warmer Posted March 26 Share Posted March 26 (edited) I've gone through and modded the random gen of the wasteland biome quite a bit. I'm now starting to feel like the amount of buildings, destroyed cars, debris, and tree density to make it give more of a bombed out urban area vibe. Has anyone else experimented with this? The majority of the trees are where the wasteland blends into the burnt forest. Those biomes touching each other make good sense to me. Edited March 27 by warmer (see edit history) 3 Link to comment Share on other sites More sharing options...
warmer Posted March 29 Author Share Posted March 29 Link to comment Share on other sites More sharing options...
warmer Posted April 5 Author Share Posted April 5 Link to comment Share on other sites More sharing options...
warmer Posted April 20 Author Share Posted April 20 1 Link to comment Share on other sites More sharing options...
BFT2020 Posted April 26 Share Posted April 26 Looks pretty good. The only thing I have done is made the world more foggy. I like the idea of more clutter for the wasteland, though others probably not so much as they like taking shortcuts through the wasteland. I might start doing that in my playthroughs also. 1 Link to comment Share on other sites More sharing options...
Adam the Waster Posted June 12 Share Posted June 12 I think random junk like fridges, boxs, flipped or crushed cars, just everything!! Make it a junk yard 3 Link to comment Share on other sites More sharing options...
warmer Posted June 12 Author Share Posted June 12 That would be a cool sub biome with a mass amount is iron scrap. 1 Link to comment Share on other sites More sharing options...
Adam the Waster Posted June 15 Share Posted June 15 On 6/12/2024 at 5:33 PM, warmer said: That would be a cool sub biome with a mass amount is iron scrap. I mean just like other stuff like fridge just randomly laying around from the explosive blast throwing something around. I like the amount of damaged cars but also adding some of the new cars would be cool like the work vans Maybe random box laying around little craters from bombs or even a massive crater on the map barrels all sorts of random stuff stuff that looks like would be in a wasteland piles of tires car parts etc Link to comment Share on other sites More sharing options...
warmer Posted August 25 Author Share Posted August 25 3 Link to comment Share on other sites More sharing options...
Adam the Waster Posted August 26 Share Posted August 26 22 hours ago, warmer said: I would say yes but this as a sub biome. I can imagine warped pillars of steel as trees I love this Link to comment Share on other sites More sharing options...
TWORDY Posted August 27 Share Posted August 27 Cluttering all the landscapes with trees and hills all over doesn't look good. With some open areas better frame times might be achieved as well. I love some breathing room. Such landscapes shall be by default in Wasteland. 2 Link to comment Share on other sites More sharing options...
BFT2020 Posted August 28 Share Posted August 28 Yeah I am digging the latest screenshots. I am at the end of my current playthrough which means working on some new mods to add. Now I am thinking of doing something like warmer has done for the wasteland biomes. Link to comment Share on other sites More sharing options...
HB_H4wk Posted August 28 Share Posted August 28 that looks great. too bad we can't have dead trees that lay flay on the ground. 1 Link to comment Share on other sites More sharing options...
HB_H4wk Posted August 29 Share Posted August 29 On another point, seeing as how the burnt forest biome is back with all of the burnt trees I think the wasteland could be barren of any trees. 1 Link to comment Share on other sites More sharing options...
warmer Posted August 29 Author Share Posted August 29 20 hours ago, HB_H4wk said: On another point, seeing as how the burnt forest biome is back with all of the burnt trees I think the wasteland could be barren of any trees. Ya it doesn't make any sense to have trees on a bombed out biome. The trees are basically blown over or turned to ash if they are in the radius. That is the vibe I am going for. I wish we had some fallen over trees, those would fit well. For now I just removed all trees except near POI, and replaced them with drift wood. 2 Link to comment Share on other sites More sharing options...
