Does this support Thaumcraft 6 (1.12.2) currently? Normally Thaumcraft adds a couple biomes of its own (Magical Forest and Eerie/Taint).
And some of the biomes in BoP have changed recently (additions and removals).
Not sure if we can edit configs ourselves to have these reflected or not, can anyone confirm please?
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How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
You are not misunderstanding it. Generally ive found that if you want to see more of a biome you need its incidence above 30. Try 36 and see what happens. As a double check - set it 90 and test it - if its still not appearing then something is definitely wrong. The other thing to check is that your biome ID's are not conflicting and there isn't another mod using the same biome number as BOPs Lavender Fields and overwriting it.
I'll give that a shot, thanks! I don't think the IDs are conflicting cos I am finding *some* of the Lavender Fields, just nowhere near as much as I want.
I am wanting to use this with the Climate Control to Mystcraft mod by Zen410. My question: Is there a way to disable this for regular worldgen while still having it available for the other mod to call so as to affect the Mystcraft Ages, or is it an all or nothing type of thing?
I'm having a steep learning curve using this program.
What I'm trying to do, is create something like the Carribean. A tropic paradise ocean for a pirates adventure. So far things seem okay. But, I am running into one problem.
I think the solution would be if there is a way for me to designate my own custom climate group called "Tropics." And have a config option so that I can make the instances of "Tropics" to be higher.
The question was asked before about custom climates. But, how about a new one called tropics that would work with BoP biomes?
Thanks for any feedback.
Oh I just remembered.
Is there a way to get my derpy little islands back out in deep ocean?
The derpy island config option does not appear to work.
**after more experimentation**
I basically defined all the biomes I wanted as warm climates then put all the rest into either hot or cool. I also used climate bands and I was able to create a tropical environment for adventures.
I still don't know about the derpy islands.
I did discover something interesting.
The tropical island biome from BoP is defined by default as a deep_ocean biome. I also noticed in the geographicraft config file a place where the instances of ocean and deep_ocean are both given the number of 100. That got me thinking that I could alter the number of times the tropical island biome would appear by given it an instance weight of 100. Sure enough I got alot of them spawning.
But, something else interesting happened. It seems that this mod still makes huge oceans. When I make more tropical islands spawn the big ocean appears to have been pushed back rather than chopped up or dotted with tropical islands. Is this correct? Could I get some feedback on this?
Also, for me the mangrove biome from BoP seems to be treated as if it were another swamp like biome. I found it more pleasing to make it its own biome spawning in the ocean. I changed the setting from tropical_island=warm (or whatever) to setting it to climate = ocean.
What this did, is to make small islands out of mangrove collections. The only weirdish thing is that they also get a beach. For me that's not too too bad because in real life mangroves work like giant sand nets and tend to collect enough to make small islands.
Would you mind explaining what the world gen settings do (Height, Amplitude, noise, etc)? I've been messing around with the settings to try and get a more epic terrain, similar to that of RTG or amplified and I am getting INSANE results.
I am wanting to use this with the Climate Control to Mystcraft mod by Zen410. My question: Is there a way to disable this for regular worldgen while still having it available for the other mod to call so as to affect the Mystcraft Ages, or is it an all or nothing type of thing?
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Does this support Thaumcraft 6 (1.12.2) currently? Normally Thaumcraft adds a couple biomes of its own (Magical Forest and Eerie/Taint).
And some of the biomes in BoP have changed recently (additions and removals).
Not sure if we can edit configs ourselves to have these reflected or not, can anyone confirm please?
You asked this awhile ago, so you might've found the answer but from the testing I've done GC does not currently work with Thaumcraft 6. No evidence of Magical Forest anywhere, I even checked using Amidst for Forge. When I disable GC Magical Forest generates again.
No config editing I've done so far has seemed to help. I think with previous versions Zeno had to create a bridge with thaumcraft because there was a separate config for it called ThaumcraftinCC.cfg. So I'm assuming he'd have to do the same thing again
It seems to me that there is a mistake in the work of GeographiCraft-1.12-0.8.9b and GeographiCraft-1.12-0.8.9
During world generation the map differ from the standard vanilla version but settings in Config files are not affecting on the world generation
Many times I changed almost all settings in Config files but all worlds were monotonous and I cant catch the difference between them.
I don`t exclude that I do something wrong
I ask for your help
java.lang.RuntimeException: java.lang.RuntimeException: 0
at climateControl.customGenLayer.GenLayerLowlandRiverMix.func_75904_a(GenLayerLowlandRiverMix.java:61)
at climateControl.customGenLayer.GenLayerRiverMixWrapper.func_75904_a(GenLayerRiverMixWrapper.java:78)"
which all seem to involve both ClimateControl and Reika's mods in some way. He's had ClimateControl running on his development servers without this problem, so I don't know, maybe there's a third party at work but I can't find out what the cause of this problem might be.
