If you change that externalBiomeNames config to include a list of biome names you want and then start and quit MC, GC will create the configs in the main geographicraft.cfg file. You will have to set the values, including the biome IDs (which default to -1, which is a code for off).
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.
Found this because I had a similar problem and figured it out with a bit of headscratching. The config option you're looking for is in the first section of the geographicraft config before the "climate incidences" section near the bottom of the first section.
is what I entered after you do that save the config and run minecraft to let the config file reconfigure for the new biomes and add a new section for them. After that you have to assign the biome IDs to the new biomes for geographicraft to recognize and use them. This took a bit of headscratching to since abyssalcraft doesn't set a biome ID number which in the 1.10 system means you have to use NBT explorer to open the level.dat to find the biome ID it is assigned. I don't know if abyssalcraft will give you the same biome IDs in your world since you may have a different mod list with more biomes but for me the biome IDs were
If these IDs don't work you'll have to open the level.dat to find the biome ID's and manually adjust them. It's a pain in the tuchus especially if you've never opened a nbt .dat file to tinker with things like I have, but I'm very pleased with my results getting abyssalcraft, Geographicraft, and RTG to cooperate.
Looks like one of the newest updates to BoP broke GeographiCraft. (I'm guessing this version of BoP: Build 1.11.2-6.1.0.2248 broke it, because that's when they removed the Heathland biome and Heathland was specifically referenced in the crash log)
Minecraft crashes during startup. I tested on a new instance with only Biomes O Plenty and GeographiCraft installed (and forge ofc).
I'm using these versions: BiomesOPlenty-1.11.2-6.2.0.2267 and GeographiCraft-0.8.7 and forge- 13.20.0.2315 w/ MC 1.11.2
on the setting to change biome size .. with the defaults being 4 regular and 6 large ... is that all that works ? ... um ... reason for question is with it set to 2 everything is way to small and cluttered .. but when its 6 they are huge .. i have biomes o plenty installed and i actually spawned in a BOP biome so i know they are in there .. but when i use the biome finder or the teleport command it keeps saying biomes cant be found ... this also goes for the vanilla biomes .. so long winded paragraph short .. if i put like 5 would it make them not to small or not really big ?... sorry for noodish questions .. but i find it easier to ask before attempting so as i dont break something ... i am very good at messing scripts up when i go into them on my own ....
If 4 is too small and 6 is too big then, yes, try 5. Each point doubles biome width (and thus quadruples biome area) so there is quite a big difference between 4 and 6.
Nature's compass works fine for me. I haven't tested other biome finding systems lately. Nature's Compass has a max range and maybe they do too. See if they can find a biome next to you.
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.
Hi Zeno. My apologies if this has been answered before, but I was looking through the config files to see how to generate a world that looks like the example you give in your original post where the north and south are snow and ice, the "equator" is hot and sandy, and the rest is a mix of temperate climates.
I just can't seem to find an option that has a description that matches that kind of example (especially how "tall" the height of the latitudes are (example: ice and snow takes over at 5000 blocks or 10000 blocks, or whatever).
Otherwise it seems to be working perfectly for me.
I'm running Geographicraft with BoP and Rockhounding -surface, which adds a single new biome (ID 110) as well. Do I need to add it to the geographicraft configs or should it generate normally?
Is there a way to disable oceans? I'm using a customized world that which turns oceans into oversized wastelands, so I'd like to remove them if possible. When I set the ocean incidence to 0 the world wouldn't load.
There are two "oceans" - ocean climate and ocean biomes. Normally the ocean climate is filled with ocean biomes, obviously. The incidence of ocean biomes is how often they are used as the biome for the ocean climate, and if you set it to 0 the game will crash because there's not biome to put in the ocean climate area.
The ocean climate is what's left over after the land is placed, and the easiest way to remove it is to put land everywhere. Set any land incidence to 1000, and SeparateLandmasses to false.
You could also replace the oceans with another biome by changing its climate to SEA.
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.
BOP, GC, and RTG work together out of the box. Recurrent complex has had some intermittent problems with RTG in the past. I think they've been fixed but I'm not sure.