warmer Posted September 1 Author Share Posted September 1 Place this in the biomes.xml between the top and bottom lines and your wasteland will gen like this <!-- *** Wasteland: Ore Sub Biome: Iron --> <subbiome prob="0.3"> <layers> <layer depth="2" blockname="terrDestroyedStone"/> <layer depth="2" blockname="terrDirt"/> <layer depth="1" blockname="terrStone"> <resource blockname="terrGravel" prob="0.7830" rwgGenerationType="all"/> </layer> <layer depth="*" blockname="terrStone"> <resource blockname="terrOreIron" prob="0.6500" rwgGenerationType="all"/> <resource blockname="terrGravel" prob="0.7830" rwgGenerationType="all"/> </layer> <layer depth="3" blockname="terrBedrock"/> </layers> <decorations> <decoration type="prefab" name="deco_iron_vein" checkresource="-7" onslopes="true" prob=".01657" rotatemax="3"/> <decoration type="block" blockname="treePineBurntLrg" prob="0.0008" rotatemax="7"/> <decoration type="block" blockname="treePineBurntMed" prob="0.0008" rotatemax="7"/> <decoration type="block" blockname="treePineBurntFullMed" prob="0.0005" rotatemax="7"/> <decoration type="prefab" name="deco_remnant_stone_01" prob=".05"/> <decoration type="prefab" name="deco_remnant_stone_02" prob=".053"/> <decoration type="prefab" name="deco_remnant_stone_03" prob=".053"/> <decoration type="prefab" name="deco_remnant_stone_04" prob=".052"/> <decoration type="prefab" name="deco_remnant_stone_05" prob=".052"/> <decoration type="prefab" name="deco_remnant_wood_01" prob=".024"/> <decoration type="prefab" name="deco_remnant_wood_02" prob=".024"/> <decoration type="block" blockname="resourceRock01" prob=".00033" rotatemax="3"/> <decoration type="block" blockname="resourceRock02" prob=".00033" rotatemax="3"/> <decoration type="block" blockname="cntBurntForestRandomLootHelper" prob="0.00025"/> <decoration type="block" blockname="rock01" prob=".01"/> <decoration type="block" blockname="rock02" prob=".01"/> <decoration type="block" blockname="driftwood" prob="0.001" rotatemax="7"/> <decoration type="block" blockname="driftwood2" prob="0.001" rotatemax="7"/> <decoration type="block" blockname="driftwood3" prob="0.0005" rotatemax="7"/> <decoration type="block" blockname="treeBrownGrassDiagonal" prob=".5"/> <decoration type="block" blockname="plantShrubDead" prob="0.0001" rotatemax="7"/> <decoration type="block" blockname="emberPileDeco1" prob="0.001" rotatemax="7"/> <decoration type="block" blockname="emberPileDeco2" prob="0.001" rotatemax="7"/> <decoration type="block" blockname="emberPileDeco3" prob="0.01" rotatemax="7"/> <decoration type="block" blockname="emberPileDeco4" prob="0.01" rotatemax="7"/> <decoration type="prefab" name="deco_rubble_stone_01" prob=".0065"/> <decoration type="prefab" name="deco_rubble_stone_02" prob=".0065"/> <decoration type="prefab" name="deco_rubble_stone_03" prob=".005"/> <decoration type="prefab" name="deco_rubble_stone_04" prob=".003"/> <decoration type="prefab" name="deco_rubble_stone_05" prob=".003"/> <decoration type="prefab" name="deco_rubble_stone_06" prob=".0065"/> <decoration type="prefab" name="deco_rubble_stone_07" prob=".0065"/> <decoration type="prefab" name="deco_rubble_stone_08" prob=".0065"/> <decoration type="prefab" name="deco_rubble_stone_09" prob=".003"/> <decoration type="prefab" name="deco_rubble_stone_10" prob=".003"/> <decoration type="block" blockname="carsRandomHelper" prob="0.01" rotatemax="3"/> <decoration type="block" blockname="carWrecksRandomHelper" prob="0.002" rotatemax="3"/> <decoration type="block" blockname="treeBrownGrassDiagonal" prob=".05"/> <decoration type="block" blockname="plantShrubDead" prob="0.0001" rotatemax="7"/> <decoration type="block" blockname="mineCandyTin" prob="0.00015"/> <decoration type="block" blockname="mineHubcap" prob="0.0001"/> <decoration type="block" blockname="hubcapNoMine" prob="0.0011"/> <!-- *** New_Destruction_Blocks --> <decoration type="block" blockname="rubblePileBricks" prob=".0024" rotatemax="7"/> <decoration type="block" blockname="rubblePileBricksLong" prob=".0024" rotatemax="7"/> <decoration type="block" blockname="rubblePileBricksSmall" prob=".0024" rotatemax="7"/> <decoration type="block" blockname="rubblePileCement" prob=".0024" rotatemax="7"/> </decorations> </subbiome> <!