Geographicraft will probably be able to work with Lost Cities, if they don't alter the system for biome generation. I'll take a look.
RTG probably could support that API, but I can't get the time to work on it right now. Both the principal programmers have personal issues that occupy too much time and mindspace. I would be the one to do that bit if we did it. (The GC change is much easier, just an hour or less if it works).
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 am running Minecraft 1.10.2 with appropriate versions of forge and Realistic Terrain Generation, and it seems I can't get things working properly. Correct me if I'm wrong, but GC is supposed to work with existing worlds, right?
I've taken the following steps:
Aquire GC 0.8.9 and take it to mods folder.
Create a new world in order to get general GC config, quit game.
Go to general GC config, change No Generation Changes to true (keeping biomeRingsNotSaved 3 and subBiomeRingsNotSaved -1).
Open an existing world and quit.
Go to existing world GC config and change No Generation Changes back to false.
Open an existing world, but still get chunk walls. To be more specific, current world seems to be in the middle of an ocean with cut edges.
Not whý I'm here though. I'd like to know how to get AbyssalCraft's biomes to generate in the Overworld as they're supposed to with ClimateControl (1.7.10) present.
Unfortunately calling worldgen events is not enough, because there's no worldgen event to replace. GC has to hack into the vanilla biome generation routine. If the pregen uses its own, or copies the vanilla one before GC gets to it, the replacement won't work.
IIRC it currently does the replacement when the vanilla generation is first called, so that's probably why nothing happens in pregen.
What exactly do you mean by the chunk smoothing not working.? It works for me. The setup for a world originally create without GC is complicated, though. You have to run it twice; first with "No Generation Changes"=true in the *general* for GC to record what the prior system did, and then again with "No Generation Changes"=false in the *worldspecific* config.
I have thought about trying to make GC figure this out automatically but I've shied away because bugs could damage worlds in essentially irreparable ways.
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.
Not whý I'm here though. I'd like to know how to get AbyssalCraft's biomes to generate in the Overworld as they're supposed to with ClimateControl (1.7.10) present.
Yes, this mod I know.
But I'm in version 1.10.2, and I wanted an alternative for it.
Okay, vanilla itself has this function, but it does not work with Biomes o 'Plenty.
I'll take a look at the BoP business. I've never tried switching worldtypes. When I first devised this BoP biomes appeared in normal worlds so there was no need to switch worldtypes. It may well be that BoP does the details differently once the biomes have been placed, in which case there may not be a way to make that work. Now that I think about it, BoP uses a different noise system and there's nothing GC can do about that. Are the chunk walls comparatively "mild", with the biomes mostly matching up, but changes in rivers, terrain heights, and plants?
If you are really intent on fixing this, I can explore exploiting a possible bug in BoP. BoP *does* generate its plants in custom worlds, so I might be able to put in an option to add BoP to custom worlds and you could switch it to that. The BoP terrains might be somewhat "off" that way though since they are tuned to BoP terrain noise and not vanilla.
P.S. there's no need to delete regions files. If it works, it works.
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 was wondering if anyone has been able to get Forge Admidst working properly in 1.10.2?
I'm running;
ForgeAmidst 1.9.4-1.2.5
GeographiCraft 1.9.1.11-0.8.9
RTG 1.10.2-4.1.2.4
Forge 1.10.2-12.18.3.2511
When I open Forge Amidst from within a world, the map that it renders is simply wrong, and I believe probably is what the vanilla Minecraft seed would have been, which needless to say since I'm trying to tweak the landmass settings to generate a few super continents that I can then use World Limiter to set the world border teleport in the polar icecaps/oceans not being able to view my world at once is somewhat frustrating.
Thanks.
*edit*
Or baring that, is there a config option that I could use to make my 1.10.2 setup mimic the same world that it made in 1.7.10? ... Because if it could I could look at the 1.7.10 version of Amidst and get the seed information I want.
Just figured that I'd let people know that the new Forge Amidst ( created by zeth_russ2 ) is now compatible with Geographicraft, although its 1.12.2 only just in case Zeno wanted to throw a link in their OP.
What do the spawn offset settings do? Is it referring to the player's initial spawn location? Does it simply increase the total search area, or does it actually offset it? Meaning, if I do a Z offset of 5000 blocks, will the player spawn anywhere from Z -5000 to Z +5000? Or do they just spawn near Z +5000?
The spawn offset changes the start place for the spawn search. Normally it is 0,0. From there GC searches outward in a square spiral until it finds a valid start location (which is basically "above the water level"). The spawn search is not limited and continues until there is a memory problem.
The spawn should end up in the nearest acceptable spot to the start point, although it can miss locations. If you have a Z offset of +5000 you should end up on the nearest decent-size landmass to 0,5000.
