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    posted a message on GeographiCraft - Stop chunk walls, control size and frequencies of climate zones, oceans, land, and biomes, and more

    I seem to be blind, as either I can't find the option in the config to enable climate bands, or Forge AMIDST isn't displaying them. How do I turn them on?


    For reference, these are my current configuration settings:



    # Configuration file

    "assorted parameters" {
    # Use 1.6 compatibility mode
    B:1.6Compatibility=false

    # place little islands near shore rather than in deep ocean
    B:"Allow Derpy Islands"=false

    # Biome size, exponential: 4 is regular and 6 is large biomes
    I:"Biome Size"=4

    # Use red sand mesa for mesa borders. False uses desert like vanilla
    B:"Mesas for mesa borders"=true

    # per thousand; vanilla is 10
    I:"Mushroom Island Incidence"=10

    # generate as if CC weren't on; for loading pre-existing worlds or just preventing chunk boundaries
    B:"No Generation Changes"=false

    # suppress Bop sub-biome generation in vanilla biomes
    B:NoBoPSubBiomes=false

    # Percentage of rivers prevented; changes cause chunk boundaries at some rivers
    I:PercentRiverReduction=0

    # increase smoothing steps; also shrinks unusual biomes some; changing produces occaisional chunk walls
    B:"Smoother Coastlines"=true

    # add testing routines and crash in suspicious circumstances
    B:TestingMode=false
    B:VanillaBiomesOn=true

    # Generate land masses and climate zones similar to vanilla 1.7
    B:VanillaLandAndClimate=false

    # True for triple-width rivers
    B:WiderRivers=false

    # impose GeographiCraft generation on the Biomes o' Plenty world type
    B:alterBoPWorlds=true

    # impose GeographiCraft generation on the Customized world type
    B:alterCustomWorlds=true

    # impose GeographiCraft generation on Highlands world types
    B:alterHighlandsWorlds=true

    # biomes not saved on edges; more than 3 has no effect; -1 deactivates saving biomes
    I:biomeRingsNotSaved=3

    # Number of Chunk Biome layouts cached. Above 500 is ignored. 0 or below shuts off chunk info caching
    I:cacheSize=0

    # climate not saved on edges; -1 deactivates saving climates
    I:climateRingsNotSaved=3

    # Have Climate Control set the biomes for village generation; may be incompatible with village mods
    B:controlVillageBiomes=false

    # Comma-delimited list of externalBiome Names. No quotes or line returns. You will have to reload Minecraft after changing this.Names not in the list aren't removed from the configs but they have no effect
    S:externalBiomeNames=

    # force small continent near origin
    B:forceStartContinent=true

    # max height value for allowing rivers; 10.0 allows everything; 0.75 is plains but no hills
    D:maxChasm=10.0

    # Maximum Number of Rescue attempts. Negative numbers mean no limit
    I:rescueLimit=-1

    # subbiomes not saved on edges, default 3, -1 deactivates saving sub-biomes
    I:subBiomeRingsNotSaved=-1

    # suppress GeographiCraft generation in default, large biomes, and amplified worlds
    B:suppressInStandardWorlds=false

    # True for double-width beaches
    B:wideBeaches=false
    }


    ##########################################################################################################
    # climate incidences
    #--------------------------------------------------------------------------------------------------------#
    # Blocks of land are randomly assigned to each zone with a frequency proportional to the incidence. Smoothing eliminates some extreme climates on continents later, especially for quarter size zones. Default 2/1/1/2 is better for continents since Hot and Snowy are easier to find.With lots of islands 1/1/1/1 may be better as not so many islands have extreme climates.
    ##########################################################################################################

    "climate incidences" {
    # relative incidence of cool zones like forest/plains/hills/taiga/roofed forest
    I:"Cool Zone Incidence"=1