-- *** Wasteland: Ore Sub Biome: Coal --> <subbiome prob="0.392"> <layers> <layer depth="2" blockname="terrDestroyedStone"/> <layer depth="2" blockname="terrDirt"/> <layer depth="1" blockname="terrStone"> <resource blockname="terrGravel" prob="0.7830" rwgGenerationType="all"/> </layer> <layer depth="*" blockname="terrStone"> <resource blockname="terrOreCoal" prob="0.6500" rwgGenerationType="all"/> <resource blockname="terrGravel" prob="0.7830" rwgGenerationType="all"/> </layer> <layer depth="3" blockname="terrBedrock"/> </layers> <decorations> <decoration type="prefab" name="deco_coal_vein" checkresource="-7" onslopes="true" prob=".01657" rotatemax="3"/> <decoration type="block" blockname="treePineBurntLrg" prob="0.0008" rotatemax="7"/> <decoration type="block" blockname="treePineBurntMed" prob="0.0008" rotatemax="7"/> <decoration type="block" blockname="treePineBurntFullMed" prob="0.0005" rotatemax="7"/> <decoration type="prefab" name="deco_remnant_stone_01" prob=".05"/> <decoration type="prefab" name="deco_remnant_stone_02" prob=".053"/> <decoration type="prefab" name="deco_remnant_stone_03" prob=".053"/> <decoration type="prefab" name="deco_remnant_stone_04" prob=".052"/> <decoration type="prefab" name="deco_remnant_stone_05" prob=".052"/> <decoration type="prefab" name="deco_remnant_wood_01" prob=".024"/> <decoration type="prefab" name="deco_remnant_wood_02" prob=".024"/> <decoration type="block" blockname="resourceRock01" prob=".00033" rotatemax="3"/> <decoration type="block" blockname="resourceRock02" prob=".00033" rotatemax="3"/> <decoration type="block" blockname="cntBurntForestRandomLootHelper" prob="0.00025"/> <decoration type="block" blockname="rock01" prob=".01"/> <decoration type="block" blockname="rock02" prob=".01"/> <decoration type="block" blockname="driftwood" prob="0.001" rotatemax="7"/> <decoration type="block" blockname="driftwood2" prob="0.001" rotatemax="7"/> <decoration type="block" blockname="driftwood3" prob="0.0005" rotatemax="7"/> <decoration type="block" blockname="treeBrownGrassDiagonal" prob=".5"/> <decoration type="block" blockname="plantShrubDead" prob="0.0001" rotatemax="7"/> <decoration type="block" blockname="emberPileDeco1" prob="0.001" rotatemax="7"/> <decoration type="block" blockname="emberPileDeco2" prob="0.001" rotatemax="7"/> <decoration type="block" blockname="emberPileDeco3" prob="0.01" rotatemax="7"/> <decoration type="block" blockname="emberPileDeco4" prob="0.01" rotatemax="7"/> <decoration type="prefab" name="deco_rubble_stone_01" prob=".0065"/> <decoration type="prefab" name="deco_rubble_stone_02" prob=".0065"/> <decoration type="prefab" name="deco_rubble_stone_03" prob=".005"/> <decoration type="prefab" name="deco_rubble_stone_04" prob=".003"/> <decoration type="prefab" name="deco_rubble_stone_05" prob=".003"/> <decoration type="prefab" name="deco_rubble_stone_06" prob=".0065"/> <decoration type="prefab" name="deco_rubble_stone_07" prob=".0065"/> <decoration type="prefab" name="deco_rubble_stone_08" prob=".0065"/> <decoration type="prefab" name="deco_rubble_stone_09" prob=".003"/> <decoration type="prefab" name="deco_rubble_stone_10" prob=".003"/> <decoration type="block" blockname="carsRandomHelper" prob="0.01" rotatemax="3"/> <decoration type="block" blockname="carWrecksRandomHelper" prob="0.002" rotatemax="3"/> <decoration type="block" blockname="treeBrownGrassDiagonal" prob=".05"/> <decoration type="block" blockname="plantShrubDead" prob="0.0001" rotatemax="7"/> <decoration type="block" blockname="mineCandyTin" prob="0.00015"/> <decoration type="block" blockname="mineHubcap" prob="0.0001"/> <decoration type="block" blockname="hubcapNoMine" prob="0.0011"/> <!-- *** New_Destruction_Blocks --> <decoration type="block" blockname="rubblePileBricks" prob=".0024" rotatemax="7"/> <decoration type="block" blockname="rubblePileBricksLong" prob=".0024" rotatemax="7"/> <decoration type="block" blockname="rubblePileBricksSmall" prob=".0024" rotatemax="7"/> <decoration type="block" blockname="rubblePileCement" prob=".0024" rotatemax="7"/> </decorations> </subbiome> <!