DurtySonuva Posted September 27, 2016 Share Posted September 27, 2016 A few of us were discussing the rgmixer.xml file to edit the world dymanics, and it was recommended by @Tin to move it to the mod section (wasn't sure if here or tutorials... but maybe once we're set it can be moved to tutorials/guides). In any case, I've made some small edits to smooth out the world a bit, based on a recommendation by @StompyNZ, which are as follows: Original file: <module name="fastMountainsScaled" type="ScaleBiasOutput"> <property name="sourceModule" value="fastMountainsBase"/> <property name="scale" value="1.1"/> <property name="bias" value="0.5"/> </module> <module name="fastMountains" type="FastTurbulence"> <property name="sourceModule" value="fastMountainsScaled"/> <property name="power" value="100"/> <property name="frequency" value="0.5"/> <property name="roughness" value="5"/> Updated to: <module name="fastMountainsScaled" type="ScaleBiasOutput"> <property name="sourceModule" value="fastMountainsBase"/> <property name="scale" value="1.5"/> <property name="bias" value="0.5"/> </module> <module name="fastMountains" type="FastTurbulence"> <property name="sourceModule" value="fastMountainsScaled"/> <property name="power" value="50"/> <property name="frequency" value="0.2"/> <property name="roughness" value="2"/> It seems I got some nice rolling hills from this, and the mountains were more spread apart. This could probably be tweaked a bit more, so I'd be curious what values others are using and what their results were. I would also like to resize some of the biomes and ensure some biomes appear more frequently than others. What exactly would i need to change to do this? I'm guessing the biome spawn rules, but I'm not exactly sure what the values mean. Hoping there are quite a few of us delving into this file... it seems a nice tutorial can be made for it pretty easily. Link to comment Share on other sites More sharing options...
n2n1 Posted September 27, 2016 Share Posted September 27, 2016 Yes, it's a good thing. Vanilla looks too hilly. Link to comment Share on other sites More sharing options...
StompyNZ Posted September 27, 2016 Share Posted September 27, 2016 <biome_generator range="0,0.1"/> is what you change to adjust biome probability the total range is 0 to 1, and there should be no gaps when you put them all together. also order matters in this list, so things like the water and radiation biomes should always be last so they over ride any other biomes in the set areas they have. Here's my current tweaked setup. I've edited the city_wasteland to look like the regular wasteland and have a really nasty spawning so it acts as a buffer before the radiation zone begins <biome_spawn_rules> <biome_spawn_rule name="forest"> <biome_generator range="0.10,0.30"/> </biome_spawn_rule> <biome_spawn_rule name="pine_forest"> <biome_generator range="0.30,0.45"/> <terrain_generator range="130,139"/> </biome_spawn_rule> <biome_spawn_rule name="desert"> <biome_generator range="0.45,0.60"/> </biome_spawn_rule> <biome_spawn_rule name="plains"> <biome_generator range="0.60,0.80"/> </biome_spawn_rule> <biome_spawn_rule name="burnt_forest"> <biome_generator range="0.80,0.85"/> </biome_spawn_rule> <biome_spawn_rule name="radiated"> <biome_generator range="0.95,1"/> </biome_spawn_rule> <biome_spawn_rule name="wasteland"> <distance_from_center range="0,2400"/> <biome_generator range="0,0.10"/> </biome_spawn_rule> <biome_spawn_rule name="snow"> <biome_generator range="0.85,0.95"/> <terrain_generator range="140,255"/> </biome_spawn_rule> <biome_spawn_rule name="city_wasteland"> <distance_from_center range="9900,9999"/> </biome_spawn_rule> <biome_spawn_rule name="radiated"> <distance_from_center range="10000,20000"/> </biome_spawn_rule> <biome_spawn_rule name="water"> <terrain_generator range="-31,0"/> </biome_spawn_rule> </biome_spawn_rules> With this the 0,2400 distance will be wasteland, but if the terrain is above 140 in height it will have snowy peaks (190 for snow in vanilla means only the very max height was snow, if not a regular snow biome which didnt look as good) Link to comment Share on other sites More sharing options...
