiga Hills ID"=33
I:"Mega Taiga ID"=32
I:"Mesa (Bryce) ID"=165
I:"Mesa ID"=37
I:"Mesa Plateau F ID"=38
I:"Mesa Plateau F M ID"=166
I:"Mesa Plateau ID"=39
I:"Mesa Plateau M ID"=167
I:"Mushroom Island ID"=14
I:"Plains ID"=1
I:"Roofed Forest ID"=29
I:"Roofed Forest M ID"=157
I:"Savanna ID"=35
I:"Savanna M ID"=163
I:"Savanna Plateau ID"=36
I:"Savanna Plateau M ID"=164
I:"Sunflower Plains ID"=129
I:"Swampland ID"=6
I:"Swampland M ID"=134
I:"Taiga (snowless) ID"=5
I:"Taiga (snowless) M ID"=133
I:"Taiga Hills ID"=19
}
That's 2000 *climate zones* wide ("Width is in terms of climate zones"). The default half-size zones are about 500 blocks wide so your bands are 1 million blocks across.
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.
I'm sure I don't understand these 2 settings then:
I:bandedClimateOffset=0
I:bandedClimateWidth=0
At 0 and 0,arctic to arctic seems to be about 7,000 to 10,000 blocks - I think from flying around and teleporting. How can I extend that so that arctic to arctic is about the same as your picture labelled as climate band options, which is about 25,000 ?
At bandedClimateWidth=0, there are no climate bands. It's vanilla style blobs. Arctic to arctic of 25,000 will be about 4,000 per band, which would be 8 bands with the default half width climates. 4 full size bands would have the same width and produce a little more variation in the band borders.
ForgeAmidst (linked in the OP) makes it much easier to look at the maps.
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.
Geographicraft isn't creating any config files, so I can't change anything! What did I miss?
It made itself a folder in my general config area, and in the world I just made it made a worldSpecificConfig\GeographiCraft subset, but there is nothing in either folder. I have tried loading the game and quitting repeatedly, and entering the world, exiting, and quitting repeatedly. No configs!
That's a ravine and GC does nothing with ravine generation. If you're playing with RTG there's a setting to make them less common overall. There might be a mod to alter them but I don't know of one.
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.
If you want to add additional biomes to CC/GC on your own, use the external biomes config. Set
S:externalBiomeNames=IceSpikes,GravelBeach,Oasis
(the exact names aren't important, it's only internal to GC)
Start Minecraft and then quit. CC/GC will create configs for three biomes with those names, which you can set to the appropriate IDs and whatever incidences/climates/etc you want. This will make them show up as full-sized biomes.
I still don't understand how to use this mod, is ForgeAmidst required?
ForgeAmidst isn't needed, it's just a good way to quickly look at the effects of config settings. All you have to do to use it is put it in your mods folder. Config changes are needed only if you want a particular type of world.
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 seem to be blind, as either I can't find the option in the config to enable climate bands, or Forge AMIDST isn't displaying them. How do I turn them on?
For reference, these are my current configuration settings:
# Configuration file
"assorted parameters" {
# Use 1.6 compatibility mode
B:1.6Compatibility=false
# place little islands near shore rather than in deep ocean
B:"Allow Derpy Islands"=false
# Biome size, exponential: 4 is regular and 6 is large biomes
I:"Biome Size"=4
# Use red sand mesa for mesa borders. False uses desert like vanilla
B:"Mesas for mesa borders"=true
# per thousand; vanilla is 10
I:"Mushroom Island Incidence"=10
# generate as if CC weren't on; for loading pre-existing worlds or just preventing chunk boundaries
B:"No Generation Changes"=false
# suppress Bop sub-biome generation in vanilla biomes
B:NoBoPSubBiomes=false
# Percentage of rivers prevented; changes cause chunk boundaries at some rivers
I:PercentRiverReduction=0
# increase smoothing steps; also shrinks unusual biomes some; changing produces occaisional chunk walls
B:"Smoother Coastlines"=true
# add testing routines and crash in suspicious circumstances
B:TestingMode=false
B:VanillaBiomesOn=true
# Generate land masses and climate zones similar to vanilla 1.7
B:VanillaLandAndClimate=false
# True for triple-width rivers
B:WiderRivers=false
# impose GeographiCraft generation on the Biomes o' Plenty world type
B:alterBoPWorlds=true
# impose GeographiCraft generation on the Customized world type
B:alterCustomWorlds=true
# impose GeographiCraft generation on Highlands world types
B:alterHighlandsWorlds=true
# biomes not saved on edges; more than 3 has no effect; -1 deactivates saving biomes
I:biomeRingsNotSaved=3
# Number of Chunk Biome layouts cached. Above 500 is ignored. 0 or below shuts off chunk info caching
I:cacheSize=0
# climate not saved on edges; -1 deactivates saving climates
I:climateRingsNotSaved=3
# Have Climate Control set the biomes for village generation; may be incompatible with village mods
B:controlVillageBiomes=false
# Comma-delimited list of externalBiome Names. No quotes or line returns. You will have to reload Minecraft after changing this.Names not in the list aren't removed from the configs but they have no effect
S:externalBiomeNames=
# force small continent near origin
B:forceStartContinent=true
# max height value for allowing rivers; 10.0 allows everything; 0.75 is plains but no hills
D:maxChasm=10.0
# Maximum Number of Rescue attempts. Negative numbers mean no limit
I:rescueLimit=-1
# subbiomes not saved on edges, default 3, -1 deactivates saving sub-biomes
I:subBiomeRingsNotSaved=-1
# suppress GeographiCraft generation in default, large biomes, and amplified worlds
B:suppressInStandardWorlds=false
# True for double-width beaches
B:wideBeaches=false
}
##########################################################################################################
# climate incidences
#--------------------------------------------------------------------------------------------------------#
# Blocks of land are randomly assigned to each zone with a frequency proportional to the incidence. Smoothing eliminates some extreme climates on continents later, especially for quarter size zones. Default 2/1/1/2 is better for continents since Hot and Snowy are easier to find.With lots of islands 1/1/1/1 may be better as not so many islands have extreme climates.