-- *** Wasteland: Ore Sub Biome: Potassium Nitrate --> <subbiome prob="0.412"> <layers> <layer depth="2" blockname="terrDestroyedStone"/> <layer depth="2" blockname="terrDirt"/> <layer depth="1" blockname="terrStone"> <resource blockname="terrGravel" prob="0.7830" rwgGenerationType="all"/> </layer> <layer depth="*" blockname="terrStone"> <resource blockname="terrOrePotassiumNitrate" prob="0.6500" rwgGenerationType="all"/> <resource blockname="terrGravel" prob="0.7830" rwgGenerationType="all"/> </layer> <layer depth="3" blockname="terrBedrock"/> </layers> <decorations> <decoration type="prefab" name="deco_nitrate_vein" checkresource="-7" onslopes="true" prob=".01657" rotatemax="3"/> <decoration type="block" blockname="treePineBurntLrg" prob="0.0008" rotatemax="7"/> <decoration type="block" blockname="treePineBurntMed" prob="0.0008" rotatemax="7"/> <decoration type="block" blockname="treePineBurntFullMed" prob="0.0005" rotatemax="7"/> <decoration type="prefab" name="deco_remnant_stone_01" prob=".05"/> <decoration type="prefab" name="deco_remnant_stone_02" prob=".053"/> <decoration type="prefab" name="deco_remnant_stone_03" prob=".053"/> <decoration type="prefab" name="deco_remnant_stone_04" prob=".052"/> <decoration type="prefab" name="deco_remnant_stone_05" prob=".052"/> <decoration type="prefab" name="deco_remnant_wood_01" prob=".024"/> <decoration type="prefab" name="deco_remnant_wood_02" prob=".024"/> <decoration type="block" blockname="resourceRock01" prob=".00033" rotatemax="3"/> <decoration type="block" blockname="resourceRock02" prob=".00033" rotatemax="3"/> <decoration type="block" blockname="cntBurntForestRandomLootHelper" prob="0.00025"/> <decoration type="block" blockname="rock01" prob=".01"/> <decoration type="block" blockname="rock02" prob=".01"/> <decoration type="block" blockname="driftwood" prob="0.001" rotatemax="7"/> <decoration type="block" blockname="driftwood2" prob="0.001" rotatemax="7"/> <decoration type="block" blockname="driftwood3" prob="0.0005" rotatemax="7"/> <decoration type="block" blockname="treeBrownGrassDiagonal" prob=".5"/> <decoration type="block" blockname="plantShrubDead" prob="0.0001" rotatemax="7"/> <decoration type="block" blockname="emberPileDeco1" prob="0.001" rotatemax="7"/> <decoration type="block" blockname="emberPileDeco2" prob="0.001" rotatemax="7"/> <decoration type="block" blockname="emberPileDeco3" prob="0.01" rotatemax="7"/> <decoration type="block" blockname="emberPileDeco4" prob="0.01" rotatemax="7"/> <decoration type="prefab" name="deco_rubble_stone_01" prob=".0065"/> <decoration type="prefab" name="deco_rubble_stone_02" prob=".0065"/> <decoration type="prefab" name="deco_rubble_stone_03" prob=".005"/> <decoration type="prefab" name="deco_rubble_stone_04" prob=".003"/> <decoration type="prefab" name="deco_rubble_stone_05" prob=".003"/> <decoration type="prefab" name="deco_rubble_stone_06" prob=".0065"/> <decoration type="prefab" name="deco_rubble_stone_07" prob=".0065"/> <decoration type="prefab" name="deco_rubble_stone_08" prob=".0065"/> <decoration type="prefab" name="deco_rubble_stone_09" prob=".003"/> <decoration type="prefab" name="deco_rubble_stone_10" prob=".003"/> <decoration type="block" blockname="carsRandomHelper" prob="0.01" rotatemax="3"/> <decoration type="block" blockname="carWrecksRandomHelper" prob="0.002" rotatemax="3"/> <decoration type="block" blockname="treeBrownGrassDiagonal" prob=".05"/> <decoration type="block" blockname="plantShrubDead" prob="0.0001" rotatemax="7"/> <decoration type="block" blockname="mineCandyTin" prob="0.00015"/> <decoration type="block" blockname="mineHubcap" prob="0.0001"/> <decoration type="block" blockname="hubcapNoMine" prob="0.0011"/> <!-- *** New_Destruction_Blocks --> <decoration type="block" blockname="rubblePileBricks" prob=".0024" rotatemax="7"/> <decoration type="block" blockname="rubblePileBricksLong" prob=".0024" rotatemax="7"/> <decoration type="block" blockname="rubblePileBricksSmall" prob=".0024" rotatemax="7"/> <decoration type="block" blockname="rubblePileCement" prob=".0024" rotatemax="7"/> </decorations> </subbiome> <!