I'm back at it -- I got pull away from this, but couldn't stay away, even if another new mod is supposedly my main modding project right now. I've round fixed problems of biomes and there terrain not always being alighed quite right, and weird anomalies like flat cliffs and squared corners in terrain don't seem any more common than in vanilla. Also, some biome types (especially the scrub / bush / chaparral group) are place with finer precision.
Plans are to add a full set of wood blocks based on pine, to fix the way structures are placed -- the to decided to keep using the chunky generation (which is more minecrafty) or switch to the full continent roughing out that I originally designed (which is much more efficient and allows generation techniques that don't work well when only generating one chunk at a time).
I might actually need help from someone who understands the vanilla noise layers and region saves to properly integrate my system with that -- more to to the point, to stop memory leaking and extra MCA files. No matter what features I add, if it runs out of memory and starts locking up on long trips it can't be ready for general use.
Hey, I saw your post on the Forge forums and followed the link here. This mod sounds really cool. I've been building a realistic survival mod and would love to have more realistic biome generation but don't feel like a strong enough programmer to take it on. It would be awesome to be able to integrate, or at least refer my (potential future) users to a mod like this.
Hey, I saw your post on the Forge forums and followed the link here. This mod sounds really cool. I've been building a realistic survival mod and would love to have more realistic biome generation but don't feel like a strong enough programmer to take it on. It would be awesome to be able to integrate, or at least refer my (potential future) users to a mod like this.
I may finish the usual set of wood blocks for pine, and add make it the biomes configurable. Unfortunately, I will need to step away from modding for a while do to life changes, so it won't become really advanced or cover many game versions -- but I think I can do that much. Then, it was never supposed to add a lot of content. Hopefully, that will be enough.
I've not been on this for a while, and was a bit frustrated trying to update to 1.12.2. Even with 1.10.2, I've had trouble making half slabs of my blocks. I've also wondered about waiting for 1.13, when this will be applicable to oceans, to continue "official" version. However, I have not forgotten or abandoned it and have.
I'm a point of uncertainty which way to go. The biome provider I created here was based on a system that works on large map regions at once (there are reason I did that), which was originally planned to give a roughed-out map for a more complex RPG campaign mod. For just creating biomes I reworked it to operating in a chunky way to make it more Minecrafty. On the one had, the chunky system seems more like the right way to go, and is smoother by not generating the whole 4096x4096 block area. On the other hand, the big region at once way is much more efficient in the long run (and less lag spike prone than Doomlike Dungeons), and more importantly allow for a greater range of generation methods (in technical terms, "agent based" generation) allowing for more complex and believable maps. So, I'm not sure at this point whether I should stay chunky or go for a large preplanned system.
In the mean time, I have workout a good way to make rivers (and they would be big rivers) that fit this, and possibly mountain ranges -- but have not added them to the mod. If I continue rivers will be a bit more realistic than vanilla, and scaled up (32 blocks across and sometime running over 1000 blocks, hopefully all navigable).
I have updated to Minecraft 1.12.2; the new version has few changes (no rivers or beaches yet). There are two differences: (1) Swamps are about half as common (they were excessive) and (2) pine trees are a bit more useful (they can be fuel, smelted to charcoal, and that is generically wooden, just nothing with variations per wood type).
The new 1.12.2 version is here (at least for now):
I think its about time a declare that I am "retiring" from moding -- this and Doomlike Dungeons will most likely "die" in 1.12.2, and likely Dungeons Mobs (again) if Sunconure doen't fully take over. Climatic may get a few minor feature updats for the 1.12.2 edition. Of course, this assumes no one takes them over and continues them (they are open source).
I don't have the time, or at this point modtivation, to deal with updating to 1.13.2 with all its changes. If I find time to work on a game related project, at this point I'd rather start on my own game anyway.
Forget this thread and the proof-of-concept level version 1.x.
Climatic Biomes 2 is out!