Here are links to the two most recent crash reports:
The two might look very similar but they involve different functions further down. One is triggered by a "place light" event from ChromatiCraft's cave lighter and the other apparently by a fire spread event, but they both involve functions from Reika's CaveControl and ClimateControl.
I hope Zeno comes back for an update in 1.14. This mod seems like it'd be really cool for my server, but I don't wanna have to undo my updates for one mod when we updated because we wanted the new features.
What I'm hoping to use Climate Control for is to cause all of the "evil" biomes in my pack (abyssalcraft, thaumcraft tainted lands, BOP ominous woods, etc) to generate on their own island, independent from other biomes. How (or if) could I accomplish this with climate control?
Update: I've kind-of accomplished this by setting all "evil" biomes to snowy, all snowy biomes to cool, and all cool biomes to warm, but this still is far from perfect.
I'm having issues updating from 1.10 to 1.12. I have a world in 1.10 with GeographiCraft, RTG, and BoP, and I'm trying to update to 1.12 minus the RTG (which isn't done yet). Everything loads fine without GeographiCraft, but biomes are all weird- though all the terrain is the same (including colors), everything displays as being different biomes with different borders. I even used /locate, and it found an ocean monument in what the game claims is Deep Ocean but which was previously Desert, sand dunes and all.
When I add GeographiCraft, new worlds load fine and my superflat worlds load fine, but my actual Survival game crashes with this report regarding structure exceptions.
Can you post the exact settings to get a world like this:
I thought i was doing everything right and i have put frozen oceans on but i'm not getting frozen oceans and although im not getting snow next to deserts they are still spawning at the same latitude. The continents are working correctly though.
Does this support Thaumcraft 6 (1.12.2) currently? Normally Thaumcraft adds a couple biomes of its own (Magical Forest and Eerie/Taint).
And some of the biomes in BoP have changed recently (additions and removals).
Not sure if we can edit configs ourselves to have these reflected or not, can anyone confirm please?
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
I'll give that a shot, thanks! I don't think the IDs are conflicting cos I am finding *some* of the Lavender Fields, just nowhere near as much as I want.
I am wanting to use this with the Climate Control to Mystcraft mod by Zen410. My question: Is there a way to disable this for regular worldgen while still having it available for the other mod to call so as to affect the Mystcraft Ages, or is it an all or nothing type of thing?
Hi Everyone,
I'm having a steep learning curve using this program.
What I'm trying to do, is create something like the Carribean. A tropic paradise ocean for a pirates adventure. So far things seem okay. But, I am running into one problem.
I think the solution would be if there is a way for me to designate my own custom climate group called "Tropics." And have a config option so that I can make the instances of "Tropics" to be higher.
The question was asked before about custom climates. But, how about a new one called tropics that would work with BoP biomes?
Thanks for any feedback.
Oh I just remembered.
Is there a way to get my derpy little islands back out in deep ocean?
The derpy island config option does not appear to work.
**after more experimentation**
I basically defined all the biomes I wanted as warm climates then put all the rest into either hot or cool. I also used climate bands and I was able to create a tropical environment for adventures.
I still don't know about the derpy islands.
I did discover something interesting.
The tropical island biome from BoP is defined by default as a deep_ocean biome. I also noticed in the geographicraft config file a place where the instances of ocean and deep_ocean are both given the number of 100. That got me thinking that I could alter the number of times the tropical island biome would appear by given it an instance weight of 100. Sure enough I got alot of them spawning.
But, something else interesting happened. It seems that this mod still makes huge oceans. When I make more tropical islands spawn the big ocean appears to have been pushed back rather than chopped up or dotted with tropical islands. Is this correct? Could I get some feedback on this?
Also, for me the mangrove biome from BoP seems to be treated as if it were another swamp like biome. I found it more pleasing to make it its own biome spawning in the ocean. I changed the setting from tropical_island=warm (or whatever) to setting it to climate = ocean.
What this did, is to make small islands out of mangrove collections. The only weirdish thing is that they also get a beach. For me that's not too too bad because in real life mangroves work like giant sand nets and tend to collect enough to make small islands.
Would you mind explaining what the world gen settings do (Height, Amplitude, noise, etc)? I've been messing around with the settings to try and get a more epic terrain, similar to that of RTG or amplified and I am getting INSANE results.
https://imgur.com/a/NT9Qrzs
EDIT: WORLD GEN WILL NEVER BE THE SAME
https://imgur.com/a/4POAoU3
Me too :-).
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Hey Zeno, do you think you could add in compatibility for Traverse, it seems to generate one of their cold biomes into every climate zone.
Hello?
You asked this awhile ago, so you might've found the answer but from the testing I've done GC does not currently work with Thaumcraft 6. No evidence of Magical Forest anywhere, I even checked using Amidst for Forge. When I disable GC Magical Forest generates again.
No config editing I've done so far has seemed to help. I think with previous versions Zeno had to create a bridge with thaumcraft because there was a separate config for it called ThaumcraftinCC.cfg. So I'm assuming he'd have to do the same thing again
Please, explain, how to create the same map as on the screenshot?