-- *** Wasteland: Ore Sub Biome: Lead --> <subbiome prob="0.442"> <layers> <layer depth="2" blockname="terrDestroyedStone"/> <layer depth="2" blockname="terrDirt"/> <layer depth="1" blockname="terrStone"> <resource blockname="terrGravel" prob="0.7830" rwgGenerationType="all"/> </layer> <layer depth="*" blockname="terrStone"> <resource blockname="terrOreLead" prob="0.6500" rwgGenerationType="all"/> <resource blockname="terrGravel" prob="0.7830" rwgGenerationType="all"/> </layer> <layer depth="3" blockname="terrBedrock"/> </layers> <decorations> <decoration type="prefab" name="deco_lead_vein" checkresource="-7" onslopes="true" prob=".01657" rotatemax="3"/> <decoration type="block" blockname="treePineBurntLrg" prob="0.0008" rotatemax="7"/> <decoration type="block" blockname="treePineBurntMed" prob="0.0008" rotatemax="7"/> <decoration type="block" blockname="treePineBurntFullMed" prob="0.0005" rotatemax="7"/> <decoration type="prefab" name="deco_remnant_stone_01" prob=".05"/> <decoration type="prefab" name="deco_remnant_stone_02" prob=".053"/> <decoration type="prefab" name="deco_remnant_stone_03" prob=".053"/> <decoration type="prefab" name="deco_remnant_stone_04" prob=".052"/> <decoration type="prefab" name="deco_remnant_stone_05" prob=".052"/> <decoration type="prefab" name="deco_remnant_wood_01" prob=".024"/> <decoration type="prefab" name="deco_remnant_wood_02" prob=".024"/> <decoration type="block" blockname="resourceRock01" prob=".00033" rotatemax="3"/> <decoration type="block" blockname="resourceRock02" prob=".00033" rotatemax="3"/> <decoration type="block" blockname="cntBurntForestRandomLootHelper" prob="0.00025"/> <decoration type="block" blockname="rock01" prob=".01"/> <decoration type="block" blockname="rock02" prob=".01"/> <decoration type="block" blockname="driftwood" prob="0.001" rotatemax="7"/> <decoration type="block" blockname="driftwood2" prob="0.001" rotatemax="7"/> <decoration type="block" blockname="driftwood3" prob="0.0005" rotatemax="7"/> <decoration type="block" blockname="treeBrownGrassDiagonal" prob=".5"/> <decoration type="block" blockname="plantShrubDead" prob="0.0001" rotatemax="7"/> <decoration type="block" blockname="emberPileDeco1" prob="0.001" rotatemax="7"/> <decoration type="block" blockname="emberPileDeco2" prob="0.001" rotatemax="7"/> <decoration type="block" blockname="emberPileDeco3" prob="0.01" rotatemax="7"/> <decoration type="block" blockname="emberPileDeco4" prob="0.01" rotatemax="7"/> <decoration type="prefab" name="deco_rubble_stone_01" prob=".0065"/> <decoration type="prefab" name="deco_rubble_stone_02" prob=".0065"/> <decoration type="prefab" name="deco_rubble_stone_03" prob=".005"/> <decoration type="prefab" name="deco_rubble_stone_04" prob=".003"/> <decoration type="prefab" name="deco_rubble_stone_05" prob=".003"/> <decoration type="prefab" name="deco_rubble_stone_06" prob=".0065"/> <decoration type="prefab" name="deco_rubble_stone_07" prob=".0065"/> <decoration type="prefab" name="deco_rubble_stone_08" prob=".0065"/> <decoration type="prefab" name="deco_rubble_stone_09" prob=".003"/> <decoration type="prefab" name="deco_rubble_stone_10" prob=".003"/> <decoration type="block" blockname="carsRandomHelper" prob="0.01" rotatemax="3"/> <decoration type="block" blockname="carWrecksRandomHelper" prob="0.002" rotatemax="3"/> <decoration type="block" blockname="treeBrownGrassDiagonal" prob=".05"/> <decoration type="block" blockname="plantShrubDead" prob="0.0001" rotatemax="7"/> <decoration type="block" blockname="mineCandyTin" prob="0.00015"/> <decoration type="block" blockname="mineHubcap" prob="0.0001"/> <decoration type="block" blockname="hubcapNoMine" prob="0.0011"/> <!-- *** New_Destruction_Blocks --> <decoration type="block" blockname="rubblePileBricks" prob=".0024" rotatemax="7"/> <decoration type="block" blockname="rubblePileBricksLong" prob=".0024" rotatemax="7"/> <decoration type="block" blockname="rubblePileBricksSmall" prob=".0024" rotatemax="7"/> <decoration type="block" blockname="rubblePileCement" prob=".0024" rotatemax="7"/> </decorations> </subbiome> <!