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.
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max96at
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Could you possibly look into integration with Open Terrain Generator (https://github.com/PG85/OpenTerrainGenerator) again, formerly known as Terrain Control? Or am I better off asking the OTG devs to implement features similar to this into their generator?
Any way to customize climate bands beyond the original 4 (Hot, Warm, Cool, and Snowy)? I know there's also combinations like Plains and Medium, but I wish there was a way to set my own number of bands and place them in custom groupings. So for instance, I could set all jungle biomes to appear at the equator, which would be adjacent to grasslands, which would abut deserts, grasslands again, then forests/mountains/plains, snowy forests/mountains/plains, and eventually polar regions like Tundra and Ice Plains. That's 7 climate bands right there, but maybe even more would be good for full customizability. And then I'd like to be able to set them in custom, and maybe even nonadjacent, groupings. So I could set Savanna to bands 1 and 3 (with the equator being band 0), but designate band 2 for only Deserts. And I could set Alps to appear in bands 6, 5 and 4, while swamps appear in bands 3 and 4.
I envision the config file could look something like, instead of "Jungle=Hot", etc., "Jungle=Band0", "Savanna=Band1,Band3", "Desert=Band2", "Swampland=Band3,Band4", etc..
And then on top of that, each band could have it's own width, so band 0 could span 4 biomes, while band 1 could be 2 biomes thick, etc.. So it could look something like "Band0=4", "Band1=2", etc.
And then (this might be pushing it) maybe even variable widths, so Band 0 could be 3 biomes thick at one longitude, but 4 or 5 biomes thick at another (which could look like "Band0=3,4,5"), while Band 1 could be 1-2 biomes thick, and so on. That way, my deserts could creep up into more northern latitudes at some longitudes, but I wouldn't have one desert band 4 biomes thick across the map. Or maybe you could just have us set the average, along with a deviation. So Band 0 could be set at 4, with a 1 biome deviation ("Band0=4,1"), and Band 1 could be 1.5 with a .5 deviation ("Band1=1.5,0.5").
This started out as an inquiry, but turned into suggestions. I hope you like some of them. Idk how hard they would be to implement. I don't know anything about what Minecraft code looks like, and world creation and all that, so for all I know some of this is impossible or impractical. Really hope you try some of it though. At the very least, I'd really like a grouping (similar to Plains and Medium) that includes both Snowy and Cool, so I could put the Alps there. I really like your mod. You've done a great job so far.
I am running a collection of mods, among them Geographicraft 0.8.9 on Minecraft 1.10.2, and I am encountering crashes in SSP when exploring certain chunks. Most of the time it works, but once I come near certain parts of the map, it just crashes. The crash report is here:
Unfortunately I don't speak minecraft error messages very well, so I don't really know where to even start looking. It said something about village generation, so I turned that off in the RTG config - that didn't help. It also said something about rivers, so I turned those off in Geographicraft, but that didn't help either. Any pointers?
But nothing I do can change the results. It would also be super useful if there was a wiki or some documentation for the mod that explained exactly what every config setting does, so many of them are not at all remotely intuitive based on their short descriptions.
To turn on latitudinal climate zones, go to the config file under the 'climate zone parameters' section
set "Random Biomes" to false and set "bandedClimateWidth" = to a number greater than 3.
From what I have learned with experimenting, I think every number of 1 is a width of about 1000, ie if you set it to 20 (with "Half Zone Size" = true), the climate zones with be 20,000 blocks wide.
Also, temperate zones are twice as wide as hot and snowy zones
There are some other factors that can change this (like biome size I think), but that is generally how it works to the best of my knowledge, but I may be wrong lol
Hope that at least gets you started!
Also, a question in general for anyone who can help:
Is it possible for different climate zones to have different widths?
For example, I want to make the cold climate zone bands 10 times thicker than the temperate and warm climate zones to create the allusion that there's an infinite tundra to the north and south.
I'm using Geographicraft and RTG and BOP on 1.10.2, and can't get the world I want. I have one specific BOP biome (Lavender) set to an incidence of 23, while every other biome, BOP and Vanilla, is set to 10 or less. But I keep getting worlds with almost no Lavender. What do I have set up wrong? Am I misunderstanding incidence, and an incidence of 5 means more of that biome in the world than an incidence of 20? Edit-To be clear, I want a world with a TON of Lavender biome, and most of the other biomes around as well. Ideally, my world would be like 50% Lavender and all the other biomes would share the other half of the world about equally, so I'd see like, lavender, plains, lavender, jungle, lavender, lush desert, etc.
Serverside crash in 1.12 fixed.
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.
Thanks that was fast!
