Quote from Robijnvogel»
The main thing I have to say about concrete and these other decorational blocks is that, once again, they are very cheap variations of features that already existed in Minecraft.
Looking at the sprites, it probably took their "pixel artists" a few hours to draw those, but actually adding those blocks in code certainly wouldn't have taken me more than 4 hours and an actually experienced java programmer / mod developer could probably have done so within 30 minutes.
New structures and new entities are a bit harder to draw and code, but those are still only new varieties of features that already existed in Minecraft.
Granted, the magic spells and curses of 1.11 may be a nice touch, and the new feature that concrete dust can turn solid after touching water is pretty cool, however these don't warrant a new "major" update.
I'd rather have Minecraft releasing an actual major update every 2-5 years than having it release a "major" update every 6 months.
Even better, if they wrote a decent mod API, almost all the recent changes could have been released as mods. New structures (igloo and mansion), new mobs (polar bear and illager), and new blocks (terracotta) shouldn't call for any revisions to the actual code or a version change. There have been some under-the-hood changes but everything I've seen has been mild and not pressing and could have been delayed for some time.
At least Forge is doing a fairly decent job of protecting modders from the changes. Pretty much any 1.9.4 mod runs on 1.10 so there was nothing to do but update the mod info.
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If 4 is too small and 6 is too big then, yes, try 5. Each point doubles biome width (and thus quadruples biome area) so there is quite a big difference between 4 and 6.
Nature's compass works fine for me. I haven't tested other biome finding systems lately. Nature's Compass has a max range and maybe they do too. See if they can find a biome next to you.
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First of all, by the Minecraft rules, Extreme Hills is in the COOL *and* WARM zones and as such is a completely legitimate neighbor to Desert in HOT. You see it all the time in vanilla - or perhaps, you *would* see it if Desert weren't fairly hard to find because of the climate zone sizes. It's a bad decision, because Extreme Hills is clearly a cool-zone mountain, but there it is. You can make the junctions considerably rarer, and generally pretty short, by moving Extreme Hills to the COOL climate. Of course, if you do, you won't have any mountains in the WARM climate unless you put something else there and vanilla doesn't have anything. There are a couple of mod biomes that fit, most notably BoP Mountain, which I believe defaults to WARM (due to my programming). With BoP I'd definitely suggest moving Extreme Hills to COOL.
1) Yes. CC will place biomes in whatever climate zones you tell it to, even if it makes no "sense". You can do some rather extreme things with that if you're so inclined, such as convert the oceans to deserts, or convert the climate gradients to gradients of magic or danger rather than temperature.
2) Well, they represent grouping of those climate zones. Medium is all the "normal" biomes other than Taiga (COOL) and Jungle, Swamp, and Birch Hills(WARM). PLAINS is where vanilla plains are placed according the the vanilla rules - everywhere but SNOWY. I've never chosen to use it otherwise but it's needed to be able to mimic vanilla.
2b) Yes, all four is all of the four basic climate zones.
2c) The zones are always the same. CC makes zones and then populates it with suitable biomes (suitable according to the rules you set.) The settings determine which zones a given biome appears in.
3) Weather is not affected by climate zones in any way. Sorry. The naming is kind of confusing, but it's inherited from vanilla. Biomes that don't have rain never have it regardless of the climate zone they're in. To be technical, once the biome is chosen, the climate zone is not recorded in any way and can't be determined. They are just ephemeral things used for biome placement.
4) Incidences determine frequency within the climate zones a biome can appear in. The higher the incidence, the more often they appear.
5) If you disable the biomes in BoP CC is supposed to ignore them and not use them. If you want to be sure set the incidences to 0.
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The terrain systems are only lightly connected to the minecraft engine, so they are relatively portable, although there's internal refactoring. Generated terrain has changed moderately - Extreme Hills, mesas, and oceans are very different and rivers and lakes are completely changed for a given seed although the style is similar. Other terrains have changed little or none but the lake changes affect the exact details because they have wide banks. Generated decors and surfacing haven't yet changed much although the internals have.
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CCDimensions is for setting the dimensions CC will run in. The default is only the overworld (dim 0).
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You need to post the entire crashlog, in spoilers please. I can't even tell what MC version you're running, never mind the UBC version or the other mods.
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If you change that externalBiomeNames config to include a list of biome names you want and then start and quit MC, GC will create the configs in the main geographicraft.cfg file. You will have to set the values, including the biome IDs (which default to -1, which is a code for off).
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Well, each step doubles and that's just how the algorithm works. There is an additional effect from the growth rounds. You could set the growth rounds to 0, but you'll have a lot more water, and all landmasses are smaller. You can partially adjust for that by increasing the incidences, but only to a point - it just can't pack them too closely and still keep them apart.
You could turn off SeparateLandmasses and that allows to adjust the landmass percentage as high as you want. However, then (as the name suggests) the landmasses don't necessarily stay separate.
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You can get the latitude-driven climate zones by setting the bandedClimateWidth to a number above 1. The climate zones aren't just north to south; they cycle from snowy to hot and back again.
Each increase of one in the biome size doubles the width. It should increase without limit - you could make the whole world one biome with biome size 23 or so.
Amidst won't show anything ClimateControl does. ForgeAmidst will, but I do think you have to call it up from inside a world.
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ForgeAmidst is the biome layout program to use for this. Amidst only does vanilla layouts.
For large biomes, use biomeSize = 6. That also increases the size of the landmasses so pretty much everything will be big anyway. If you use full-size climate zones and only large islands everything will be one climate only. Large "islands" are about 2,000 by 4,000 blocks with biomeSize 6 so that may be large enough for you. You could use small continents, probably - they will sometimes have more than one climate but it would be unusual to have any more than one step away (you might get Taiga on a landmass with snowy zones but almost never swamp or desert). Set the landmass incidence you want to 150 or more and everything larger to 0. You can throw in some small landmasses for variety if you want.
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Hmm, yes, with that ravine setting for RTG there shouldn't be any. I'll look at it.
Yes, river frequency is how often you run into rivers. River width is how wide therey are.
This stuff is RTG-related and should be in that thread, not here.
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That's a ravine and GC does nothing with ravine generation. If you're playing with RTG there's a setting to make them less common overall. There might be a mod to alter them but I don't know of one.
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If ForgeAmidst is in your mod folder, you can hit F12 while in the world to see a map.
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If you set ExternalBiomeNames=biome1,biome2,biome3 and quit and restart the game, CC will add configs for the biome to the climateControl.cfg file. You can then set the biomeIDs and climates for the biomes to whatevery they should be and they'll show up.
There are already dimension configs. The current default is to exclude CC from the End and the Nether and use it everywhere else.
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Significant performance issues aren't from RTG. I have a 4 year old computer, and I can fly at creative speed with my view distance at 16, except near Roofed Forest and sometimes Jungle.
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What exactly doesn't work? It worked fine for the Thermal Foundation ores.