-- *** Wasteland: Block Layers --> <layers> <layer filluptorg="60" blockname="water"/> <layer depth="2" blockname="terrDestroyedStone"/> <layer depth="2" blockname="terrDirt"/> <layer depth="*" blockname="terrStone"> <resource blockname="terrOreIron" prob="0.6500" rwgGenerationType="all"/> <resource blockname="terrGravel" prob="0.7830" rwgGenerationType="all"/> </layer> <layer depth="3" blockname="terrBedrock"/> </layers> <!-- Wasteland: Decorations Main --> <decorations> <decoration type="prefab" name="deco_iron_vein" checkresource="-7" onslopes="true" prob=".01657" rotatemax="3"/> <decoration type="block" blockname="treePineBurntLrg" prob="0.0008" rotatemax="7"/> <decoration type="block" blockname="treePineBurntMed" prob="0.0008" rotatemax="7"/> <decoration type="block" blockname="treePineBurntFullMed" prob="0.0005" rotatemax="7"/> <decoration type="prefab" name="deco_remnant_stone_01" prob=".05"/> <decoration type="prefab" name="deco_remnant_stone_02" prob=".053"/> <decoration type="prefab" name="deco_remnant_stone_03" prob=".053"/> <decoration type="prefab" name="deco_remnant_stone_04" prob=".052"/> <decoration type="prefab" name="deco_remnant_stone_05" prob=".052"/> <decoration type="prefab" name="deco_remnant_wood_01" prob=".024"/> <decoration type="prefab" name="deco_remnant_wood_02" prob=".024"/> <decoration type="block" blockname="resourceRock01" prob=".00033" rotatemax="3"/> <decoration type="block" blockname="resourceRock02" prob=".00033" rotatemax="3"/> <decoration type="block" blockname="cntBurntForestRandomLootHelper" prob="0.00025"/> <decoration type="block" blockname="rock01" prob=".01"/> <decoration type="block" blockname="rock02" prob=".01"/> <decoration type="block" blockname="driftwood" prob="0.001" rotatemax="7"/> <decoration type="block" blockname="driftwood2" prob="0.001" rotatemax="7"/> <decoration type="block" blockname="driftwood3" prob="0.0005" rotatemax="7"/> <decoration type="block" blockname="treeBrownGrassDiagonal" prob=".5"/> <decoration type="block" blockname="plantShrubDead" prob="0.0001" rotatemax="7"/> <decoration type="block" blockname="emberPileDeco1" prob="0.001" rotatemax="7"/> <decoration type="block" blockname="emberPileDeco2" prob="0.001" rotatemax="7"/> <decoration type="block" blockname="emberPileDeco3" prob="0.01" rotatemax="7"/> <decoration type="block" blockname="emberPileDeco4" prob="0.01" rotatemax="7"/> <decoration type="prefab" name="deco_rubble_stone_01" prob=".0065"/> <decoration type="prefab" name="deco_rubble_stone_02" prob=".0065"/> <decoration type="prefab" name="deco_rubble_stone_03" prob=".005"/> <decoration type="prefab" name="deco_rubble_stone_04" prob=".003"/> <decoration type="prefab" name="deco_rubble_stone_05" prob=".003"/> <decoration type="prefab" name="deco_rubble_stone_06" prob=".0065"/> <decoration type="prefab" name="deco_rubble_stone_07" prob=".0065"/> <decoration type="prefab" name="deco_rubble_stone_08" prob=".0065"/> <decoration type="prefab" name="deco_rubble_stone_09" prob=".003"/> <decoration type="prefab" name="deco_rubble_stone_10" prob=".003"/> <decoration type="block" blockname="carsRandomHelper" prob="0.01" rotatemax="3"/> <decoration type="block" blockname="carWrecksRandomHelper" prob="0.002" rotatemax="3"/> <decoration type="block" blockname="treeBrownGrassDiagonal" prob=".05"/> <decoration type="block" blockname="plantShrubDead" prob="0.0001" rotatemax="7"/> <decoration type="block" blockname="mineCandyTin" prob="0.00015"/> <decoration type="block" blockname="mineHubcap" prob="0.0001"/> <decoration type="block" blockname="hubcapNoMine" prob="0.0011"/> <!-- *** New_Destruction_Blocks --> <decoration type="block" blockname="rubblePileBricks" prob=".0024" rotatemax="7"/> <decoration type="block" blockname="rubblePileBricksLong" prob=".0024" rotatemax="7"/> <decoration type="block" blockname="rubblePileBricksSmall" prob=".0024" rotatemax="7"/> <decoration type="block" blockname="rubblePileCement" prob=".0024" rotatemax="7"/> </decorations> </biome> <!-- *** Burnt Forest: Main Biome --> 1 Link to comment Share on other sites More sharing options...