It seems to me that there is a mistake in the work of GeographiCraft-1.12-0.8.9b and GeographiCraft-1.12-0.8.9
During world generation the map differ from the standard vanilla version but settings in Config files are not affecting on the world generation
Many times I changed almost all settings in Config files but all worlds were monotonous and I cant catch the difference between them.
I don`t exclude that I do something wrong
I ask for your help
Maybe something will come in handy
Server log: https://pastebin.com/T58crcnV
Config Geographicraft: https://pastebin.com/S7YAtV5k
Screenshot amidst: https://imgur.com/ImcrsgB
Used files
forge-1.12.2-14.23.5.2768-universal.jar (https://files.minecraftforge.net/maven/net/minecraftforge/forge/index_1.12.2.html)
spongeforge-1.12.2-2768-7.1.4.jar (https://www.spongepowered.org/downloads/spongeforge/stable/1.12.2)
Nucleus-1.6.3-S7.1-MC1.12.2-plugin.jar (https://ore.spongepowered.org/Nucleus/Nucleus)
LuckPerms-Sponge-4.3.8.jar (https://ore.spongepowered.org/Luck/LuckPerms)
GeographiCraft-1.12-0.8.9b.jar(https://minecraft.curseforge.com/projects/climate-control-geographicraft/files)
GeographiCraft-1.12-0.8.9.jar(https://minecraft.curseforge.com/projects/climate-control-geographicraft/files)
EconomyLite-7.1.0-2.15.1.jar (https://ore.spongepowered.org/Flibio/EconomyLite)
tellme-1.12.2-0.6.0.jar (https://minecraft.curseforge.com/projects/tellme)
amidst-v4-3-beta5.exe (https://sourceforge.net/projects/amidst.mirror/)
jre1.8.0_181
Thank you in advance!
This is about ClimateControl for Minecraft 1.7.10. I'm getting rather frequent crashes of this type...
"Description: Exception preparing structure feature
java.lang.RuntimeException: java.lang.RuntimeException: 0
at climateControl.customGenLayer.GenLayerLowlandRiverMix.func_75904_a(GenLayerLowlandRiverMix.java:61)
at climateControl.customGenLayer.GenLayerRiverMixWrapper.func_75904_a(GenLayerRiverMixWrapper.java:78)"
which all seem to involve both ClimateControl and Reika's mods in some way. He's had ClimateControl running on his development servers without this problem, so I don't know, maybe there's a third party at work but I can't find out what the cause of this problem might be.
Here are links to the two most recent crash reports:
https://pastebin.com/aws7WDR8
https://pastebin.com/FNJnbLbf
The two might look very similar but they involve different functions further down. One is triggered by a "place light" event from ChromatiCraft's cave lighter and the other apparently by a fire spread event, but they both involve functions from Reika's CaveControl and ClimateControl.
I'd like some help in debugging this, please!
I hope Zeno comes back for an update in 1.14. This mod seems like it'd be really cool for my server, but I don't wanna have to undo my updates for one mod when we updated because we wanted the new features.
Where did Forge Adrift go? The link you supplied leads nowhere and I can't find any downloads online...
What's Forge Adrift?
Did you mean Amidst for Forge?
Climate control 1.7.10
What I'm hoping to use Climate Control for is to cause all of the "evil" biomes in my pack (abyssalcraft, thaumcraft tainted lands, BOP ominous woods, etc) to generate on their own island, independent from other biomes. How (or if) could I accomplish this with climate control?
Update: I've kind-of accomplished this by setting all "evil" biomes to snowy, all snowy biomes to cool, and all cool biomes to warm, but this still is far from perfect.
I'm having issues updating from 1.10 to 1.12. I have a world in 1.10 with GeographiCraft, RTG, and BoP, and I'm trying to update to 1.12 minus the RTG (which isn't done yet). Everything loads fine without GeographiCraft, but biomes are all weird- though all the terrain is the same (including colors), everything displays as being different biomes with different borders. I even used /locate, and it found an ocean monument in what the game claims is Deep Ocean but which was previously Desert, sand dunes and all.
When I add GeographiCraft, new worlds load fine and my superflat worlds load fine, but my actual Survival game crashes with this report regarding structure exceptions.
Please help, I want to install a few mods for 1.12.2, and I've no idea how to make it work.
Biomes O' Plenty + Realistic Terrain Generation while also make them run in large biomes mode
Any ideas?
Can you post the exact settings to get the latitudal climates shown, because its only half-working for me.
I have frozen oceans set to true but that isnt happening. Im trying to make a realistic world for a server of about 5 people.
Can you post the exact settings to get a world like this:
I thought i was doing everything right and i have put frozen oceans on but i'm not getting frozen oceans and although im not getting snow next to deserts they are still spawning at the same latitude. The continents are working correctly though.