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 consider this an absolute must-have mod; Minecraft simply isn't fun without it. I love having big oceans to sail on (DaVinci's Vessels) or over (Valkryien Warfare, Flan's Mod, etc.), and I love how the climate is "banded" from cold to warm to hot to warm to cold again. As far as I'm concerned Climate Control/ Geographiccraft is an essential mod and this game isn't worth playing without it.
I'm finally updating from 1.7.10 to 1.12, having given up on waiting for so many mods to update. I was wondering if there are alpha builds of GeographicCraft hidden away someplace that I can use, assuming all risks and knowing full well it might jack up my world. If not, I'm happy to just use 1.11.2, because like I said, without this mod, MC simply isn't worth playing. I need my big expansive oceans with continents and islands, as opposed to a big messy Pangaea with "lakes." That's yucky.
Edit: I'd report bugs and such of course and help debug as best I can. It's too bad you don't have use of a 3D modeler or I'd be able to help more!
Looks like one of the newest updates to BoP broke GeographiCraft. (I'm guessing this version of BoP: Build 1.11.2-6.1.0.2248 broke it, because that's when they removed the Heathland biome and Heathland was specifically referenced in the crash log)
Minecraft crashes during startup. I tested on a new instance with only Biomes O Plenty and GeographiCraft installed (and forge ofc).
I'm using these versions: BiomesOPlenty-1.11.2-6.2.0.2267 and GeographiCraft-0.8.7 and forge- 13.20.0.2315 w/ MC 1.11.2
(Posted report here as I didn't know if there was a different place to report bugs. Hope that's okay.)
I was having the same issue. I saw your post and I tried going back to the release version of Biomes O' Plenty right before they removed heathlands and it is working for now with BoP: Build 1.11.2-6.1.0.2246.
It starts now, but I get stuck on the 'Loading World' screen and have to forcibly close Minecraft..
Okay, I have it working now with:
BiomesOPlenty-1.11.2-6.1.0.2247-universal
GeographiCraft-0.8.7
And you have to change the Amplification on the BoP world setting to something other than 1.000 if you want to use BOP's latitude-based climate zones.
New release of Geographicraft to work with the changes in Biomes o' Plenty. The name is changed to indicate it only works with version 1.9 to 1.11. 1.12 has some changes to the codebase and requires a separate version, which should be out tomorrow.
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.
New release of Geographicraft to work with the changes in Biomes o' Plenty. The name is changed to indicate it only works with version 1.9 to 1.11. 1.12 has some changes to the codebase and requires a separate version, which should be out tomorrow.
"1.12 has some changes to the codebase and requires a separate version, which should be out tomorrow." !! Perfect timing, as always, Zeno. Feels great to be back <3
# 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=true
}
##########################################################################################################
# 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"=true
# 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"=false
# 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=6
# Width of banded climates (climate depends on latitude). 0 or less for normal rules. Width is in terms of climate zones, whatever they are Widths below 3 will have mixed-up zones.
I:bandedClimateWidth=12
# 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"=0
# frequency of medium continent seeds, about 4000x8000
I:"Incidence of Continents,Medium"=30
# 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"=100
# frequency of medium island seeds, about 250x500, but they tend to break up into archipelagos
I:"Incidence of Islands,Medium"=60
# 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
}
(Climate Control for 1.8 and later) 0.8.9 released. BoP biomes are excluded from worldtypes other than BoP and RTG (BoP intentionally does not generate its biomes properly in other worldtypes). A possible bug with latitudinal climates and BoP is now gone. A new version will be out shortly for 1.12
I am trying to get banded climate to work but after setting the config nothing changes at all. Did i forgot to enable something??
Using your config, I was getting latitudinal climates correctly without BoP, but they didn't seem to be working with BoP. After making the change to exclude BoP biomes from inappropriate worldtypes (which required some refactoring) latitudinal climates are working in both worldtypes.
If you change that externalBiomeNames config to include a list of biome names you want and then start and quit MC, GC will create the configs in the main geographicraft.cfg file. You will have to set the values, including the biome IDs (which default to -1, which is a code for off).