--Tensor
Geographicraft will probably be able to work with Lost Cities, if they don't alter the system for biome generation. I'll take a look.
RTG probably could support that API, but I can't get the time to work on it right now. Both the principal programmers have personal issues that occupy too much time and mindspace. I would be the one to do that bit if we did it. (The GC change is much easier, just an hour or less if it works).
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.
In some distant future could we have the option of controlling the generation of caves and ravines?[/pre]
I am running Minecraft 1.10.2 with appropriate versions of forge and Realistic Terrain Generation, and it seems I can't get things working properly. Correct me if I'm wrong, but GC is supposed to work with existing worlds, right?
I've taken the following steps:
Any suggestions or ideas?
You can do that right now Cave Control.
Not whý I'm here though. I'd like to know how to get AbyssalCraft's biomes to generate in the Overworld as they're supposed to with ClimateControl (1.7.10) present.
Unfortunately calling worldgen events is not enough, because there's no worldgen event to replace. GC has to hack into the vanilla biome generation routine. If the pregen uses its own, or copies the vanilla one before GC gets to it, the replacement won't work.
IIRC it currently does the replacement when the vanilla generation is first called, so that's probably why nothing happens in pregen.
What exactly do you mean by the chunk smoothing not working.? It works for me. The setup for a world originally create without GC is complicated, though. You have to run it twice; first with "No Generation Changes"=true in the *general* for GC to record what the prior system did, and then again with "No Generation Changes"=false in the *worldspecific* config.
I have thought about trying to make GC figure this out automatically but I've shied away because bugs could damage worlds in essentially irreparable ways.
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.
Yes, this mod I know.
But I'm in version 1.10.2, and I wanted an alternative for it.
Okay, vanilla itself has this function, but it does not work with Biomes o 'Plenty.
I'll take a look at the BoP business. I've never tried switching worldtypes. When I first devised this BoP biomes appeared in normal worlds so there was no need to switch worldtypes. It may well be that BoP does the details differently once the biomes have been placed, in which case there may not be a way to make that work. Now that I think about it, BoP uses a different noise system and there's nothing GC can do about that. Are the chunk walls comparatively "mild", with the biomes mostly matching up, but changes in rivers, terrain heights, and plants?
If you are really intent on fixing this, I can explore exploiting a possible bug in BoP. BoP *does* generate its plants in custom worlds, so I might be able to put in an option to add BoP to custom worlds and you could switch it to that. The BoP terrains might be somewhat "off" that way though since they are tuned to BoP terrain noise and not vanilla.
P.S. there's no need to delete regions files. If it works, it works.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
I was wondering if anyone has been able to get Forge Admidst working properly in 1.10.2?
I'm running;
ForgeAmidst 1.9.4-1.2.5
GeographiCraft 1.9.1.11-0.8.9
RTG 1.10.2-4.1.2.4
Forge 1.10.2-12.18.3.2511
When I open Forge Amidst from within a world, the map that it renders is simply wrong, and I believe probably is what the vanilla Minecraft seed would have been, which needless to say since I'm trying to tweak the landmass settings to generate a few super continents that I can then use World Limiter to set the world border teleport in the polar icecaps/oceans not being able to view my world at once is somewhat frustrating.
Thanks.
*edit*
Or baring that, is there a config option that I could use to make my 1.10.2 setup mimic the same world that it made in 1.7.10? ... Because if it could I could look at the 1.7.10 version of Amidst and get the seed information I want.
Ah, thanks, although unless I misunderstood what vabilla 1.7 setting does, I think it turns my oceanic world into a land one.
*sighs* I'll probably just wind up going back to 1.7.10 though.
Just figured that I'd let people know that the new Forge Amidst ( created by zeth_russ2 ) is now compatible with Geographicraft, although its 1.12.2 only just in case Zeno wanted to throw a link in their OP.
https://minecraft.curseforge.com/projects/amidst-for-forge?gameCategorySlug=mc-mods&projectID=286811
What do the spawn offset settings do? Is it referring to the player's initial spawn location? Does it simply increase the total search area, or does it actually offset it? Meaning, if I do a Z offset of 5000 blocks, will the player spawn anywhere from Z -5000 to Z +5000? Or do they just spawn near Z +5000?
The spawn offset changes the start place for the spawn search. Normally it is 0,0. From there GC searches outward in a square spiral until it finds a valid start location (which is basically "above the water level"). The spawn search is not limited and continues until there is a memory problem.
The spawn should end up in the nearest acceptable spot to the start point, although it can miss locations. If you have a Z offset of +5000 you should end up on the nearest decent-size landmass to 0,5000.
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.
Could you possibly look into integration with Open Terrain Generator (https://github.com/PG85/OpenTerrainGenerator) again, formerly known as Terrain Control? Or am I better off asking the OTG devs to implement features similar to this into their generator?