    # relative incidence of hot zones like savanna/desert/plains/mesa
    I:"Hot Zone Incidence"=2

    # relative incidence of snowy zones
    I:"Snowy Zone Incidence"=2

    # relative incidence of warm zones like forest/plains/hills/jungle/swamp
    I:"Warm Zone Incidence"=1
    }


    ##########################################################################################################
    # climate zone parameters
    #--------------------------------------------------------------------------------------------------------#
    # Full-size is similar to 1.7 defaults. Half-size creates zones similar to pre-1.7 snowy zones. Quarter-size creates fairly small zones but the hot and snowy incidences are limited
    ##########################################################################################################

    "climate zone parameters" {
    # Separate climates further. Makes illegitemate junctions rarer but also makes extreme climates rarer.
    B:ExtremeClimateSeparation=false

    # True freezes oceans in snowy latitudes. Only used with latitudinal climates.
    B:"Frozen Icecaps"=true

    # half the climate zone size from vanilla, unless quartering
    B:"Half Zone Size"=false

    # Use Ice Mountains instead of Ice Plains in mountain chain areas
    B:"Ice Mountains in Mountain Chains"=true

    # Use Mesas as mountains in mountain chain areas
    B:"Mesas in Mountain Chains"=true

    # Place mountains in chains
    B:"Mountains in Mountain Chains"=true

    # quarter the climate zone size from vanilla
    B:"Quarter Zone Size"=false

    # ignore climate zones altogether
    B:"Random Biomes"=false

    # Number of climate zones to shift the band from the default of the warm - to - cool transition at 0. Positive numbers shift the bands up.
    I:bandedClimateOffset=-1

    # Width of banded climates (climate depends on latitude). 0 or less for normal rules. Width is in terms of climate zones, whatever they are
    I:bandedClimateWidth=5

    # X offset for initial spawn search in blocks
    I:xSpawnOffset=0

    # Z offset for initial spawn search in blocks
    I:zSpawnOffset=0
    }


    ##########################################################################################################
    # ocean control parameters
    #--------------------------------------------------------------------------------------------------------#
    # Frequencies are x per thousand but a little goes a very long way because seeds grow a lot. SeparateLandmasses = true makes an oceanic world with these settings andSeparateLandmasses = false makes a continental world
    ##########################################################################################################

    "ocean control parameters" {
    # frequency of large continent seeds, about 8000x16000
    I:"Incidence of Continents,Large"=40

    # frequency of medium continent seeds, about 4000x8000
    I:"Incidence of Continents,Medium"=100

    # frequency of small continent seeds, about 2000x4000
    I:"Incidence of Continents,Small"=60

    # frequency of large island seeds, about 500x1000
    I:"Incidence of Islands,Large"=30

    # frequency of medium island seeds, about 250x500, but they tend to break up into archipelagos
    I:"Incidence of Islands,Medium"=15

    # Rounds of continent and large island expansion in oceanic worlds (with separateLandmasses off). More makes continents larger and oceans narrower. Default is 1.Values above 2 will overwhelm the separate landmasses setting with an otherwise default config.
    I:"Land Expansion Rounds"=2

    # True mostly stops landmasses merging.With default settings you will get an oceanic world if true and a continental world if false
    B:SeparateLandmasses=true
    }


    ##########################################################################################################
    # oceanbiomeclimates
    #--------------------------------------------------------------------------------------------------------#
    # Climate Types are: SNOWY,COOL,WARM,HOT,OCEAN,DEEP_OCEANMEDIUM,PLAINS,LAND, and SEA. MEDIUM is COOL and WARM, PLAINS is COOL and WARM and HOT, LAND is all four land, SEA is both oceans
    ##########################################################################################################

    oceanbiomeclimates {
    S:"DeepOcean climate"=DEEP_OCEAN
    S:"Ocean climate"=OCEAN
    }


    oceanbiomeids {
    I:"DeepOcean ID"=24
    I:"Ocean ID"=0
    }


    oceanbiomeincidences {
    I:"DeepOcean Incidence"=100
    I:"Ocean Incidence"=100
    }


    oceanbiomevillages {
    B:"DeepOcean hasVillages"=false
    B:"Ocean hasVillages"=false
    }


