Minecraft / Mods

Climate Control [1.7.2],[1.7.10]

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avatar zeno410
Level 40 : Master Modder
12
Climate control allows you control climate zones, ocean sizes, biome frequencies, and continent sizes. Make Minecraft worlds into Yourcraft worlds!

Add biome mods WITHOUT chunk walls!

Minimize chunk walls for 1.6 to 1.7 conversions. Tutorial here.

Set climate zones to smaller, more manageable sizes so you can find a variety of biomes more easily.

Prevent hot biome-cold biome transitions, if you want, or mix all the biomes together.

Change the frequencies of common biomes and climate zones to occur as often or as rarely as you want.

Restore true oceans to 1.7, or keep a universal continent with large lakes.

Create a variety of land sizes, from giant continents tens of thousands of blocks across to islands that fit on a single map.

Also removes the tiny islands in the deep ocean.

AMIDST mapping program to display default CC 0.2 worlds

Modded AMIDST Source code

Effects of config settings on world (long)
Click to reveal
Land Sizes
The four land configurations each set the frequency with which particular land sizes appear in the world. For all the land sizes, there is huge variability - land sizes can easily be half or double the stated values. Plus, land formations can appear on top of each other in which case they merge.

Land usage is complicated so I'll describe it with a "land usage" score, which can later be converted into a percent.

"Large Continent Frequency" sets the frequency of large continents, very roughly 8,000 by 16,000 blocks. These are about the size of continents in 1.6 generation. They have a land usage equal to about the frequency you set.

"Medium Continent Frequency" sets the frequency of medium continents, very roughly 4,000 by 8,000 blocks. There are about the size of a small continent on a 1.6 map. They have a land usage equal to about 3/4 of the frequency you set.

"Small Continent Frequency" sets the frequency of small continents, about 2,000 by 4,000 blocks. This is smaller than anything the standard 1.6 generator ever makes. They have a land usage equal to about half of the frequency you set.

"Large Island Frequency" set the frequency of large islands, about 1,000 by 2,000 blocks. This is similar to the large multibiome islands you occasionally see in the large lakes of 1.7 generation, except that in 1.7 the larger one are essentially always merged into the universal continent, so the ones you see in Climate Control tend to be larger. They have a land usage equal to about 40% of the frequency you set.

Universal ocean or universal continent?

The total percent of land sets the oceanic vs. continental character of the world. From the land usage use can determine the percent land of the world. The formula is a little complicated, and my usage values are really rough anyway, so here's a guideline.

Land usage 0-35: "Open ocean" type world. This type of world is oceanic, and you can go on an arbitrarily long trip if you just set off on a random direction, because you can keep missing the landmasses that are there. 1.6 worlds are open ocean; they would have a land usage of 20.

Land usage 35-50: "Busy ocean" type world. This still has a universal ocean, but there's enough land that you won't get very long ocean trips very often even if you just set off randomly. The Climate Control defaults are in this range, at about 38.

Land usage 50-90 "River delta" type world. There's not really a universal ocean or a universal continent.

Land usage 90-120 "Great Lakes" type world. There's a universal continent, but you'll run into large lakes on any long trip.

Land usage above 120: Universal Continent with scattered large lake

Something about my estimates is not right, because I'd calculate 1.7 worlds as having a usage score of 130, putting them in "Universal Continent", but they're actually a "Great Lakes" type world.

Ocean trip length: This is probably the factor people are most interested in, and I'm sorry there's no simple answer or formula. Very roughly, if you hit the nearest land, your crossing distance will be on the order of the size of your continents. So in a world made of large continents, you have a typical crossing of 16,000 blocks. in a world of large islands, it's about 2,000 blocks. If you have a mix of continents, you'll have a similar mix of crossings. So in a world half large islands and half large continents you'll get a 2,000 crossing half the time and a 16,000 crossing half the time. 1.7 worlds are actually about 90% large islands and 10% large continents and that's why usually ocean crossings are really short but every now and then you get a 10K whopper (by going the length of a skinny lake).

If you've got a universal ocean, you may miss the nearest land. In a busy ocean world, you will sometimes about double your crossing distance that way. In an open ocean, you can miss land after land and go on for a very long trip. The Climate Control defaults produce a "box of chocolates" effect on ocean crossings just like land forms; mine have typically been 2,000 - 10,000 but looking at maps I think you might see ones as long as 20,000 without being fluky.
Progress85% complete
Game VersionMinecraft 1.7.2

1 Update Logs

Update #1 : 09/22/2014 2:26:57 pmSep 22nd, 2014

Added 1.7.10 support and improved 1.6 -> 1.7 conversions.

Comments : 8

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1 - 8 of 8

  • NeX-T
  • Level 1
  • New Network
  • December 21, 2014, 8:35 am
Nice but you should make: 4 seasons, North pole + south pole. If not thats okay. Gonna make it for my own mod then.
Excellent! I've been waiting for a mod such as this for making worlds with realistic biome distribution. (No more jungle-taiga transitions) Now to combine this with the chunk time bukkit plugin and I can hve a world with close to realistic time scaling and biomes (shorter days in the norhtern taiga, longer in the equatorial jungles and deserts. Thank you very much! =D
  • Devi The Panda
  • Level 33
  • Artisan Button Pusher
  • September 23, 2014, 1:55 am
Can you tell me what exsactly this mod does?
  • Devi The Panda
  • Level 33
  • Artisan Button Pusher
  • September 23, 2014, 1:58 am
Plus could you make a mod that makes the weather change to seasonal weather?
  • zeno410
  • Level 40
  • Master Modder
  • September 23, 2014, 7:40 am
The mod lets you customize biome generation - sizes and frequencies of landmasses, sizes and frequencies of climates zone, frequencies of individual biomes, sizes of individual biomes. It can also prevent chunk walls with most changes to your biome sets and arrangements.

The name is kind of a pun based on what I was originally trying to do - shrink the IMO oversized climate zones in 1.7.  But the mod has tremendously expanded from the original goal.

I could make rain and lightning frequencies vary by season. Snow in non-snowy biomes won't melt, so that's not a good idea for winter. Making tree leaves change color and things like that are out of my skill set.
  • zeno410
  • Level 40
  • Master Modder
  • September 22, 2014, 2:46 pm
This is a mod, and currently only tested for single player.
  • CrewCree
  • Level 11
  • Journeyman Network
  • September 22, 2014, 2:45 pm
I'm a little confused. Is this a plugin or a mod?
this is a mod :/

also just because i don't have a profile picture doesn't mean i'm a noob it just means i'm too lazy to get one :P

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