##########################################################################################################
"climate incidences" {
# relative incidence of cool zones like forest/plains/hills/taiga/roofed forest
I:"Cool Zone Incidence"=1
# relative incidence of hot zones like savanna/desert/plains/mesa
I:"Hot Zone Incidence"=2
# relative incidence of snowy zones
I:"Snowy Zone Incidence"=2
# relative incidence of warm zones like forest/plains/hills/jungle/swamp
I:"Warm Zone Incidence"=1
}
##########################################################################################################
# climate zone parameters
#--------------------------------------------------------------------------------------------------------#
# Full-size is similar to 1.7 defaults. Half-size creates zones similar to pre-1.7 snowy zones. Quarter-size creates fairly small zones but the hot and snowy incidences are limited
##########################################################################################################
"climate zone parameters" {
# Separate climates further. Makes illegitemate junctions rarer but also makes extreme climates rarer.
B:ExtremeClimateSeparation=false
# True freezes oceans in snowy latitudes. Only used with latitudinal climates.
B:"Frozen Icecaps"=true
# half the climate zone size from vanilla, unless quartering
B:"Half Zone Size"=false
# Use Ice Mountains instead of Ice Plains in mountain chain areas
B:"Ice Mountains in Mountain Chains"=true
# Use Mesas as mountains in mountain chain areas
B:"Mesas in Mountain Chains"=true
# Place mountains in chains
B:"Mountains in Mountain Chains"=true
# quarter the climate zone size from vanilla
B:"Quarter Zone Size"=false
# ignore climate zones altogether
B:"Random Biomes"=false
# Number of climate zones to shift the band from the default of the warm - to - cool transition at 0. Positive numbers shift the bands up.
I:bandedClimateOffset=-1
# Width of banded climates (climate depends on latitude). 0 or less for normal rules. Width is in terms of climate zones, whatever they are
I:bandedClimateWidth=5
# X offset for initial spawn search in blocks
I:xSpawnOffset=0
# Z offset for initial spawn search in blocks
I:zSpawnOffset=0
}
##########################################################################################################
# ocean control parameters
#--------------------------------------------------------------------------------------------------------#
# Frequencies are x per thousand but a little goes a very long way because seeds grow a lot. SeparateLandmasses = true makes an oceanic world with these settings andSeparateLandmasses = false makes a continental world
##########################################################################################################
"ocean control parameters" {
# frequency of large continent seeds, about 8000x16000
I:"Incidence of Continents,Large"=40
# frequency of medium continent seeds, about 4000x8000
I:"Incidence of Continents,Medium"=100
# frequency of small continent seeds, about 2000x4000
I:"Incidence of Continents,Small"=60
# frequency of large island seeds, about 500x1000
I:"Incidence of Islands,Large"=30
# frequency of medium island seeds, about 250x500, but they tend to break up into archipelagos
I:"Incidence of Islands,Medium"=15
# Rounds of continent and large island expansion in oceanic worlds (with separateLandmasses off). More makes continents larger and oceans narrower. Default is 1.Values above 2 will overwhelm the separate landmasses setting with an otherwise default config.