warmer Posted September 1 Author Share Posted September 1 Add the code below into the biomes.xml wasteland section - new custom sub biome I am calling Bombed Culdesac <!-- *** Wasteland: Bombed Culdesac Sub Biome: Bombed --> <subbiome prob="0.8"> <layers> <layer depth="2" blockname="terrDestroyedStone"/> <layer depth="2" blockname="terrDirt"/> <layer depth="1" blockname="terrStone"> <resource blockname="terrGravel" prob="0.7830" rwgGenerationType="all"/> </layer> <layer depth="*" blockname="terrStone"> <resource blockname="terrOreIron" prob="0.6500" rwgGenerationType="all"/> <resource blockname="terrGravel" prob="0.7830" rwgGenerationType="all"/> </layer> <layer depth="3" blockname="terrBedrock"/> </layers> <decorations> <decoration type="prefab" name="deco_iron_vein" checkresource="-7" onslopes="true" prob=".01657" rotatemax="3"/> <decoration type="block" blockname="treePineBurntLrg" prob="0.0001" rotatemax="7"/> <decoration type="block" blockname="treePineBurntMed" prob="0.0001" rotatemax="7"/> <decoration type="block" blockname="treePineBurntFullMed" prob="0.0001" rotatemax="7"/> <decoration type="prefab" name="deco_remnant_stone_01" prob=".2"/> <decoration type="prefab" name="deco_remnant_stone_02" prob=".2"/> <decoration type="prefab" name="deco_remnant_stone_03" prob=".2"/> <decoration type="prefab" name="deco_remnant_stone_04" prob=".2"/> <decoration type="prefab" name="deco_remnant_stone_05" prob=".2"/> <decoration type="prefab" name="deco_remnant_wood_01" prob=".04"/> <decoration type="prefab" name="deco_remnant_wood_02" prob=".04"/> <decoration type="block" blockname="resourceRock01" prob=".00033" rotatemax="3"/> <decoration type="block" blockname="resourceRock02" prob=".00033" rotatemax="3"/> <decoration type="block" blockname="cntBurntForestRandomLootHelper" prob="0.00025"/> <decoration type="block" blockname="rock01" prob=".01"/> <decoration type="block" blockname="rock02" prob=".01"/> <decoration type="block" blockname="driftwood" prob="0.001" rotatemax="7"/> <decoration type="block" blockname="driftwood2" prob="0.001" rotatemax="7"/> <decoration type="block" blockname="driftwood3" prob="0.0005" rotatemax="7"/> <decoration type="block" blockname="treeBrownGrassDiagonal" prob=".5"/> <decoration type="block" blockname="plantShrubDead" prob="0.0001" rotatemax="7"/> <decoration type="block" blockname="emberPileDeco1" prob="0.001" rotatemax="7"/> <decoration type="block" blockname="emberPileDeco2" prob="0.001" rotatemax="7"/> <decoration type="block" blockname="emberPileDeco3" prob="0.01" rotatemax="7"/> <decoration type="block" blockname="emberPileDeco4" prob="0.01" rotatemax="7"/> <decoration type="prefab" name="deco_rubble_stone_01" prob=".0065"/> <decoration type="prefab" name="deco_rubble_stone_02" prob=".0065"/> <decoration type="prefab" name="deco_rubble_stone_03" prob=".005"/> <decoration type="prefab" name="deco_rubble_stone_04" prob=".003"/> <decoration type="prefab" name="deco_rubble_stone_05" prob=".003"/> <decoration type="prefab" name="deco_rubble_stone_06" prob=".0065"/> <decoration type="prefab" name="deco_rubble_stone_07" prob=".0065"/> <decoration type="prefab" name="deco_rubble_stone_08" prob=".0065"/> <decoration type="prefab" name="deco_rubble_stone_09" prob=".003"/> <decoration type="prefab" name="deco_rubble_stone_10" prob=".003"/> <decoration type="block" blockname="carsRandomHelper" prob="0.01" rotatemax="3"/> <decoration type="block" blockname="carWrecksRandomHelper" prob="0.002" rotatemax="3"/> <decoration type="block" blockname="treeBrownGrassDiagonal" prob=".05"/> <decoration type="block" blockname="plantShrubDead" prob="0.0001" rotatemax="7"/> <decoration type="block" blockname="mineCandyTin" prob="0.00015"/> <decoration type="block" blockname="mineHubcap" prob="0.0001"/> <decoration type="block" blockname="hubcapNoMine" prob="0.0011"/> <!-- *** New_Destruction_Blocks --> <decoration type="block" blockname="rubblePileBricks" prob=".0024" rotatemax="7"/> <decoration type="block" blockname="rubblePileBricksLong" prob=".0024" rotatemax="7"/> <decoration type="block" blockname="rubblePileBricksSmall" prob=".0024" rotatemax="7"/> <decoration type="block" blockname="rubblePileCement" prob=".0024" rotatemax="7"/> </decorations> </subbiome> 1 Link to comment Share on other sites More sharing options...