DurtySonuva Posted September 27, 2016 Author Share Posted September 27, 2016 Ahhhha, very informative! When you set the distance from center, is that the min max numbers used, i.e. in the case of "0,2400", the wasteland can spawn anywhere between 0 and 2400 from center? Also, what do the numbers in terrain generator range dictate? Is that a min max as well? I correct in assuming that the settings here override the map seed? Link to comment Share on other sites More sharing options...
StompyNZ Posted September 27, 2016 Share Posted September 27, 2016 0,2400 is entirely wasteland. It can also be wasteland outside that range due to the biome_gen setting too. Same with radiation, alway found at 10k,20k but has a chance of small biomes inside that range. Terrain_gen is a block height setting. Water for example will be anything under 0. This doesn't control the water itself, just the biome. Water levels seem to be set in the dll with no way to override (tried both settings from old alphas in biomes with no change) Link to comment Share on other sites More sharing options...
DurtySonuva Posted September 27, 2016 Author Share Posted September 27, 2016 Ah ok, that makes a lot of sense now. How are people taking the wasteland being entirely in the center of the map? That's an interesting take on the world. And when you say you edited the wasteland, did you do it in the biome.xml, or just in the settings above? I checked out the biome.xml file and that seems a bit more than I'm willing to delve into atm Curious, what edits did you make (if any) to fastMountains modules? Link to comment Share on other sites More sharing options...
Kubikus Posted September 27, 2016 Share Posted September 27, 2016 Interesting: [ATTACH=CONFIG]17059[/ATTACH] Setting distances from center: <biome_spawn_rules> <biome_spawn_rule name="pine_forest"> <biome_generator range="0,0.2"/> <terrain_generator range="170,189"/> <distance_from_center range="0,2000"/> </biome_spawn_rule> <biome_spawn_rule name="desert"> <biome_generator range="0.2,0.3"/> <distance_from_center range="2000,4000"/> </biome_spawn_rule> <biome_spawn_rule name="burnt_forest"> <biome_generator range="0.3,0.4"/> <distance_from_center range="4000,6000"/> </biome_spawn_rule> <biome_spawn_rule name="forest"> <biome_generator range="0.4,0.6"/> <distance_from_center range="6000,7000"/> </biome_spawn_rule> <biome_spawn_rule name="snow"> <biome_generator range="0.6,0.7"/> <terrain_generator range="254,255"/> </biome_spawn_rule> <biome_spawn_rule name="wasteland"> <biome_generator range="0.7,0.8"/> <distance_from_center range="7000,8500"/> </biome_spawn_rule> <biome_spawn_rule name="plains"> <biome_generator range="0.8,1"/> <distance_from_center range="8500,10000"/> </biome_spawn_rule> <biome_spawn_rule name="radiated"> <distance_from_center range="10000,20000"/> </biome_spawn_rule> <biome_spawn_rule name="water"> <terrain_generator range="-31,-21"/> </biome_spawn_rule> </biome_spawn_rules> And then: <module name="voronoi" type="Voronoi"> <property name="frequency" value="0.00001"/> <property name="displacement" value="1.9"/> </module> Ingame the borders are super sharp, so a bit of tweaking would be in order to make it look more natural. But this allows for a couple of neat option, like having a certain shop only spawn in a certain biome and whatnot. Link to comment Share on other sites More sharing options...
StompyNZ Posted September 27, 2016 Share Posted September 27, 2016 Ah ok, that makes a lot of sense now. How are people taking the wasteland being entirely in the center of the map? That's an interesting take on the world. And when you say you edited the wasteland, did you do it in the biome.xml, or just in the settings above? I checked out the biome.xml file and that seems a bit more than I'm willing to delve into atm Curious, what edits did you make (if any) to fastMountains modules? I havent spent a lot of time on it yet as I have a few other projects im working on, such as archetypes and a couple of apps etc. so I haven't really done a lot of testing to the modules other than to see what things do. the city_wasteland (and city) biomes are not used in rwg, so thats why I grabbed that one to make the world border biome. For a quick edit I just copied and pasted the wasteland bioem details into it. In spawning I set this as a test, but would change it to include some custom radiated zombies with custom entity groups in my full mod. <biome name="city_wasteland"> <spawn maxcount="15" respawndelay="0" time="Day" entitygroup="ZombiesAll" /> <spawn maxcount="5" respawndelay="0" time="Day" entitygroup="hordeStageGS2023" /> <spawn maxcount="20" respawndelay="0" time="Night" entitygroup="ZombiesWastelandNight" /> <spawn maxcount="5" respawndelay="0" time="Night" entitygroup="hordeStageGS2023" /> <spawn maxcount="3" respawndelay="0" time="Any" entitygroup="ZombieDogGroup" /> </biome> Link to comment Share on other sites More sharing options...