I:"Land Expansion Rounds"=2
# True mostly stops landmasses merging.With default settings you will get an oceanic world if true and a continental world if false
B:SeparateLandmasses=true
}
##########################################################################################################
# oceanbiomeclimates
#--------------------------------------------------------------------------------------------------------#
# Climate Types are: SNOWY,COOL,WARM,HOT,OCEAN,DEEP_OCEANMEDIUM,PLAINS,LAND, and SEA. MEDIUM is COOL and WARM, PLAINS is COOL and WARM and HOT, LAND is all four land, SEA is both oceans
##########################################################################################################
oceanbiomeclimates {
S:"DeepOcean climate"=DEEP_OCEAN
S:"Ocean climate"=OCEAN
}
oceanbiomeids {
I:"DeepOcean ID"=24
I:"Ocean ID"=0
}
oceanbiomeincidences {
I:"DeepOcean Incidence"=100
I:"Ocean Incidence"=100
}
oceanbiomevillages {
B:"DeepOcean hasVillages"=false
B:"Ocean hasVillages"=false
}
##########################################################################################################
# vanillabiomeclimates
#--------------------------------------------------------------------------------------------------------#
# Climate Types are: SNOWY,COOL,WARM,HOT,OCEAN,DEEP_OCEANMEDIUM,PLAINS,LAND, and SEA. MEDIUM is COOL and WARM, PLAINS is COOL and WARM and HOT, LAND is all four land, SEA is both oceans
##########################################################################################################
vanillabiomeclimates {
S:"Birch Forest Hills M climate"=DEFAULT
S:"Birch Forest Hills climate"=DEFAULT
S:"Birch Forest M climate"=DEFAULT
S:"Birch Forest climate"=Warm
S:"Cold Taiga Hills climate"=DEFAULT
S:"Cold Taiga M climate"=DEFAULT
S:"Cold Taiga climate"=Snowy
S:"Desert Hills climate"=DEFAULT
S:"Desert M climate"=DEFAULT
S:"Desert climate"=Hot
S:"Extreme Hills M climate"=DEFAULT
S:"Extreme Hills climate"=MEDIUM
S:"Extreme Hills+ M climate"=DEFAULT
S:"Extreme Hills+ climate"=DEFAULT
S:"Flower Forest climate"=DEFAULT
S:"Forest Hills climate"=DEFAULT
S:"Forest climate"=MEDIUM
S:"Ice Mountains climate"=Snowy
S:"Ice Plains Spikes climate"=DEFAULT
S:"Ice Plains climate"=Snowy
S:"Jungle Hills climate"=DEFAULT
S:"Jungle M climate"=DEFAULT
S:"Jungle climate"=Warm
S:"Mega Spruce Taiga climate"=DEFAULT
S:"Mega Taiga Hills climate"=DEFAULT
S:"Mega Taiga climate"=Cool
S:"Mesa (Bryce) climate"=DEFAULT
S:"Mesa Plateau F M climate"=DEFAULT
S:"Mesa Plateau F climate"=Hot
S:"Mesa Plateau M climate"=DEFAULT
S:"Mesa Plateau climate"=Hot
S:"Mesa climate"=DEFAULT
S:"Mushroom Island climate"=DEFAULT
S:"Plains climate"=PLAINS
S:"Roofed Forest M climate"=DEFAULT
S:"Roofed Forest climate"=Cool
S:"Savanna M climate"=DEFAULT
S:"Savanna Plateau M climate"=DEFAULT
S:"Savanna Plateau climate"=DEFAULT
S:"Savanna climate"=Hot
S:"Sunflower Plains climate"=DEFAULT
S:"Swampland M climate"=DEFAULT
S:"Swampland climate"=Warm
S:"Taiga (snowless) M climate"=DEFAULT
S:"Taiga (snowless) climate"=Cool
S:"Taiga Hills climate"=DEFAULT
}
vanillabiomeids {
I:"Birch Forest Hills ID"=28
I:"Birch Forest Hills M ID"=156
I:"Birch Forest ID"=27
I:"Birch Forest M ID"=155
I:"Cold Taiga Hills ID"=31
I:"Cold Taiga ID"=30
I:"Cold Taiga M ID"=158
I:"Desert Hills ID"=17
I:"Desert ID"=2
I:"Desert M ID"=130
I:"Extreme Hills ID"=3
I:"Extreme Hills M ID"=131
I:"Extreme Hills+ ID"=34
I:"Extreme Hills+ M ID"=162
I:"Flower Forest ID"=132
I:"Forest Hills ID"=18
I:"Forest ID"=4
I:"Ice Mountains ID"=13
I:"Ice Plains ID"=12
I:"Ice Plains Spikes ID"=140
I:"Jungle Hills ID"=22
I:"Jungle ID"=21
I:"Jungle M ID"=149
I:"Mega Spruce Taiga ID"=160
I:"Mega Taiga Hills ID"=33
I:"Mega Taiga ID"=32
I:"Mesa (Bryce) ID"=165
I:"Mesa ID"=37
I:"Mesa Plateau F ID"=38
I:"Mesa Plateau F M ID"=166
I:"Mesa Plateau ID"=39
I:"Mesa Plateau M ID"=167
I:"Mushroom Island ID"=14
I:"Plains ID"=1
I:"Roofed Forest ID"=29
I:"Roofed Forest M ID"=157
I:"Savanna ID"=35
I:"Savanna M ID"=163
I:"Savanna Plateau ID"=36
I:"Savanna Plateau M ID"=164
I:"Sunflower Plains ID"=129
I:"Swampland ID"=6
I:"Swampland M ID"=134
I:"Taiga (snowless) ID"=5
I:"Taiga (snowless) M ID"=133
I:"Taiga Hills ID"=19
}
vanillabiomeincidences {
I:"Birch Forest Incidence"=10