BFT2020 Posted September 4 Share Posted September 4 @warmer Do you mind if I generate this into a modlet for you so others can just download it and install the modlet without having to constantly changing the original file? Link to comment Share on other sites More sharing options...
warmer Posted September 5 Author Share Posted September 5 7 hours ago, BFT2020 said: @warmer Do you mind if I generate this into a modlet for you so others can just download it and install the modlet without having to constantly changing the original file? Superduper hells yes. How do I update it? I am still tweaking it to perfection. Link to comment Share on other sites More sharing options...
BFT2020 Posted September 5 Share Posted September 5 15 hours ago, warmer said: Superduper hells yes. How do I update it? I am still tweaking it to perfection. I will make comments in the files on what each section does so it will be easy to update as you make changes. Once I get the modlet done and post a link to it, you can download it and then modify it as you make changes. 1 Link to comment Share on other sites More sharing options...
warmer Posted September 5 Author Share Posted September 5 1 hour ago, BFT2020 said: I will make comments in the files on what each section does so it will be easy to update as you make changes. Once I get the modlet done and post a link to it, you can download it and then modify it as you make changes. Sweet, sounds great! Link to comment Share on other sites More sharing options...
BFT2020 Posted September 9 Share Posted September 9 On 9/5/2024 at 1:05 PM, warmer said: Sweet, sounds great! I got the code written up and verified this morning that everything is loading without any errors. I just want to compare what I wrote with your code to make sure I got everything and then it should be ready for release. Link to comment Share on other sites More sharing options...
BFT2020 Posted September 10 Share Posted September 10 @warmer And here you go https://github.com/BFT2020/warmerWastelandChanges.git Check it to make sure I didn't miss anything or messed up a probability. I did noticed on one I had one less zero but that might not be the only mistake I made. When I run it, it looks like what you are showing in your pictures, but you will know best if I got everything correct. Link to comment Share on other sites More sharing options...
warmer Posted September 12 Author Share Posted September 12 On 9/9/2024 at 6:48 PM, BFT2020 said: @warmer And here you go https://github.com/BFT2020/warmerWastelandChanges.git Check it to make sure I didn't miss anything or messed up a probability. I did noticed on one I had one less zero but that might not be the only mistake I made. When I run it, it looks like what you are showing in your pictures, but you will know best if I got everything correct. Looks great to me! Link to comment Share on other sites More sharing options...
warmer Posted September 26 Author Share Posted September 26 (edited) Working on implementing more broken pieces and junk into the wasteland. Here are a couple screenshots Edited September 26 by warmer (see edit history) 1 Link to comment Share on other sites More sharing options...
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