清秋
本帖最后由 清秋 于 2020-9-23 21:30 编辑
某些说明


二搬说明

译名问题


搬运许可问题








mod内容


本mod通过config控制气候区、海洋大小,生物群系频率和大陆大小。

下为介绍页原文


下为原帖图片,可以看到,通过特殊的配置文件可以创造出奇特的地形:


在配置文件中你可以进行更多的自定义设置。

配置文件部分翻译


贴吧版教程:
https://tieba.baidu.com/p/6011063615






下载地址和杂项


curse forge:https://minecraft.curseforge.com/projects/climate-control-geographicraft/files

兼容问题






2021.12 数据,可能有更多内容
某些说明


二搬说明



【6-2】允许「二次搬运」的情况:「Mod的MC版本更新或重大内容更新/旧帖质量过差(可私信版主咨询)」
须在现有转载帖内回帖通知楼主更新,自通知之时起一周内楼主无任何回应或回复已放弃更新,则视为放弃更新。
通知时需注明本条版规内容,新发帖需包含旧搬运帖地址及相关弃更截图证明,若通知后编辑了该回帖,时间将重新由编辑日计算。
若旧搬运帖楼主账号≥30天未登录/已注明不再更新,则通知更新可免,但新发帖仍需包含以上要求内容。
译名问题
我仔细考虑了这个mod的译名,本mod同时保留了关于气候模拟以及地形生成控制的内容,所以采用了这样的译法。同时必须注意到,geography一词同时包含了气候的因素,但为了直观,我把“地理”拆分为了“气候/地形”。



搬运许可问题


采用
GNU LESSER GENERAL PUBLIC LICENSE协议




mod内容


本mod通过config控制气候区、海洋大小,生物群系频率和大陆大小。


下为介绍页原文
Climate control allows you control climate zones, ocean sizes, biome frequencies, and continent sizes. Make Minecraft worlds into Yourcraft worlds!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.Make climate bands to mimic an earthlike world.Set initial spawn area to any land area anywhere.   


下为原帖图片,可以看到,通过特殊的配置文件可以创造出奇特的地形:



只有小型岛屿的世界



只有山脉而没有海洋的世界





可以看到,这张图是模拟了地球的气候带


在配置文件中你可以进行更多的自定义设置。


配置文件部分翻译


# Configuration file


"assorted parameters" {
    # Use 1.6 compatibility mode
B:1.6Compatibility=false
使用1.6版本的兼容


    # place little islands near shore rather than in deep ocean
B:"Allow Derpy Islands"=false
使得小岛生成在近岸而不是在海中


    # Biome size, exponential: 4 is regular and 6 is large biomes
I:"Biome Size"=4
生物群系大小,指数大小递增,4是常规大小,6是大群系


    # Use red sand mesa for mesa borders. False uses desert like vanilla
B:"Mesas for mesa borders"=true
使用红沙mesa作为mesa地形的边界,如果是false则是用沙漠
Mesa就是全部是陶瓦(硬化粘土)的那个群系


    # 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
决定未安装CC之前的存档的新地形是否按照CC的规则生成


    # suppress Bop sub-biome generation in vanilla biomes
B:NoBoPSubBiomes=false
是否生成BOP的子群系


    # Percentage of rivers prevented; changes cause chunk boundaries at some rivers
I:PercentRiverReduction=0
阻止河流生成比重


    # increase smoothing steps; also shrinks unusual biomes some; changing produces occaisional chunk walls
B:"Smoother Coastlines"=true
更平滑的海岸线,但会使得稀有生物群系大小略微收缩,同时会偶发性的生成区块之间的墙体。


    # 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
使得CC使用类似于1.7版本的陆地权重和气候带生成地形


    # True for triple-width rivers
B:WiderRivers=true
生成三倍宽度的河流


    # impose GeographiCraft generation on the Biomes o' Plenty world type
B:alterBoPWorlds=true
使得CC能够作用于BOP地形生成器


    # impose GeographiCraft generation on the Customized world type
B:alterCustomWorlds=true
使得CC能够作用于CW地形生成器


    # impose GeographiCraft generation on Highlands world types
B:alterHighlandsWorlds=true
使得CC能够作用于highlands地形生成器


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


    # 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
不懂


    # Have Climate Control set the biomes for village generation; may be incompatible with village mods
B:controlVillageBiomes=false
使得CC可以控制原版村庄可以生成的地形


    # 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
使得出生点一定是一块小型陆地


    # max height value for allowing rivers; 10.0 allows everything; 0.75 is plains but no hills
D:maxChasm=10.0
存疑,似乎是允许河流生成的最大高度,10可以在任何地方生成,0.75只会在平原。


    # 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=3


    # suppress GeographiCraft generation in default, large biomes, and amplified worlds
B:suppressInStandardWorlds=false
使得CC可以作用于原版,放大化,巨型生物群系地形生成器


    # True for double-width beaches
B:wideBeaches=false
两倍宽度的海滩
}


##########################################################################################################
# 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"=3
凉爽气候带的生成概率


