but i must say there is a problem with the Geographicraft setting.. i thought it was RTG (realistic terrain Generation) which spawned these village in Ocean and Deep Ocean.. but i realized it was the GGC setting and i found the config.. but both line of "oceanbiomevillage" are false..
Wow. Love this idea. I always thought that deserts next to jungles looked a bit odd....
Well, unfortunately, CC doesn't (currently) stop that. It will still put them adjacent at roughly the same rate as vanilla will. The engine could permit an additional wet/dry separation but I haven't had a great demand for it so I haven't written it. It would have some moderately odd effects: due to smoothing intermediate rainfall would be easily the most common so deserts would become somewhat uncommon. There's also some complications with the config defaults as you'd want to change certain biome defaults. Currently Jungle is a WARM climate, to separate it somewhat from Desert. With rainfall separation added in, you'd want to move it to HOT and WET. If I put it in I anticipate a lot of complaints from people who set the wet/dry split on and then don't get Jungle showing up where they expect (because they didn't also change the Jungle climate).
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Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
is there a way to fix the config where i can stop the spawn of Village in ocean? or is it a bug within the mod? I haven't heard anything regarding my problem?
I haven't had the chance to look at it. If you run just CC, no other mods, do you get villages at the same place?
i dont use CC because its only available for 1.7.10.. but GC is also available for 1.8 to latest version.. and if you are saying that i can try use GC without any mods to see if i get different result at the same place (same seed). (note: GC is Geographicraft)
And what if it's just GC in a default world? Theoretically the villages should be in the same place.
ah. that answered few questions... it wasn't GC.. it was RTG... i ran another test with Default world.. (not RTG world).. there is no village spawning on ocean.. and the map is exaclty same as the map with RTG with villages.
I will have to look at the config of RTG.
EDIT: this is only suggestion. I also remember that RTG has one setting that allow you to set up the size of village. I would like to have that added in GC if possible?
EDIT: this is only suggestion. I also remember that RTG has one setting that allow you to set up the size of village. I would like to have that added in GC if possible?
That's not practical. CC would have to piddle with the generation of villages as well as the placement. The placement is fairly simple to alter, but the generation is not. Also, there would be a lot of conflicts with village mods I'd have to wrestle with.
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.
That's not practical. CC would have to piddle with the generation of villages as well as the placement. The placement is fairly simple to alter, but the generation is not. Also, there would be a lot of conflicts with village mods I'd have to wrestle with.
oh okay.. i understand.. and i also fixed the problem.. it was RTG that caused the village in ocean area..
does this mod has any issue with performance of server?
i can't find a list of issues that this mod would have been reported to. i want to check to see if this mod is the cause to why my server can't keep up, it showing a message
"can't keep up, did the system time changed or is server overloaded? xx ticks skipped, 2440ms behind"
if i recall thats the message that my server is showing every few seconds to a minute.
Not directly, no, this mod isn't doing that much processing. There could be an interaction with something that is getting a lot of biome layout info like Streams. Obviously you can take it out and test.
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 directly, no, this mod isn't doing that much processing. There could be an interaction with something that is getting a lot of biome layout info like Streams. Obviously you can take it out and test.
hmm biome layout.. ahh of course..
like Biome O plenty, Mineralogy, botania.. all these 3 mods could have to do with biome layout?
Where can I download forgeamidst by Sedridor?
I just recently put a link in the OP.
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.
Hello,
i am using few mods following:
Biome O plenty
Realistic Terrain Generation
Geographicraft
Tinkers Construct
but i must say there is a problem with the Geographicraft setting.. i thought it was RTG (realistic terrain Generation) which spawned these village in Ocean and Deep Ocean.. but i realized it was the GGC setting and i found the config.. but both line of "oceanbiomevillage" are false..
oceanbiomevillages {
B:"DeepOcean hasVillages"=false
B:"Ocean hasVillages"=false
is there something wrong with the line.. and i shouldn't have villages in ocean or deep ocean..
i want to disable the spawn of village in ocean, its not so realistic
What versions of the mods and do you have a seed?
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 are asking me, these mods are the most latest version. and i also update BOP every time.. i check for any new version.
and well yes i have the seed: 1978629146777968651
i also checked the dynmap, there are more than a dozen villages on the ocean.. all over the ocean..
I will have to ask..how did you used Amidst with BOP and Geographicraft and also RTG (realistic Terrain Generation)? or is it impossible?i recognized the picture on the first page.. that is from Amidstnever mind my post above..
Wow. Love this idea. I always thought that deserts next to jungles looked a bit odd....
Well, unfortunately, CC doesn't (currently) stop that. It will still put them adjacent at roughly the same rate as vanilla will. The engine could permit an additional wet/dry separation but I haven't had a great demand for it so I haven't written it. It would have some moderately odd effects: due to smoothing intermediate rainfall would be easily the most common so deserts would become somewhat uncommon. There's also some complications with the config defaults as you'd want to change certain biome defaults. Currently Jungle is a WARM climate, to separate it somewhat from Desert. With rainfall separation added in, you'd want to move it to HOT and WET. If I put it in I anticipate a lot of complaints from people who set the wet/dry split on and then don't get Jungle showing up where they expect (because they didn't also change the Jungle climate).
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.
Zeno410
is there a way to fix the config where i can stop the spawn of Village in ocean? or is it a bug within the mod? I haven't heard anything regarding my problem?
I haven't had the chance to look at it. If you run just CC, no other mods, do you get villages at the same place?
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 dont use CC because its only available for 1.7.10.. but GC is also available for 1.8 to latest version.. and if you are saying that i can try use GC without any mods to see if i get different result at the same place (same seed). (note: GC is Geographicraft)
Yes, GC for later versions.
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.
Alright. i ran some tests..
Only mods following:
RTG and GC. and i also used Dynmap as well to check.. and YUP. village are still spawning on ocean..
And what if it's just GC in a default world? Theoretically the villages should be in the same place.
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.
ah. that answered few questions... it wasn't GC.. it was RTG... i ran another test with Default world.. (not RTG world).. there is no village spawning on ocean.. and the map is exaclty same as the map with RTG with villages.
I will have to look at the config of RTG.
EDIT: this is only suggestion. I also remember that RTG has one setting that allow you to set up the size of village. I would like to have that added in GC if possible?
That's not practical. CC would have to piddle with the generation of villages as well as the placement. The placement is fairly simple to alter, but the generation is not. Also, there would be a lot of conflicts with village mods I'd have to wrestle with.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
oh okay.. i understand.. and i also fixed the problem.. it was RTG that caused the village in ocean area..
Zeno410
does this mod has any issue with performance of server?
i can't find a list of issues that this mod would have been reported to. i want to check to see if this mod is the cause to why my server can't keep up, it showing a message
"can't keep up, did the system time changed or is server overloaded? xx ticks skipped, 2440ms behind"
if i recall thats the message that my server is showing every few seconds to a minute.
Not directly, no, this mod isn't doing that much processing. There could be an interaction with something that is getting a lot of biome layout info like Streams. Obviously you can take it out and test.
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 biome layout.. ahh of course..
like Biome O plenty, Mineralogy, botania.. all these 3 mods could have to do with biome layout?