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    posted a message on Underground Biomes Constructs

    I hope to update the current version but I just can't find the time. I will probably never have time to update older versions, ever.

    Posted in: Minecraft Mods
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    posted a message on Climate Control - change climate zones sizes, ocean sizes, and more
    Quote from Wasthereonce»

    I'm using Chromaticraft with Climate Control. I've disabled the Ender Forest biome in both the Chromaticraft config and the CC config, and I've double checked that it is disabled in the world CC config. However, it still seems to be generating. Conversely, I have a Biomes O' Plenty biome called Mangrove enabled with a very high instance rate and it does not generate. Do you know of any solutions to this?




    The Mangrove biome is a sub-biome of Deep Ocean which generates in great quantity as part of the "South Seas Complex". The only solution is to turn off BoP sub-biomes with a flag in the CC config

    Quote from didntdsaythat»

    anyone knows what the

    "# Comma-delimited list of externalBiome Names."
    "S:externalBiomeNames="

    exactly is for in the GC config?


    When running with BoP together, GC creates its own Bop Config* but not when e.g running it with Traverse.
    Though GC still generating Traverse Biomes, w/o any of those biomes named in aboves externalBiome Names

    setting. So really wonder when to use this line, and the format of those names (ids?)


    *subquestion:

    "assorted parameters" {
    B:BoPBiomesOn=false
    is set as default, though afaik BoP Biomes are created - so what exactly is falsiefied here?




    If you put a list of biomes in that field, the next time CC runs there will be fields in the general config to control biomes with the specified names.

    BoPBiomesOn is not normally supposed to be altered by users. It's altered by CC when creating worlds where BoP is available, and the purpose is to allow CC to know if you had BoP on when the world was created so it won't add BoP to an existing world which isn't supposed to have it.


    Quote from Sieb2»

    Can I use both climate control (for biome placement) and biome tweaker (for editing biomes) at the same time ?



    Yes. CC will override all the biome frequency settings in BT but the biome character changes (color, temp, etc.) remain.

    Posted in: Minecraft Mods
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    posted a message on Underground Biomes Constructs

    If it's in the server mod folder, it should just work. If not, it's a bug, and post some spoilered log files.

    Posted in: Minecraft Mods
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    posted a message on Poll: How you make your first house?

    You can't normally protect all the villagers, but if you just make some of the houses secure by making sure they are properly lit and that the doors can't be broken you won't lose the entire village. I haven't lost a starter village for years.

    Posted in: Survival Mode
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    posted a message on Poll: How you make your first house?

    The categories aren't exclusive. I expect almost everybody will live in an NPC village if available but of course if it isn't they'll use something else.


    Furnaces should probably be basic. You need them to be guaranteed torches the first day. You can't count on finding coal quickly.

    Posted in: Survival Mode
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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

    The spawn offset changes the start place for the spawn search. Normally it is 0,0. From there GC searches outward in a square spiral until it finds a valid start location (which is basically "above the water level"). The spawn search is not limited and continues until there is a memory problem.


    The spawn should end up in the nearest acceptable spot to the start point, although it can miss locations. If you have a Z offset of +5000 you should end up on the nearest decent-size landmass to 0,5000.

    Posted in: Minecraft Mods
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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'll take a look at the BoP business. I've never tried switching worldtypes. When I first devised this BoP biomes appeared in normal worlds so there was no need to switch worldtypes. It may well be that BoP does the details differently once the biomes have been placed, in which case there may not be a way to make that work. Now that I think about it, BoP uses a different noise system and there's nothing GC can do about that. Are the chunk walls comparatively "mild", with the biomes mostly matching up, but changes in rivers, terrain heights, and plants?


    If you are really intent on fixing this, I can explore exploiting a possible bug in BoP. BoP *does* generate its plants in custom worlds, so I might be able to put in an option to add BoP to custom worlds and you could switch it to that. The BoP terrains might be somewhat "off" that way though since they are tuned to BoP terrain noise and not vanilla.


    P.S. there's no need to delete regions files. If it works, it works.

    Posted in: Minecraft Mods
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    posted a message on Climate Control - change climate zones sizes, ocean sizes, and more

    Check the configs in your worldspecificconfig folder in the world save file to make sure your changes are being carried. Aside from the banding issue, that world appears to have large islands, which are zeroed out in your config.


    If bandedClimateWidth is positive and noGenerationChanges is false you should be getting the bands. I can't read the posted image; can you cut and paste your entire config as text in spoiler tags?

    Posted in: Minecraft Mods
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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

    Unfortunately calling worldgen events is not enough, because there's no worldgen event to replace. GC has to hack into the vanilla biome generation routine. If the pregen uses its own, or copies the vanilla one before GC gets to it, the replacement won't work.


    IIRC it currently does the replacement when the vanilla generation is first called, so that's probably why nothing happens in pregen.


    What exactly do you mean by the chunk smoothing not working.? It works for me. The setup for a world originally create without GC is complicated, though. You have to run it twice; first with "No Generation Changes"=true in the *general* for GC to record what the prior system did, and then again with "No Generation Changes"=false in the *worldspecific* config.


    I have thought about trying to make GC figure this out automatically but I've shied away because bugs could damage worlds in essentially irreparable ways.

    Posted in: Minecraft Mods
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    posted a message on The Airship

    A couple of mods have had airships, and while they are fun to fly and a great way to see the scenery they really kill the survival aspect of the game. It's just too easy to fly over mobs and avoid all land combat, and that's with a mod that doesn't even allow you to fire from the airship. I put them into my second journal world but I was so disappointed with the change to the feel of the game that I haven't used them since.


    With this proposal you could putt-putt around all night butchering mobs that can't hurt you in any way, since you can fire beyond a skeleton's recognition range. Given that it's easy to travel with 9 stacks of charcoal no fuel requirement could provide a reasonable control. You could burn a charcoal a second and still have enough to stay up from when monsters start to spawn through to dawn.


    So, I think airships should stay where they are - in mods, so you can add them if you want a drastic change to the game.

    Posted in: Suggestions
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    posted a message on Survival, night with no coal

    You can surround yourself with a 2-high wall of whatever is available, with a slat roof (row of blocks every other row) to keep out spiders. This even lets you dig down and mine in a vertical shaft under the openings in the roof since moonlight will come down the opening, so you can get stuff done and not be bored. I frequently end up making a furnace or roasting charcoal that way since I don't get it done during the day - I spend the day collecting as much wood as possible. Don't go too deep if you don't have torches because if you exceed the 24-block limit you can get spawns inside the makeshift base.


    In the morning you can climb up on the roof (after the skellies burn off) to see if there are any mobs about before going out.

    Posted in: Survival Mode
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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

    Geographicraft will probably be able to work with Lost Cities, if they don't alter the system for biome generation. I'll take a look.


    RTG probably could support that API, but I can't get the time to work on it right now. Both the principal programmers have personal issues that occupy too much time and mindspace. I would be the one to do that bit if we did it. (The GC change is much easier, just an hour or less if it works).

    Posted in: Minecraft Mods
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    posted a message on Climate Control - change climate zones sizes, ocean sizes, and more

    What are you trying to do and how are you trying to do it?

    Posted in: Minecraft Mods
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    posted a message on Underground Biomes Constructs

    No plans to update but post a spoilered crashlog and I'll look at it. Most likely it's a mod conflict, actually.

    Posted in: Minecraft Mods
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    posted a message on Climate Control - change climate zones sizes, ocean sizes, and more

    That file is copied and managed the same way.

    Posted in: Minecraft Mods
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