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.
Found this because I had a similar problem and figured it out with a bit of headscratching. The config option you're looking for is in the first section of the geographicraft config before the "climate incidences" section near the bottom of the first section.
S:externalBiomeNames=Darklands,CoraliumInfestedSwamp,DarklandsForest,DarklandsHighland,DarklandsMountain,DarklandsPlains
is what I entered after you do that save the config and run minecraft to let the config file reconfigure for the new biomes and add a new section for them. After that you have to assign the biome IDs to the new biomes for geographicraft to recognize and use them. This took a bit of headscratching to since abyssalcraft doesn't set a biome ID number which in the 1.10 system means you have to use NBT explorer to open the level.dat to find the biome ID it is assigned. I don't know if abyssalcraft will give you the same biome IDs in your world since you may have a different mod list with more biomes but for me the biome IDs were
externalbiomeids {
I:"CoraliumInfestedSwamp ID"=45
I:"Darklands ID"=40
I:"DarklandsForest ID"=49
I:"DarklandsHighland ID"=43
I:"DarklandsMountain ID"=44
I:"DarklandsPlains ID"=42
}
If these IDs don't work you'll have to open the level.dat to find the biome ID's and manually adjust them. It's a pain in the tuchus especially if you've never opened a nbt .dat file to tinker with things like I have, but I'm very pleased with my results getting abyssalcraft, Geographicraft, and RTG to cooperate.
Looks like one of the newest updates to BoP broke GeographiCraft. (I'm guessing this version of BoP: Build 1.11.2-6.1.0.2248 broke it, because that's when they removed the Heathland biome and Heathland was specifically referenced in the crash log)
Minecraft crashes during startup. I tested on a new instance with only Biomes O Plenty and GeographiCraft installed (and forge ofc).
I'm using these versions: BiomesOPlenty-1.11.2-6.2.0.2267 and GeographiCraft-0.8.7 and forge- 13.20.0.2315 w/ MC 1.11.2
Here's the crash log: https://pastebin.com/u2Hdg0Yc
(Posted report here as I didn't know if there was a different place to report bugs. Hope that's okay.)
on the setting to change biome size .. with the defaults being 4 regular and 6 large ... is that all that works ? ... um ... reason for question is with it set to 2 everything is way to small and cluttered .. but when its 6 they are huge .. i have biomes o plenty installed and i actually spawned in a BOP biome so i know they are in there .. but when i use the biome finder or the teleport command it keeps saying biomes cant be found ... this also goes for the vanilla biomes .. so long winded paragraph short .. if i put like 5 would it make them not to small or not really big ?... sorry for noodish questions .. but i find it easier to ask before attempting so as i dont break something ... i am very good at messing scripts up when i go into them on my own ....
If 4 is too small and 6 is too big then, yes, try 5. Each point doubles biome width (and thus quadruples biome area) so there is quite a big difference between 4 and 6.
Nature's compass works fine for me. I haven't tested other biome finding systems lately. Nature's Compass has a max range and maybe they do too. See if they can find a biome next to you.
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.
Hi Zeno. My apologies if this has been answered before, but I was looking through the config files to see how to generate a world that looks like the example you give in your original post where the north and south are snow and ice, the "equator" is hot and sandy, and the rest is a mix of temperate climates.
I just can't seem to find an option that has a description that matches that kind of example (especially how "tall" the height of the latitudes are (example: ice and snow takes over at 5000 blocks or 10000 blocks, or whatever).
Otherwise it seems to be working perfectly for me.
Thank you!
I'm running Geographicraft with BoP and Rockhounding -surface, which adds a single new biome (ID 110) as well. Do I need to add it to the geographicraft configs or should it generate normally?
You'll need to add 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.
Is there a way to disable oceans? I'm using a customized world that which turns oceans into oversized wastelands, so I'd like to remove them if possible. When I set the ocean incidence to 0 the world wouldn't load.