Any way to customize climate bands beyond the original 4 (Hot, Warm, Cool, and Snowy)? I know there's also combinations like Plains and Medium, but I wish there was a way to set my own number of bands and place them in custom groupings. So for instance, I could set all jungle biomes to appear at the equator, which would be adjacent to grasslands, which would abut deserts, grasslands again, then forests/mountains/plains, snowy forests/mountains/plains, and eventually polar regions like Tundra and Ice Plains. That's 7 climate bands right there, but maybe even more would be good for full customizability. And then I'd like to be able to set them in custom, and maybe even nonadjacent, groupings. So I could set Savanna to bands 1 and 3 (with the equator being band 0), but designate band 2 for only Deserts. And I could set Alps to appear in bands 6, 5 and 4, while swamps appear in bands 3 and 4.
I envision the config file could look something like, instead of "Jungle=Hot", etc., "Jungle=Band0", "Savanna=Band1,Band3", "Desert=Band2", "Swampland=Band3,Band4", etc..
And then on top of that, each band could have it's own width, so band 0 could span 4 biomes, while band 1 could be 2 biomes thick, etc.. So it could look something like "Band0=4", "Band1=2", etc.
And then (this might be pushing it) maybe even variable widths, so Band 0 could be 3 biomes thick at one longitude, but 4 or 5 biomes thick at another (which could look like "Band0=3,4,5"), while Band 1 could be 1-2 biomes thick, and so on. That way, my deserts could creep up into more northern latitudes at some longitudes, but I wouldn't have one desert band 4 biomes thick across the map. Or maybe you could just have us set the average, along with a deviation. So Band 0 could be set at 4, with a 1 biome deviation ("Band0=4,1"), and Band 1 could be 1.5 with a .5 deviation ("Band1=1.5,0.5").
This started out as an inquiry, but turned into suggestions. I hope you like some of them. Idk how hard they would be to implement. I don't know anything about what Minecraft code looks like, and world creation and all that, so for all I know some of this is impossible or impractical. Really hope you try some of it though. At the very least, I'd really like a grouping (similar to Plains and Medium) that includes both Snowy and Cool, so I could put the Alps there. I really like your mod. You've done a great job so far.
Hey!
I am running a collection of mods, among them Geographicraft 0.8.9 on Minecraft 1.10.2, and I am encountering crashes in SSP when exploring certain chunks. Most of the time it works, but once I come near certain parts of the map, it just crashes. The crash report is here:
https://pastebin.com/QCj8YkqL
Unfortunately I don't speak minecraft error messages very well, so I don't really know where to even start looking. It said something about village generation, so I turned that off in the RTG config - that didn't help. It also said something about rivers, so I turned those off in Geographicraft, but that didn't help either. Any pointers?
How do you turn banded/latitudinal climates on?
I want a map like this
But nothing I do can change the results. It would also be super useful if there was a wiki or some documentation for the mod that explained exactly what every config setting does, so many of them are not at all remotely intuitive based on their short descriptions.
To turn on latitudinal climate zones, go to the config file under the 'climate zone parameters' section
set "Random Biomes" to false and set "bandedClimateWidth" = to a number greater than 3.
From what I have learned with experimenting, I think every number of 1 is a width of about 1000, ie if you set it to 20 (with "Half Zone Size" = true), the climate zones with be 20,000 blocks wide.
Also, temperate zones are twice as wide as hot and snowy zones
There are some other factors that can change this (like biome size I think), but that is generally how it works to the best of my knowledge, but I may be wrong lol
Hope that at least gets you started!
Also, a question in general for anyone who can help:
Is it possible for different climate zones to have different widths?
For example, I want to make the cold climate zone bands 10 times thicker than the temperate and warm climate zones to create the allusion that there's an infinite tundra to the north and south.
Thanks!
I'm using Geographicraft and RTG and BOP on 1.10.2, and can't get the world I want. I have one specific BOP biome (Lavender) set to an incidence of 23, while every other biome, BOP and Vanilla, is set to 10 or less. But I keep getting worlds with almost no Lavender. What do I have set up wrong? Am I misunderstanding incidence, and an incidence of 5 means more of that biome in the world than an incidence of 20? Edit-To be clear, I want a world with a TON of Lavender biome, and most of the other biomes around as well. Ideally, my world would be like 50% Lavender and all the other biomes would share the other half of the world about equally, so I'd see like, lavender, plains, lavender, jungle, lavender, lush desert, etc.
my geographicraft.cfg https://pastebin.com/AmBA6LBt
my biomesoplentyInCC.cfg https://pastebin.com/MP8xshDH