I:"Cold Taiga Incidence"=10
I:"Desert Incidence"=30
I:"Extreme Hills Incidence"=20
I:"Forest Incidence"=20
I:"Ice Mountains Incidence"=0
I:"Ice Plains Incidence"=30
I:"Jungle Incidence"=5
I:"Mega Taiga Incidence"=5
I:"Mesa Plateau F Incidence"=4
I:"Mesa Plateau Incidence"=1
I:"Plains Incidence"=30
I:"Roofed Forest Incidence"=10
I:"Savanna Incidence"=20
I:"Swampland Incidence"=10
I:"Taiga (snowless) Incidence"=10
}
vanillabiomevillages {
B:"Birch Forest Hills M hasVillages"=false
B:"Birch Forest Hills hasVillages"=false
B:"Birch Forest M hasVillages"=false
B:"Birch Forest hasVillages"=false
B:"Cold Taiga Hills hasVillages"=false
B:"Cold Taiga M hasVillages"=false
B:"Cold Taiga hasVillages"=false
B:"Desert Hills hasVillages"=false
B:"Desert M hasVillages"=false
B:"Desert hasVillages"=true
B:"Extreme Hills M hasVillages"=false
B:"Extreme Hills hasVillages"=false
B:"Extreme Hills+ M hasVillages"=false
B:"Extreme Hills+ hasVillages"=false
B:"Flower Forest hasVillages"=false
B:"Forest Hills hasVillages"=false
B:"Forest hasVillages"=false
B:"Ice Mountains hasVillages"=false
B:"Ice Plains Spikes hasVillages"=false
B:"Ice Plains hasVillages"=false
B:"Jungle Hills hasVillages"=false
B:"Jungle M hasVillages"=false
B:"Jungle hasVillages"=false
B:"Mega Spruce Taiga hasVillages"=false
B:"Mega Taiga Hills hasVillages"=false
B:"Mega Taiga hasVillages"=false
B:"Mesa (Bryce) hasVillages"=false
B:"Mesa Plateau F M hasVillages"=false
B:"Mesa Plateau F hasVillages"=false
B:"Mesa Plateau M hasVillages"=false
B:"Mesa Plateau hasVillages"=false
B:"Mesa hasVillages"=false
B:"Mushroom Island hasVillages"=false
B:"Plains hasVillages"=true
B:"Roofed Forest M hasVillages"=false
B:"Roofed Forest hasVillages"=false
B:"Savanna M hasVillages"=false
B:"Savanna Plateau M hasVillages"=false
B:"Savanna Plateau hasVillages"=false
B:"Savanna hasVillages"=true
B:"Sunflower Plains hasVillages"=false
B:"Swampland M hasVillages"=false
B:"Swampland hasVillages"=false
B:"Taiga (snowless) M hasVillages"=false
B:"Taiga (snowless) hasVillages"=false
B:"Taiga Hills hasVillages"=false
}
I thought increasing I:bandedClimateWidth would have an effect, but there's no visible changes in AMIDST.
I'm a pixel artist who makes pixel things and maps! I also do line art occasionally.
I have two work in progress resource packs!
This is the second one!
And of course, by "work-in-progress" I mean "will never, ever be completed".
I don't think BoP can update from 1.7.10 to 1.10.2. The biome set changed, and it would crash trying to make now non-existent biomes. Geographicraft itself could work but you'd have to set up the biome IDs manually. Biomes set up differently so the IDs will change, so you'd need to copy the IDs from a 1.10 config file and the rest of the data from a 1.7 config file.
On top of everything else, BoP has overhauled its terrain generation so you'll still get chunk walls in at least some biomes.
Honestly, don't plan to start in 1.7.10 and update to 1.10.2. Even when it's the same mod generally there have been drastic enough changes an update won't work.
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.
ZenoTechnology does not work
Also I would like a tutorial.
2 Year Anniversary of this Account
Dinothaur Thaming anpth Maur
Dinosaurs, Giraffes, and More!
Model Page: https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/mods-discussion/2902056-raptors-models-page
http://minecraft-mod-installer.weebly.com/
please remove
I recently picked up the game again and started putting mods on a 1.10.2 build. The main issue is that I've been trying to get Climate Control to stop activating in the Betweenlands, which puts me at bedrock layer with 60-some blocks of water above me. It seems that the biomes of the Overworld are copied and generate 1:1 in the Betweenlands, but almost no terrain spawns. What little does spawn is small, strange, and usually submerged.
It's definitely Climate Control, as it causes this issue even without RTG, and when CC is removed, the problem goes away. I looked through the settings for all three mods, but the only useful-looking setting I could find was the dimension exclusion list for CC, which still didn't work. The Nether and Aether (from the titular mod) still generate fine, though.