There are two "oceans" - ocean climate and ocean biomes. Normally the ocean climate is filled with ocean biomes, obviously. The incidence of ocean biomes is how often they are used as the biome for the ocean climate, and if you set it to 0 the game will crash because there's not biome to put in the ocean climate area.
The ocean climate is what's left over after the land is placed, and the easiest way to remove it is to put land everywhere. Set any land incidence to 1000, and SeparateLandmasses to false.
You could also replace the oceans with another biome by changing its climate to SEA.
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.
BOP, GC, and RTG work together out of the box. Recurrent complex has had some intermittent problems with RTG in the past. I think they've been fixed but I'm not sure.
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 consider this an absolute must-have mod; Minecraft simply isn't fun without it. I love having big oceans to sail on (DaVinci's Vessels) or over (Valkryien Warfare, Flan's Mod, etc.), and I love how the climate is "banded" from cold to warm to hot to warm to cold again. As far as I'm concerned Climate Control/ Geographiccraft is an essential mod and this game isn't worth playing without it.
I'm finally updating from 1.7.10 to 1.12, having given up on waiting for so many mods to update. I was wondering if there are alpha builds of GeographicCraft hidden away someplace that I can use, assuming all risks and knowing full well it might jack up my world. If not, I'm happy to just use 1.11.2, because like I said, without this mod, MC simply isn't worth playing. I need my big expansive oceans with continents and islands, as opposed to a big messy Pangaea with "lakes." That's yucky.
Edit: I'd report bugs and such of course and help debug as best I can. It's too bad you don't have use of a 3D modeler or I'd be able to help more!
Tutorial: How to create a server economy with Forge mods
I was having the same issue. I saw your post and I tried going back to the release version of Biomes O' Plenty right before they removed heathlands and it is working for now with BoP: Build 1.11.2-6.1.0.2246.
It starts now, but I get stuck on the 'Loading World' screen and have to forcibly close Minecraft..
Okay, I have it working now with:
BiomesOPlenty-1.11.2-6.1.0.2247-universal
GeographiCraft-0.8.7
And you have to change the Amplification on the BoP world setting to something other than 1.000 if you want to use BOP's latitude-based climate zones.
New release of Geographicraft to work with the changes in Biomes o' Plenty. The name is changed to indicate it only works with version 1.9 to 1.11. 1.12 has some changes to the codebase and requires a separate version, which should be out tomorrow.
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.
"1.12 has some changes to the codebase and requires a separate version, which should be out tomorrow." !! Perfect timing, as always, Zeno. Feels great to be back <3
I am trying to get banded climate to work but after setting the config nothing changes at all. Did i forgot to enable something??
# 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"=true
# 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"=false
# per thousand; vanilla is 10
I:"Mushroom Island Incidence"=30
# 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=true
}
##########################################################################################################
# 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"=true
# 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"=false
# 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=6
# Width of banded climates (climate depends on latitude). 0 or less for normal rules. Width is in terms of climate zones, whatever they are Widths below 3 will have mixed-up zones.
I:bandedClimateWidth=12
# 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"=0
# frequency of medium continent seeds, about 4000x8000
I:"Incidence of Continents,Medium"=30
# 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"=100
# frequency of medium island seeds, about 250x500, but they tend to break up into archipelagos
I:"Incidence of Islands,Medium"=60
# 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"=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
}
Is the update going okay? Has it been significantly delayed or have you not gotten time for it yet?
(Climate Control for 1.8 and later) 0.8.9 released. BoP biomes are excluded from worldtypes other than BoP and RTG (BoP intentionally does not generate its biomes properly in other worldtypes). A possible bug with latitudinal climates and BoP is now gone. A new version will be out shortly for 1.12
Using your config, I was getting latitudinal climates correctly without BoP, but they didn't seem to be working with BoP. After making the change to exclude BoP biomes from inappropriate worldtypes (which required some refactoring) latitudinal climates are working in both worldtypes.
Delayed trying to fix the BoP business. I'll try to get it out tommorrow - again.
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.
Now available for 1.12 through 1.12.2
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 trying to make small island but it doesn't work.