    ##########################################################################################################
    # vanillabiomeclimates
    #--------------------------------------------------------------------------------------------------------#
    # Climate Types are: SNOWY,COOL,WARM,HOT,OCEAN,DEEP_OCEANMEDIUM,PLAINS,LAND, and SEA. MEDIUM is COOL and WARM, PLAINS is COOL and WARM and HOT, LAND is all four land, SEA is both oceans
    ##########################################################################################################

    vanillabiomeclimates {
    S:"Birch Forest Hills M climate"=DEFAULT
    S:"Birch Forest Hills climate"=DEFAULT
    S:"Birch Forest M climate"=DEFAULT
    S:"Birch Forest climate"=Warm
    S:"Cold Taiga Hills climate"=DEFAULT
    S:"Cold Taiga M climate"=DEFAULT
    S:"Cold Taiga climate"=Snowy
    S:"Desert Hills climate"=DEFAULT
    S:"Desert M climate"=DEFAULT
    S:"Desert climate"=Hot
    S:"Extreme Hills M climate"=DEFAULT
    S:"Extreme Hills climate"=MEDIUM
    S:"Extreme Hills+ M climate"=DEFAULT
    S:"Extreme Hills+ climate"=DEFAULT
    S:"Flower Forest climate"=DEFAULT
    S:"Forest Hills climate"=DEFAULT
    S:"Forest climate"=MEDIUM
    S:"Ice Mountains climate"=Snowy
    S:"Ice Plains Spikes climate"=DEFAULT
    S:"Ice Plains climate"=Snowy
    S:"Jungle Hills climate"=DEFAULT
    S:"Jungle M climate"=DEFAULT
    S:"Jungle climate"=Warm
    S:"Mega Spruce Taiga climate"=DEFAULT
    S:"Mega Taiga Hills climate"=DEFAULT
    S:"Mega Taiga climate"=Cool
    S:"Mesa (Bryce) climate"=DEFAULT
    S:"Mesa Plateau F M climate"=DEFAULT
    S:"Mesa Plateau F climate"=Hot
    S:"Mesa Plateau M climate"=DEFAULT
    S:"Mesa Plateau climate"=Hot
    S:"Mesa climate"=DEFAULT
    S:"Mushroom Island climate"=DEFAULT
    S:"Plains climate"=PLAINS
    S:"Roofed Forest M climate"=DEFAULT
    S:"Roofed Forest climate"=Cool
    S:"Savanna M climate"=DEFAULT
    S:"Savanna Plateau M climate"=DEFAULT
    S:"Savanna Plateau climate"=DEFAULT
    S:"Savanna climate"=Hot
    S:"Sunflower Plains climate"=DEFAULT
    S:"Swampland M climate"=DEFAULT
    S:"Swampland climate"=Warm
    S:"Taiga (snowless) M climate"=DEFAULT
    S:"Taiga (snowless) climate"=Cool
    S:"Taiga Hills climate"=DEFAULT
    }