I'll bring this around the other involved mod threads, but if anyone here knows what could be causing it or how to fix it, I'd appreciate it.
*I've since replaced CC with BiomeTweaker and used the suggested tweaks and it solved the problem.
I replied to the old thread by mistake, lol.
Is there a way to remove the Ice Plains biome but keep the Ice Plains Spikes?
Also, how should I go about disabling BoP Biomes? Should I set their ID to -1 in BoP's configs, or change their incidence to 0 in biomesoplentyInCC.cfg?@edit: I figured out how to handle BoP. Setting their ID to -1 causes the game to get stuck at world loading. The correct way is to let their IDs as is, and change the incidence in biomesoplentyInCC.cfg. Stil trying to figure out the Ice Spikes thing, though.
@edit2: There seems to be a typo on biomesoplentyInCC.cfg. The lines below weren't supposed to be there, I belive.
If this is a typo, should I expect any problems if I delete these lines?
@edit3: There seems to be two biome incidencies missing on biomesoplentyInCC.cfg. One of them is gravel_beach, ID 40 on BoP, and Oasis, ID 95 on BoP.
Will it work if I add the lines below to the file?
@edit4: I tried adding the lines above (from @edit3) and they don't work. What I tried next was using them as external biomes. It worked for Gravel Beach, but it doesn't work with Oasis. I tested it by generating a world with a Gravel Beach and an Oasis. Setting heir incidence to 0 caused the Gravel Beach to vanish, but the Oasis was still there.
Also, there's another question: is it somehow possible to get rid of the Beach biome? I I was trying to use it as an external biome, ID 16, and set the incidence to 0. But it keeps generating.
If you want to add additional biomes to CC/GC on your own, use the external biomes config. Set
(the exact names aren't important, it's only internal to GC)
Start Minecraft and then quit. CC/GC will create configs for three biomes with those names, which you can set to the appropriate IDs and whatever incidences/climates/etc you want. This will make them show up as full-sized biomes.
Oasis should appear as a sub-biome in Desert already. Gravel Beach isn't used. Gravel Beach as a full biome would be awful though. If you want Gravel Beach to show up as a beach for BoP biomes that would require some significant recoding inside GC (the beach code is inherited from vanilla and is a special-case mess).
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.
Thank you for the fast answer. I've been playing with the configs for the last hours. I'm addicted.
Actually, what I'm trying to do is remove the Oasis sub-biome. I add it to the external biomes list, and generated the configs. On those configs, I set incidence to 0. But that didn't stop the Oasis from beeing generated as a sub-biome inside Desert biome.
Is there currently any way to stop specific sub-biomes from generating?
There's no way to stop specific sub-biomes from generating. I am thinking about adding a method. For Oasis, you could use BiomeTweaker, which can convert one biome into another, and, yes, GC won't interfere with that (most of the BT layout changes don't work with CC/GC, but that one does).
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 been trying to set up this mod together with RTG and BoP, but I just can't get climate bands working. There are no hot/cold zones as I travel north/south. I'm including a copy of my config file and am hoping someone can give me some advice:
# Configuration file
"assorted parameters" {
# Use 1.6 compatibility mode
B:1.6Compatibility=false
# place little islands near shore rather than in deep ocean
B:"Allow Derpy Islands"=false
# Biome size, exponential: 4 is regular and 6 is large biomes
I:"Biome Size"=5
# Use red sand mesa for mesa borders. False uses desert like vanilla
B:"Mesas for mesa borders"=true
# per thousand; vanilla is 10
I:"Mushroom Island Incidence"=10
# generate as if CC weren't on; for loading pre-existing worlds or just preventing chunk boundaries
B:"No Generation Changes"=false
# suppress Bop sub-biome generation in vanilla biomes
B:NoBoPSubBiomes=false
# Percentage of rivers prevented; changes cause chunk boundaries at some rivers
I:PercentRiverReduction=0
# increase smoothing steps; also shrinks unusual biomes some; changing produces occaisional chunk walls
B:"Smoother Coastlines"=true
# add testing routines and crash in suspicious circumstances
B:TestingMode=false
B:VanillaBiomesOn=true
# Generate land masses and climate zones similar to vanilla 1.7
B:VanillaLandAndClimate=false
# True for triple-width rivers
B:WiderRivers=false
# impose GeographiCraft generation on the Biomes o' Plenty world type
B:alterBoPWorlds=true
# impose GeographiCraft generation on the Customized world type
B:alterCustomWorlds=true
# impose GeographiCraft generation on Highlands world types
B:alterHighlandsWorlds=true
# biomes not saved on edges; more than 3 has no effect; -1 deactivates saving biomes
I:biomeRingsNotSaved=3
# Number of Chunk Biome layouts cached. Above 500 is ignored. 0 or below shuts off chunk info caching
I:cacheSize=0
# climate not saved on edges; -1 deactivates saving climates
I:climateRingsNotSaved=3
# Have Climate Control set the biomes for village generation; may be incompatible with village mods
B:controlVillageBiomes=true
# Comma-delimited list of externalBiome Names. No quotes or line returns. You will have to reload Minecraft after changing this.Names not in the list aren't removed from the configs but they have no effect
S:externalBiomeNames=
# force small continent near origin
B:forceStartContinent=false
# max height value for allowing rivers; 10.0 allows everything; 0.75 is plains but no hills
D:maxChasm=10.0
# Maximum Number of Rescue attempts. Negative numbers mean no limit
I:rescueLimit=-1
# subbiomes not saved on edges, default 3, -1 deactivates saving sub-biomes
I:subBiomeRingsNotSaved=-1
# suppress GeographiCraft generation in default, large biomes, and amplified worlds
B:suppressInStandardWorlds=false
# True for double-width beaches
B:wideBeaches=false
}
##########################################################################################################
# climate incidences
#--------------------------------------------------------------------------------------------------------#
# Blocks of land are randomly assigned to each zone with a frequency proportional to the incidence. Smoothing eliminates some extreme climates on continents later, especially for quarter size zones. Default 2/1/1/2 is better for continents since Hot and Snowy are easier to find.With lots of islands 1/1/1/1 may be better as not so many islands have extreme climates.
