Climate bands is the number of *climate* widths between climate changes. That's 2 biomes for half-size, 1 for quarter, and 4 for full. So 3 width with half-size climates is 3x2= 6 biomes between climate changes on average. It does vary, generally up to 1 climate width each way.
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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.
So basically, size dictates number of biomes in a climate, width multiplies those, and bands multiply the climates of the same type between transition? So full size with 2 width would be 8 biomes, and 2 bands would
effectively make it 16? My apologies for asking so many questions, I don't have a lot of experience with this sort of thing but I'm very eager to understand it.
So basically, size dictates number of biomes in a climate, width multiplies those, and bands multiply the climates of the same type between transition?
Climate size dictates (average) biomes per climate, and width dictates (average) climates per band. Bands are always single - snowy-cool-warm-hot-warm-cool in an endless repeating sequence. Unless you're talking about cool+warm band together, which would be on average 16 wide in your scenario. Remember these are averages and there's a fair amount of variability.
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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.
I'm using RTG, Geographicraft, and BoP with level-type=RTG.
I want to disable BoP generating soils and grasses for compatibility with others mods, but with Geographicraft handling the generation the file /config/biomesoplenty/world.json with settings "generateBopSoils":false & "generateBopGrasses":false. Is there a way to disable the BoP dirt/grass generation through Geographicraft?
Running on 1.10.2 with latest release GeographiCraft-1.9.4-0.7.4.jar
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Hello Zeno!
I just went through this thread and the CC thread looking to see if there is a version of Amidst for 1.10.2 that would work with your mod? From what I can tell there isn't - am I correct in thinking this? Thanks!
You are correct, Sedridor has not updated ForgeAmidst. However, you could still use a 1.7 setup to look at landmasses and climate zones. Biomes will change unless you have exactly the same biome set, which probably means with vanilla biomes only in practice (BoP changed its set, Highlands-UT has a different set, and the other biome mods haven't updated).
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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.
Geographicraft does not change any characteristics of biomes (temp, rainfall, filler or surface blocks, biota, etc.), so no, you can't change surface blocks. Geographicraft only changes where biomes are.
BiomeTweaker is probably able to do that.
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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.
Geographicraft 0.7.5 released. Added SEA climate (both ocean climates).
Put in attempt to dodge bug created if the IntCache is reset by other mods or multitasking.
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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.
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Exciting! Thanks for your previous response, and all of your work on this delightful mod!
A quick question: I'm having Jungle Edge Biomes spawning on their lonesome next to Extreme Hills. I'm not at the machine I'm testing with at the moment so I can't furnish configs. But without changing the default settings, is this intended behavior? Is Jungle Edge not a sub-biome that should only spawn next to jungles? I don't remember seeing a config option for specifying the climate of Jungle Edge in particular. Thanks anyone for input!
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You'll have to excuse me, I'm doing all of this while I'm out of state. Somewhere between my girlfriend's PowerBook and my phone I'm worried that this might be less than helpful. At the moment though I can furnish these things roughly:
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@Qlyophil I had similar trouble on the version I was testing. I believe I solved it by changing the coastline smoothing back on. This was also compounded for me with a bug where it would crash if my Biomes o Plenty config ids were -1 (disabled). Hope this helps.
I am trying to find ForgeAmidst. I've never used it before, but you suggested I take a look. I can't find it. I found an executable file but I don't know how to load it with Forge, and I am not finding a 1.8/1.9/1.10 version.
OK, the problem is that Jungle is set to Default climate and that's coming out Temperate even though it should be Warm. I'm going to change the default climate to warm while I try to figure out why, but what you need to do is set the Jungle climate to WARM. Even with a fix you'd have to do that, because once configs are made it's difficult to fix them.
Edit: did you change the Jungle Climate? It's WARM in my fresh defaults.
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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.
A wet/dry overlay is possible. Altitudes are set by biomes and not controlled by RTG. There is already the option to create mountains mostly in arcs with the "mountains in mountain chains" option. The two overlays would probably not combine well unless you had a lot of biomes, because a lot of categories would wind up empty.
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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.
Not really. For one, biomes don't have "altitudes". They have fairly complicated systems that generate heights with all kinds of results. Vanilla does have a "base height" parameter but it's not a good determinant of high high the terrain is in general. Worse, vanilla and RTG use completely different systems. Finally, it's not related at all to what GC is doing now - GC just places biomes, it doesn't change them.
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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@Zeno410
No, my Jungle is DEFAULT and I didn't change it anywhere else. Thanks for the fix. It's something I would have done eventually, but in all seriousness you'd probably patch the mod before I finish doing my ore gen configs lol.
Climate bands is the number of *climate* widths between climate changes. That's 2 biomes for half-size, 1 for quarter, and 4 for full. So 3 width with half-size climates is 3x2= 6 biomes between climate changes on average. It does vary, generally up to 1 climate width each way.
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.
Edit: removed because I was tired and stupid last night. I believe I understand better now.