    vanillabiomeids {
    I:"Birch Forest Hills ID"=28
    I:"Birch Forest Hills M ID"=156
    I:"Birch Forest ID"=27
    I:"Birch Forest M ID"=155
    I:"Cold Taiga Hills ID"=31
    I:"Cold Taiga ID"=30
    I:"Cold Taiga M ID"=158
    I:"Desert Hills ID"=17
    I:"Desert ID"=2
    I:"Desert M ID"=130
    I:"Extreme Hills ID"=3
    I:"Extreme Hills M ID"=131
    I:"Extreme Hills+ ID"=34
    I:"Extreme Hills+ M ID"=162
    I:"Flower Forest ID"=132
    I:"Forest Hills ID"=18
    I:"Forest ID"=4
    I:"Ice Mountains ID"=13
    I:"Ice Plains ID"=12
    I:"Ice Plains Spikes ID"=140
    I:"Jungle Hills ID"=22
    I:"Jungle ID"=21
    I:"Jungle M ID"=149
    I:"Mega Spruce Taiga ID"=160
    I:"Mega Taiga Hills ID"=33
    I:"Mega Taiga ID"=32
    I:"Mesa (Bryce) ID"=165
    I:"Mesa ID"=37
    I:"Mesa Plateau F ID"=38
    I:"Mesa Plateau F M ID"=166
    I:"Mesa Plateau ID"=39
    I:"Mesa Plateau M ID"=167
    I:"Mushroom Island ID"=14
    I:"Plains ID"=1
    I:"Roofed Forest ID"=29
    I:"Roofed Forest M ID"=157
    I:"Savanna ID"=35
    I:"Savanna M ID"=163
    I:"Savanna Plateau ID"=36
    I:"Savanna Plateau M ID"=164
    I:"Sunflower Plains ID"=129
    I:"Swampland ID"=6
    I:"Swampland M ID"=134
    I:"Taiga (snowless) ID"=5
    I:"Taiga (snowless) M ID"=133
    I:"Taiga Hills ID"=19
    }


    vanillabiomeincidences {
    I:"Birch Forest Incidence"=10
    I:"Cold Taiga Incidence"=10
    I:"Desert Incidence"=30
    I:"Extreme Hills Incidence"=20
    I:"Forest Incidence"=20
    I:"Ice Mountains Incidence"=0
    I:"Ice Plains Incidence"=30
    I:"Jungle Incidence"=5
    I:"Mega Taiga Incidence"=5
    I:"Mesa Plateau F Incidence"=4
    I:"Mesa Plateau Incidence"=1
    I:"Plains Incidence"=30
    I:"Roofed Forest Incidence"=10
    I:"Savanna Incidence"=20
    I:"Swampland Incidence"=10
    I:"Taiga (snowless) Incidence"=10
    }


    vanillabiomevillages {
    B:"Birch Forest Hills M hasVillages"=false
    B:"Birch Forest Hills hasVillages"=false
    B:"Birch Forest M hasVillages"=false
    B:"Birch Forest hasVillages"=false
    B:"Cold Taiga Hills hasVillages"=false
    B:"Cold Taiga M hasVillages"=false
    B:"Cold Taiga hasVillages"=false
    B:"Desert Hills hasVillages"=false
    B:"Desert M hasVillages"=false
    B:"Desert hasVillages"=true
    B:"Extreme Hills M hasVillages"=false
    B:"Extreme Hills hasVillages"=false
    B:"Extreme Hills+ M hasVillages"=false
    B:"Extreme Hills+ hasVillages"=false
    B:"Flower Forest hasVillages"=false
    B:"Forest Hills hasVillages"=false
    B:"Forest hasVillages"=false
    B:"Ice Mountains hasVillages"=false
    B:"Ice Plains Spikes hasVillages"=false
    B:"Ice Plains hasVillages"=false
    B:"Jungle Hills hasVillages"=false
    B:"Jungle M hasVillages"=false
    B:"Jungle hasVillages"=false
    B:"Mega Spruce Taiga hasVillages"=false
    B:"Mega Taiga Hills hasVillages"=false
    B:"Mega Taiga hasVillages"=false
    B:"Mesa (Bryce) hasVillages"=false
    B:"Mesa Plateau F M hasVillages"=false
    B:"Mesa Plateau F hasVillages"=false
    B:"Mesa Plateau M hasVillages"=false
    B:"Mesa Plateau hasVillages"=false
    B:"Mesa hasVillages"=false
    B:"Mushroom Island hasVillages"=false
    B:"Plains hasVillages"=true
    B:"Roofed Forest M hasVillages"=false
    B:"Roofed Forest hasVillages"=false
    B:"Savanna M hasVillages"=false
    B:"Savanna Plateau M hasVillages"=false
    B:"Savanna Plateau hasVillages"=false
    B:"Savanna hasVillages"=true
    B:"Sunflower Plains hasVillages"=false
    B:"Swampland M hasVillages"=false
    B:"Swampland hasVillages"=false
    B:"Taiga (snowless) M hasVillages"=false
    B:"Taiga (snowless) hasVillages"=false
    B:"Taiga Hills hasVillages"=false
    }


    I thought increasing I:bandedClimateWidth would have an effect, but there's no visible changes in AMIDST.