##########################################################################################################
"climate incidences" {
# relative incidence of cool zones like forest/plains/hills/taiga/roofed forest
I:"Cool Zone Incidence"=1
# relative incidence of hot zones like savanna/desert/plains/mesa
I:"Hot Zone Incidence"=2
# relative incidence of snowy zones
I:"Snowy Zone Incidence"=2
# relative incidence of warm zones like forest/plains/hills/jungle/swamp
I:"Warm Zone Incidence"=1
}
##########################################################################################################
# climate zone parameters
#--------------------------------------------------------------------------------------------------------#
# Full-size is similar to 1.7 defaults. Half-size creates zones similar to pre-1.7 snowy zones. Quarter-size creates fairly small zones but the hot and snowy incidences are limited
##########################################################################################################
"climate zone parameters" {
# Separate climates further. Makes illegitemate junctions rarer but also makes extreme climates rarer.
B:ExtremeClimateSeparation=false
# True freezes oceans in snowy latitudes. Only used with latitudinal climates.
B:"Frozen Icecaps"=true
# half the climate zone size from vanilla, unless quartering
B:"Half Zone Size"=false
# Use Ice Mountains instead of Ice Plains in mountain chain areas
B:"Ice Mountains in Mountain Chains"=true
# Use Mesas as mountains in mountain chain areas
B:"Mesas in Mountain Chains"=true
# Place mountains in chains
B:"Mountains in Mountain Chains"=true
# quarter the climate zone size from vanilla
B:"Quarter Zone Size"=false
# ignore climate zones altogether
B:"Random Biomes"=false
# Number of climate zones to shift the band from the default of the warm - to - cool transition at 0. Positive numbers shift the bands up.
I:bandedClimateOffset=5
# Width of banded climates (climate depends on latitude). 0 or less for normal rules. Width is in terms of climate zones, whatever they are
I:bandedClimateWidth=2000
# X offset for initial spawn search in blocks
I:xSpawnOffset=0
# Z offset for initial spawn search in blocks
I:zSpawnOffset=0
}
##########################################################################################################
# ocean control parameters
#--------------------------------------------------------------------------------------------------------#
# Frequencies are x per thousand but a little goes a very long way because seeds grow a lot. SeparateLandmasses = true makes an oceanic world with these settings andSeparateLandmasses = false makes a continental world
##########################################################################################################
"ocean control parameters" {
# frequency of large continent seeds, about 8000x16000
I:"Incidence of Continents,Large"=40
# frequency of medium continent seeds, about 4000x8000
I:"Incidence of Continents,Medium"=100
# frequency of small continent seeds, about 2000x4000
I:"Incidence of Continents,Small"=2000
# frequency of large island seeds, about 500x1000
I:"Incidence of Islands,Large"=120
# frequency of medium island seeds, about 250x500, but they tend to break up into archipelagos
I:"Incidence of Islands,Medium"=200
# Rounds of continent and large island expansion in oceanic worlds (with separateLandmasses off). More makes continents larger and oceans narrower. Default is 1.Values above 2 will overwhelm the separate landmasses setting with an otherwise default config.