So basically, size dictates number of biomes in a climate, width multiplies those, and bands multiply the climates of the same type between transition? So full size with 2 width would be 8 biomes, and 2 bands would
effectively make it 16? My apologies for asking so many questions, I don't have a lot of experience with this sort of thing but I'm very eager to understand it.
Climate size dictates (average) biomes per climate, and width dictates (average) climates per band. Bands are always single - snowy-cool-warm-hot-warm-cool in an endless repeating sequence. Unless you're talking about cool+warm band together, which would be on average 16 wide in your scenario. Remember these are averages and there's a fair amount of variability.
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.
Hey Zeno,
I'm using RTG, Geographicraft, and BoP with level-type=RTG.
I want to disable BoP generating soils and grasses for compatibility with others mods, but with Geographicraft handling the generation the file /config/biomesoplenty/world.json with settings "generateBopSoils":false & "generateBopGrasses":false. Is there a way to disable the BoP dirt/grass generation through Geographicraft?
Running on 1.10.2 with latest release GeographiCraft-1.9.4-0.7.4.jar
Hello Zeno!
I just went through this thread and the CC thread looking to see if there is a version of Amidst for 1.10.2 that would work with your mod? From what I can tell there isn't - am I correct in thinking this? Thanks!
You are correct, Sedridor has not updated ForgeAmidst. However, you could still use a 1.7 setup to look at landmasses and climate zones. Biomes will change unless you have exactly the same biome set, which probably means with vanilla biomes only in practice (BoP changed its set, Highlands-UT has a different set, and the other biome mods haven't updated).
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Geographicraft does not change any characteristics of biomes (temp, rainfall, filler or surface blocks, biota, etc.), so no, you can't change surface blocks. Geographicraft only changes where biomes are.
BiomeTweaker is probably able to do that.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Geographicraft 0.7.5 released. Added SEA climate (both ocean climates).
Put in attempt to dodge bug created if the IntCache is reset by other mods or multitasking.
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.
Exciting! Thanks for your previous response, and all of your work on this delightful mod!
A quick question: I'm having Jungle Edge Biomes spawning on their lonesome next to Extreme Hills. I'm not at the machine I'm testing with at the moment so I can't furnish configs. But without changing the default settings, is this intended behavior? Is Jungle Edge not a sub-biome that should only spawn next to jungles? I don't remember seeing a config option for specifying the climate of Jungle Edge in particular. Thanks anyone for input!
No, that's not intended behavior. Do you have a seed, config, and coordinates?
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.
You'll have to excuse me, I'm doing all of this while I'm out of state. Somewhere between my girlfriend's PowerBook and my phone I'm worried that this might be less than helpful. At the moment though I can furnish these things roughly:
Seed: 3365904
Coord: -374, 82, 1812
https://drive.google.com/folderview?id=0B566xNqymFS8dFlWeFBrYk05eUU
Sorry for ugly link, I'm on a phone browser.
The mods that are probably effecting spawns are BOP, GC, and RTG. Hopefully that Google drive link works. Thanks!
@Qlyophil I had similar trouble on the version I was testing. I believe I solved it by changing the coastline smoothing back on. This was also compounded for me with a bug where it would crash if my Biomes o Plenty config ids were -1 (disabled). Hope this helps.
I am trying to find ForgeAmidst. I've never used it before, but you suggested I take a look. I can't find it. I found an executable file but I don't know how to load it with Forge, and I am not finding a 1.8/1.9/1.10 version.
I'm working on a 1.10 world. Please help
Found another of those jungles this time in the middle of a cool climate band.
Coord: x:-911, z: -972
Seed: 4116053616980254269
BiomesOPlenty 5.0.0.2089
geographicraft 0.7.5
RTG 4.1.1.5
Configs
Hopefully this is enough info this time.
OK, the problem is that Jungle is set to Default climate and that's coming out Temperate even though it should be Warm. I'm going to change the default climate to warm while I try to figure out why, but what you need to do is set the Jungle climate to WARM. Even with a fix you'd have to do that, because once configs are made it's difficult to fix them.
Edit: did you change the Jungle Climate? It's WARM in my fresh defaults.
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.
A wet/dry overlay is possible. Altitudes are set by biomes and not controlled by RTG. There is already the option to create mountains mostly in arcs with the "mountains in mountain chains" option. The two overlays would probably not combine well unless you had a lot of biomes, because a lot of categories would wind up empty.
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 really. For one, biomes don't have "altitudes". They have fairly complicated systems that generate heights with all kinds of results. Vanilla does have a "base height" parameter but it's not a good determinant of high high the terrain is in general. Worse, vanilla and RTG use completely different systems. Finally, it's not related at all to what GC is doing now - GC just places biomes, it doesn't change them.
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
No, my Jungle is DEFAULT and I didn't change it anywhere else. Thanks for the fix. It's something I would have done eventually, but in all seriousness you'd probably patch the mod before I finish doing my ore gen configs lol.
Sorry for the double post but this is a new topic: Is there a reason I'm getting huge river biomes in the ocean?