    Posted in: Minecraft Mods
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    posted a message on Should we be heading back to the Moon instead of going to Mars?
    Quote from ZeBlueDevil»

    Nah, anybody could spin it as a frivolous waste of valuable tax dollars in a time when the infrastructure's crumbling... and the climate change thing was only in the event that it was hugely successful and also managed to convince everybody it actually existed... ; )

    I wish that we could get NASA back on 5%, we'd definitely get that Mars mission by the end of the 2020's plus we'd be able to get that Europa probe going and then it's also pushing for FTL travel...

    Faster Than Light travel might be pushing hope and optimism a bit, but God knows if I was playing a Civilization game and knew that that was down the tech tree I'd be pushing for it ASAP.
    Posted in: General Off Topic
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    posted a message on Should we be heading back to the Moon instead of going to Mars?
    Quote from JJ48car»

    ...unless of course the mission went horribly wrong, and ended up costing a huge amount of money just to get several good people killed, of course.

    The twisting the situation comment was in the assumption of a completely successful landing.

    But yes, of course if this plan was announced, you know the news for the next few days would be all about how dangerous the mission is according to their panelists and experts and whatnot.
    Posted in: General Off Topic
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    posted a message on Should we be heading back to the Moon instead of going to Mars?
    Quote from ZeBlueDevil»

    Yo, we could prolly convince him to be the one to put his name on a monumental climate change bill too. We'll say, "Imagine it... people reading in the history books: Donald J. Trump saved the world."

    It wouldn't be good from a persuasion/popular perspective. If he did that, not only would he not gain the trust of the vast majority of the Democrats ("He's still literally Hitler!") but he'd permanently destroy any kind of trust most of his base has in him. It would guarantee that he'd never get re-elected -- so there's no real chance that he ever would. A further point is that it's very hard if not impossible for either side to spin "he put a man on Mars" as a bad thing.
    Posted in: General Off Topic
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    posted a message on Should we be heading back to the Moon instead of going to Mars?

    Gotta repeat what someone else said -- go to Mars for the bragging rights, and then a moon colony. Although neither have many useful resources and are huge expenditures, imagine if the US got the right to say both "We were the first to land on another planet" as well as "We were the first to land on the Moon".

    Extending the idea further, consider the current president. Whatever you think of him, he has an ego of some size -- what better way to permanently solidify his name in history than to be the one to direct a US landing on Mars?

    Posted in: General Off Topic
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    posted a message on CAJlO's Realism Mod

    Okay, I want to be blunt for a moment here.


    >Realism mod

    >Grass armor that speeds health regeneration


    it is, however, an interesting mod.


    Also, yer images are tiny. You might want to upscale them.

    Posted in: Minecraft Mods
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    posted a message on [WIP] All Things Bright and Beautiful

    Wow. Hardly any comments..


    Cooldude this pack looks really nice which is why im suprised no one has barely commented. You got a download i can play around with?



    No download yet; I don't plan to until I finish all the blocks. There's also the bit that I'm not happy with a lot of the current blocks; I want to completely redo the stained clay's design and change the colors back to vanilla ones, for instance.


    And that's been slowed a bit because I've not really been in the right mood for texturing; for me, without a prompt or somebody asking to do things, motivation is rather spontaneous and comes in short bursts.

    Posted in: WIP Resource Pack
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    posted a message on Wayward Wonders [Open World] - Fight bosses in the Wonders of the World! (also available on Minecraft Realms!)