I:"Land Expansion Rounds"=1
# True mostly stops landmasses merging.With default settings you will get an oceanic world if true and a continental world if false
B:SeparateLandmasses=true
}
##########################################################################################################
# oceanbiomeclimates
#--------------------------------------------------------------------------------------------------------#
# Climate Types are: SNOWY,COOL,WARM,HOT,OCEAN,DEEP_OCEANMEDIUM,PLAINS,LAND, and SEA. MEDIUM is COOL and WARM, PLAINS is COOL and WARM and HOT, LAND is all four land, SEA is both oceans
##########################################################################################################
oceanbiomeclimates {
S:"DeepOcean climate"=DEEP_OCEAN
S:"Ocean climate"=OCEAN
}
oceanbiomeids {
I:"DeepOcean ID"=24
I:"Ocean ID"=0
}
oceanbiomeincidences {
I:"DeepOcean Incidence"=60
I:"Ocean Incidence"=60
}
oceanbiomevillages {
B:"DeepOcean hasVillages"=false
B:"Ocean hasVillages"=false
}
##########################################################################################################
# vanillabiomeclimates
#--------------------------------------------------------------------------------------------------------#
# Climate Types are: SNOWY,COOL,WARM,HOT,OCEAN,DEEP_OCEANMEDIUM,PLAINS,LAND, and SEA. MEDIUM is COOL and WARM, PLAINS is COOL and WARM and HOT, LAND is all four land, SEA is both oceans
##########################################################################################################
vanillabiomeclimates {
S:"Birch Forest Hills M climate"=DEFAULT
S:"Birch Forest Hills climate"=DEFAULT
S:"Birch Forest M climate"=DEFAULT
S:"Birch Forest climate"=Warm
S:"Cold Taiga Hills climate"=DEFAULT
S:"Cold Taiga M climate"=DEFAULT
S:"Cold Taiga climate"=Snowy
S:"Desert Hills climate"=DEFAULT
S:"Desert M climate"=DEFAULT
S:"Desert climate"=Hot
S:"Extreme Hills M climate"=DEFAULT
S:"Extreme Hills climate"=MEDIUM
S:"Extreme Hills+ M climate"=DEFAULT
S:"Extreme Hills+ climate"=DEFAULT
S:"Flower Forest climate"=DEFAULT
S:"Forest Hills climate"=DEFAULT
S:"Forest climate"=MEDIUM
S:"Ice Mountains climate"=Snowy
S:"Ice Plains Spikes climate"=DEFAULT
S:"Ice Plains climate"=Snowy
S:"Jungle Hills climate"=DEFAULT
S:"Jungle M climate"=DEFAULT
S:"Jungle climate"=Warm
S:"Mega Spruce Taiga climate"=DEFAULT
S:"Mega Taiga Hills climate"=DEFAULT
S:"Mega Taiga climate"=Cool
S:"Mesa (Bryce) climate"=DEFAULT
S:"Mesa Plateau F M climate"=DEFAULT
S:"Mesa Plateau F climate"=Hot
S:"Mesa Plateau M climate"=DEFAULT
S:"Mesa Plateau climate"=Hot
S:"Mesa climate"=DEFAULT
S:"Mushroom Island climate"=DEFAULT
S:"Plains climate"=PLAINS
S:"Roofed Forest M climate"=DEFAULT
S:"Roofed Forest climate"=Cool
S:"Savanna M climate"=DEFAULT
S:"Savanna Plateau M climate"=DEFAULT
S:"Savanna Plateau climate"=DEFAULT
S:"Savanna climate"=Hot
S:"Sunflower Plains climate"=DEFAULT
S:"Swampland M climate"=DEFAULT
S:"Swampland climate"=Warm
S:"Taiga (snowless) M climate"=DEFAULT
S:"Taiga (snowless) climate"=Cool
S:"Taiga Hills climate"=DEFAULT
}
vanillabiomeids {
I:"Birch Forest Hills ID"=28
I:"Birch Forest Hills M ID"=156
I:"Birch Forest ID"=27
I:"Birch Forest M ID"=155
I:"Cold Taiga Hills ID"=31
I:"Cold Taiga ID"=30
I:"Cold Taiga M ID"=158
I:"Desert Hills ID"=17
I:"Desert ID"=2
I:"Desert M ID"=130
I:"Extreme Hills ID"=3
I:"Extreme Hills M ID"=131
I:"Extreme Hills+ ID"=34
I:"Extreme Hills+ M ID"=162
I:"Flower Forest ID"=132
I:"Forest Hills ID"=18
I:"Forest ID"=4
I:"Ice Mountains ID"=13
I:"Ice Plains ID"=12
I:"Ice Plains Spikes ID"=140
I:"Jungle Hills ID"=22
I:"Jungle ID"=21
I:"Jungle M ID"=149
I:"Mega Spruce Taiga ID"=160
I:"Mega Taiga Hills ID"=33
I:"Mega Taiga ID"=32
I:"Mesa (Bryce) ID"=165
I:"Mesa ID"=37
I:"Mesa Plateau F ID"=38
I:"Mesa Plateau F M ID"=166
I:"Mesa Plateau ID"=39
I:"Mesa Plateau M ID"=167
I:"Mushroom Island ID"=14
I:"Plains ID"=1
I:"Roofed Forest ID"=29
I:"Roofed Forest M ID"=157
I:"Savanna ID"=35
I:"Savanna M ID"=163
I:"Savanna Plateau ID"=36
I:"Savanna Plateau M ID"=164
I:"Sunflower Plains ID"=129
I:"Swampland ID"=6
I:"Swampland M ID"=134
I:"Taiga (snowless) ID"=5
I:"Taiga (snowless) M ID"=133
I:"Taiga Hills ID"=19
}
vanillabiomeincidences {
I:"Birch Forest Incidence"=10
I:"Cold Taiga Incidence"=10