    # relative incidence of hot zones like savanna/desert/plains/mesa
I:"Hot Zone Incidence"=2
炎热气候带的生成概率


    # 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=true
更严格的划分气候带,这会减少不合理的气候,但同样也会使得**气候带更为稀有


    # True freezes oceans in snowy latitudes. Only used with latitudinal climates.
B:"Frozen Icecaps"=true
使得在寒冷气候带纬度的海洋结冰,这只会在使用纬度划分气候带时才会生效。


    # half the climate zone size from vanilla, unless quartering
B:"Half Zone Size"=false
减半气候带大小


    # 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"=false


    # 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=0
气候带组合初始位置移动


    # Width of banded climates (climate depends on latitude). 0 or less for normal rules. Width is in terms of climate zones, whatever they areWidths below 3 will have mixed-up zones.
I:bandedClimateWidth=3
气候带组合宽度调节


    # 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
##########################################################################################################
这些很简单的,随便翻译一下就会了
"ocean control parameters" {
    # frequency of large continent seeds, about 8000x16000
    I:"Incidence of Continents,Large"=0


    # frequency of medium continent seeds, about 4000x8000
    I:"Incidence of Continents,Medium"=0


    # frequency of small continent seeds, about 2000x4000
    I:"Incidence of Continents,Small"=10


    # 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"=100


    # 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


贴吧版教程:
https://tieba.baidu.com/p/6011063615



下载地址和杂项


curse forge:https://minecraft.curseforge.com/projects/climate-control-geographicraft/files


兼容问题


1.和biome bundle不兼容,且不确定与OTG其它mod是否存在兼容问题
2.RTG与BOP的兼容问题目前仍需要本mod解决,如果同时安装了RTG与BOP而不安装本mod,BOP的地形将
无法在在RTG地图生成器中生成,BOP似乎没有在本体中写入气候信息,而是全然交由外部mod添加。





dengtianjian
这个。。没有教程吗

清秋
dengtianjian 发表于 2018-12-22 10:06
这个。。没有教程吗

基本上都是在配置文件内修改,只要看得懂英文就会了,如果还是有困难的话我会考虑出配置文件翻译

HongXiaoer
以前下载了这个mod还不知道有控制海洋大小的功能,感谢

Leo_Skywalker
清秋 发表于 2018-12-23 11:28
基本上都是在配置文件内修改,只要看得懂英文就会了,如果还是有困难的话我会考虑出配置文件翻译 ...

有需求,甚至不知道配置文件在哪里

Leo_Skywalker
清秋 发表于 2018-12-23 11:28
基本上都是在配置文件内修改,只要看得懂英文就会了,如果还是有困难的话我会考虑出配置文件翻译 ...

有需求,甚至不知道配置文件在哪里2333333

清秋
Leo_Skywalker 发表于 2019-1-1 21:22
有需求,甚至不知道配置文件在哪里2333333

那我抽个时间出来吧。。。不过最近考试周太忙了,只能先咕一段时间。

清秋
更新了配置文件翻译

2226225421
BOP可以兼容

PrinceAO
这个mod有点高深

2714491883MP
https://tieba.baidu.com/p/6011063615
我的教程,版本比较老了

清秋
2714491883MP 发表于 2019-9-14 12:03
https://tieba.baidu.com/p/6011063615
我的教程,版本比较老了

我贴到帖子上?

Ang8169_
这个模组生成的地图除出生地是个大平原(大型孤岛)以外附近一万格全都是海  按照配置文件改发现好多配置条目都没有 LZ有没有什么办法解决? 版本是1.7.10 0.82的的版本

清秋
Ang8169_ 发表于 2019-10-25 15:42
这个模组生成的地图除出生地是个大平原(大型孤岛)以外附近一万格全都是海  按照配置文件改发现好多配置条 ...

Land Expansion Rounds调高一点,看会不会有效果

woshi2bi
稍微支持一下吧,远古老帖

ignia
感谢分享!!

LIGHR_Boss
这个感觉做整合包会挺好使的

竹竹竹竹
很不错的mod  很好玩

我的好祖宗
这个还不错

TS_Bian

mylss
好看的不错

xiao_lan233ss
清秋 发表于 2018-12-23 11:28
基本上都是在配置文件内修改,只要看得懂英文就会了,如果还是有困难的话我会考虑出配置文件翻译 ...

大佬,我们搞了半天就是创不出你图片中的那种水的世界还有各种小岛屿

Debra-MC
楼主图片看不到...

HenryZ16
从MCMOD过来的,这个搬运贴居然冷了。如果要玩RTG和超多生物群系的话建议装上这个MOD。

拿起爬
jjjjjjjjjjjhj

残霞之光
请问一下这个要怎么添加生物群系
我加了BOP和RTG导致樱mod里的生物群系没有生成
我也不会改配置文件,甚至都不知道配置文件在哪qwq

18369916836
赞赞赞赞赞赞,就是配置文件有点头疼