    So, I tried playing it again with my brother.


    We traveled to the forest, gathered a bit of wood, and then I went back to a small indent I had seen in the sand and dug down.


    I hit a cave that had well over 20 diamonds, presumably hundreds of iron deposits, and plenty of coal.


    We got to a miniture stonehenge and a small cabin with a zombie spawner in a tagia before quitting until we could get more info because we had gotten full enchanted diamond gear and horses (one of which was Euros) through a couple other open caves before we even faced the first dungeon/wonder.

    Is this normal?!

    Posted in: Maps
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    posted a message on No sure if this is the right location
    Quote from Hexalobular»

    That looks like a typo?


    I think it should be "/gamerule keepInventory true"


    Hahah, yes, that was a mistake. Let me fix that.

    Posted in: Discussion
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    posted a message on No sure if this is the right location

    >Always daylight (so monsters only found in dark/underground)

    If you're using a LAN server, start it up with cheats enabled and paste "/gamerule doDaylightCycle false" into the chat. If you're using a custom server, do the same thing, but with an Opped account. This disables the daylight cycle and pauses the sun or moon where they are when you activate the command.


    >Drops a chest(s) with all your stuff when you die

    Impossible without a mod, however there is another gamerule that prevents items dropping at all. Paste "/gamerule keepInventory true" into the chat, again as an Opped player, to disable dropping items. If you want the chest functionality, and know how to install Forge mods on a custom server, then here's a good mod for this.


    >See players and your bed on maps

    You can see identical mounted maps on such maps, but I'm pretty sure this is impossible and that there's never been a mod for it. Try marking coordinates down in a writing book. If you hit F3, among the various other types of data there should be three numbers that change when your player moves, marked with (x), (y), and (z). These are coordinates, and they mark where the player is in the world. When you move along any of the six directions, the numbers change up or down. If you mark coordinates, you can find your way back to pretty much anywhere in the world.


    >Player that sets a bed down can only change blocks in a set area around the bed (I dont want fights over them breaking into/stealing each others things)


    This would require a very specific protection mod, again not one I think exists. It's probably a better idea to try to teach them the concepts of private property, and why it's a bad idea to wantonly destroy other's creations, since you're only working with your children.

    Posted in: Discussion
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    posted a message on what would be something weird if minecraft was completely realistic.

    It would be weird in of itself if Minecraft managed to be a perfect simulation of reality.

    Posted in: Discussion
  • 0

    posted a message on I need a good skin editor.

    Okay, first off, one of the best skin editors out there is MCSkin3D. It allows you to paint directly onto a 3D model of just about any Minecraft model (up to and including signs and boats) in the game. It also comes with a number of color options and a Mine Little Pony model if you want a pony skin.


    And secondly, I could probably completely redraw that skin for you to look better period, or just do the hair.


    Edit: Here's the edited skin, and some previews from MCSkin.



    The last image is the skin file itself at the proper size. I took some liberties with coloring and design, too.

    Posted in: Discussion
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    posted a message on [WIP] All Things Bright and Beautiful

    Forest grass color up close and more experiments with the oak wood. I redrew the door and the trapdoor as I said; I like it a lot more but I think it needs more detail. I'm thinking a more shaped window, and some better form of detail on the lower part.

    Posted in: WIP Resource Pack
  • 0

    posted a message on [WIP] All Things Bright and Beautiful

    I redrew the dark oak wood and the ordinary wood again. :3 Also the spruce, which I changed the color of slightly.

    I'm also going to redo the doors for all the wood, and I tried to make the acacia wood but it turned out too saturated and I didn't bother fixing it and I don't like the way it's designed anyways so you don't get an image.


    Edit: This is also the ninth post of mine in a row on this thread. Is the WIP forum just mostly empty, or what?

    Posted in: WIP Resource Pack
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    posted a message on Minecraft Wiki Incorrect?

    Because it's still a snapshot and hasn't been released in a proper update yet?

    Posted in: Discussion
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