I:"Desert Incidence"=30
I:"Extreme Hills Incidence"=20
I:"Forest Incidence"=20
I:"Ice Mountains Incidence"=10
I:"Ice Plains Incidence"=30
I:"Jungle Incidence"=5
I:"Mega Taiga Incidence"=5
I:"Mesa Plateau F Incidence"=4
I:"Mesa Plateau Incidence"=1
I:"Plains Incidence"=30
I:"Roofed Forest Incidence"=10
I:"Savanna Incidence"=20
I:"Swampland Incidence"=10
I:"Taiga (snowless) Incidence"=10
}
vanillabiomevillages {
B:"Birch Forest Hills M hasVillages"=true
B:"Birch Forest Hills hasVillages"=true
B:"Birch Forest M hasVillages"=true
B:"Birch Forest hasVillages"=true
B:"Cold Taiga Hills hasVillages"=true
B:"Cold Taiga M hasVillages"=true
B:"Cold Taiga hasVillages"=true
B:"Desert Hills hasVillages"=true
B:"Desert M hasVillages"=true
B:"Desert hasVillages"=true
B:"Extreme Hills M hasVillages"=true
B:"Extreme Hills hasVillages"=true
B:"Extreme Hills+ M hasVillages"=true
B:"Extreme Hills+ hasVillages"=true
B:"Flower Forest hasVillages"=true
B:"Forest Hills hasVillages"=true
B:"Forest hasVillages"=true
B:"Ice Mountains hasVillages"=false
B:"Ice Plains Spikes hasVillages"=false
B:"Ice Plains hasVillages"=false
B:"Jungle Hills hasVillages"=true
B:"Jungle M hasVillages"=true
B:"Jungle hasVillages"=true
B:"Mega Spruce Taiga hasVillages"=true
B:"Mega Taiga Hills hasVillages"=true
B:"Mega Taiga hasVillages"=true
B:"Mesa (Bryce) hasVillages"=true
B:"Mesa Plateau F M hasVillages"=true
B:"Mesa Plateau F hasVillages"=true
B:"Mesa Plateau M hasVillages"=true
B:"Mesa Plateau hasVillages"=true
B:"Mesa hasVillages"=true
B:"Mushroom Island hasVillages"=true
B:"Plains hasVillages"=true
B:"Roofed Forest M hasVillages"=true
B:"Roofed Forest hasVillages"=true
B:"Savanna M hasVillages"=true
B:"Savanna Plateau M hasVillages"=true
B:"Savanna Plateau hasVillages"=true
B:"Savanna hasVillages"=true
B:"Sunflower Plains hasVillages"=true
B:"Swampland M hasVillages"=true
B:"Swampland hasVillages"=true
B:"Taiga (snowless) M hasVillages"=true
B:"Taiga (snowless) hasVillages"=true
B:"Taiga Hills hasVillages"=true
}
That's 2000 *climate zones* wide ("Width is in terms of climate zones"). The default half-size zones are about 500 blocks wide so your bands are 1 million blocks across.
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'm sure I don't understand these 2 settings then:
I:bandedClimateOffset=0
I:bandedClimateWidth=0
At 0 and 0,arctic to arctic seems to be about 7,000 to 10,000 blocks - I think from flying around and teleporting. How can I extend that so that arctic to arctic is about the same as your picture labelled as climate band options, which is about 25,000 ?
At bandedClimateWidth=0, there are no climate bands. It's vanilla style blobs. Arctic to arctic of 25,000 will be about 4,000 per band, which would be 8 bands with the default half width climates. 4 full size bands would have the same width and produce a little more variation in the band borders.
ForgeAmidst (linked in the OP) makes it much easier to look at the maps.
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.
Geographicraft isn't creating any config files, so I can't change anything! What did I miss?
It made itself a folder in my general config area, and in the world I just made it made a worldSpecificConfig\GeographiCraft subset, but there is nothing in either folder. I have tried loading the game and quitting repeatedly, and entering the world, exiting, and quitting repeatedly. No configs!
Forge 1.11.2-13.20.0.2228
BiomesOPlenty-1.11-6.0.1.2137-universal
GeographiCraft-0.8.7
Quark-r1.2-90
If ForgeAmidst is in your mod folder, you can hit F12 while in the world to see a map.
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 ravine and GC does nothing with ravine generation. If you're playing with RTG there's a setting to make them less common overall. There might be a mod to alter them but I don't know of one.
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.
Hmm, yes, with that ravine setting for RTG there shouldn't be any. I'll look at it.
Yes, river frequency is how often you run into rivers. River width is how wide therey are.
This stuff is RTG-related and should be in that thread, not here.
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 AbyssalCraft Biomes not spawn in this mod?
where can i find this external biome config?