I'm back at it -- I got pull away from this, but couldn't stay away, even if another new mod is supposedly my main modding project right now. I've round fixed problems of biomes and there terrain not always being alighed quite right, and weird anomalies like flat cliffs and squared corners in terrain don't seem any more common than in vanilla. Also, some biome types (especially the scrub / bush / chaparral group) are place with finer precision.
Plans are to add a full set of wood blocks based on pine, to fix the way structures are placed -- the to decided to keep using the chunky generation (which is more minecrafty) or switch to the full continent roughing out that I originally designed (which is much more efficient and allows generation techniques that don't work well when only generating one chunk at a time).
I might actually need help from someone who understands the vanilla noise layers and region saves to properly integrate my system with that -- more to to the point, to stop memory leaking and extra MCA files. No matter what features I add, if it runs out of memory and starts locking up on long trips it can't be ready for general use.
Hey, I saw your post on the Forge forums and followed the link here. This mod sounds really cool. I've been building a realistic survival mod and would love to have more realistic biome generation but don't feel like a strong enough programmer to take it on. It would be awesome to be able to integrate, or at least refer my (potential future) users to a mod like this.
I may finish the usual set of wood blocks for pine, and add make it the biomes configurable. Unfortunately, I will need to step away from modding for a while do to life changes, so it won't become really advanced or cover many game versions -- but I think I can do that much. Then, it was never supposed to add a lot of content. Hopefully, that will be enough.
Due to various problems and a lack of time, this is probably about as far as this will go. Sorry if I got anyone's hopes up for more.
I've not been on this for a while, and was a bit frustrated trying to update to 1.12.2. Even with 1.10.2, I've had trouble making half slabs of my blocks. I've also wondered about waiting for 1.13, when this will be applicable to oceans, to continue "official" version. However, I have not forgotten or abandoned it and have.
I'm a point of uncertainty which way to go. The biome provider I created here was based on a system that works on large map regions at once (there are reason I did that), which was originally planned to give a roughed-out map for a more complex RPG campaign mod. For just creating biomes I reworked it to operating in a chunky way to make it more Minecrafty. On the one had, the chunky system seems more like the right way to go, and is smoother by not generating the whole 4096x4096 block area. On the other hand, the big region at once way is much more efficient in the long run (and less lag spike prone than Doomlike Dungeons), and more importantly allow for a greater range of generation methods (in technical terms, "agent based" generation) allowing for more complex and believable maps. So, I'm not sure at this point whether I should stay chunky or go for a large preplanned system.
In the mean time, I have workout a good way to make rivers (and they would be big rivers) that fit this, and possibly mountain ranges -- but have not added them to the mod. If I continue rivers will be a bit more realistic than vanilla, and scaled up (32 blocks across and sometime running over 1000 blocks, hopefully all navigable).
I have updated to Minecraft 1.12.2; the new version has few changes (no rivers or beaches yet). There are two differences: (1) Swamps are about half as common (they were excessive) and (2) pine trees are a bit more useful (they can be fuel, smelted to charcoal, and that is generically wooden, just nothing with variations per wood type).
The new 1.12.2 version is here (at least for now):
http://www.mediafire.com/file/8wlx56770ga1d7c/ClimaticBiomes-alpha1.1.0-MC1.12.2.jar
I'm moving this to Curse / Curse Forge and calling it the first release version. If more will follow I cannot say.
New Download / Description Page
I think its about time a declare that I am "retiring" from moding -- this and Doomlike Dungeons will most likely "die" in 1.12.2, and likely Dungeons Mobs (again) if Sunconure doen't fully take over. Climatic may get a few minor feature updats for the 1.12.2 edition. Of course, this assumes no one takes them over and continues them (they are open source).
I don't have the time, or at this point modtivation, to deal with updating to 1.13.2 with all its changes. If I find time to work on a game related project, at this point I'd rather start on my own game anyway.