Tin Posted September 27, 2016 Share Posted September 27, 2016 Welcome to my world! Well I like it anyways Pretty happy with it but still need to tweak the water a bit. Got nice rolling flat areas, moderate hills and a few craggy mountains every now and then. <terrain_generators> <terrain_generator name="vanilla" use_old_final="false"> <module name="fastContinents" type="FastNoise"> <property name="frequency" value="0.5"/> </module> <module name="fastLowlands" type="FastBillow" no_seed="true"> <property name="frequency" value="0.3"/> </module> <module name="fastLowlandsScaled" type="ScaleBiasOutput"> <property name="sourceModule" value="fastLowlands"/> <property name="scale" value="0.1"/> <property name="bias" value="0.5"/> </module> <module name="fastLowlands2" type="FastBillow" no_seed="true"> <property name="frequency" value="0.6"/> </module> <module name="fastLowlandsScaled2" type="ScaleBiasOutput"> <property name="sourceModule" value="fastLowlands2"/> <property name="scale" value="0.2"/> <property name="bias" value="0.5"/> </module> <module name="fastMountainsBase" type="FastRidgedMultifractal"> <property name="frequency" value="0.005"/> </module> <module name="fastMountainsScaled" type="ScaleBiasOutput"> <property name="sourceModule" value="fastMountainsBase"/> <property name="scale" value="0.5"/> <property name="bias" value="0.5"/> </module> <module name="fastMountains" type="FastTurbulence"> <property name="sourceModule" value="fastMountainsScaled"/> <property name="power" value="50"/> <property name="frequency" value="0.3"/> <property name="roughness" value="10"/> </module> <module name="fastMountainsBase2" type="RidgedMultifractal"> <property name="frequency" value="0.005"/> </module> <module name="fastMountainsScaled2" type="ScaleBiasOutput"> <property name="sourceModule" value="fastMountainsBase2"/> <property name="scale" value="0.5"/> <property name="bias" value="0.5"/> </module> <module name="fastMountains2" type="FastTurbulence"> <property name="sourceModule" value="fastMountainsScaled2"/> <property name="power" value="100"/> <property name="frequency" value="0.6"/> <property name="roughness" value="5"/> </module> <module name="fastMountainsBase3" type="FastRidgedMultifractal"> <property name="frequency" value="0.005"/> </module> <module name="fastMountainsScaled3" type="ScaleBiasOutput"> <property name="sourceModule" value="fastMountainsBase3"/> <property name="scale" value="0.5"/> <property name="bias" value="0.5"/> </module> <module name="fastMountains3" type="Turbulence"> <property name="sourceModule" value="fastMountainsScaled3"/> <property name="power" value="200"/> <property name="frequency" value="1.5"/> <property name="roughness" value="2"/> </module> <module name="fastLandFilter" type="FastNoise" seed_additive="1"> <property name="frequency" value="0.293"/> </module> <module name="fastLand" type="Select"> <property name="controlModule" value="fastLandFilter"/> <property name="sourceModule1" value="fastLowlandsScaled"/> <property name="sourceModule2" value="fastLowlandsScaled2"/> <property name="sourceModule3" value="fastMountains"/> <property name="sourceModule4" value="fastMountains2"/> <property name="sourceModule5" value="fastMountains3"/> <property name="bounds" value="0,1000"/> <property name="edgeFalloff" value="16"/> </module> <module name="fastOceanBase" type="FastBillow"> <property name="frequency" value="0.293"/> </module> <module name="fastOcean" type="ScaleOutput"> <property name="sourceModule" value="fastOceanBase"/> <property name="scale" value="0.2"/> </module> <module name="fastFinal" type="Select"> <property name="controlModule" value="fastContinents"/> <property name="sourceModule1" value="fastOcean"/> <property name="sourceModule2" value="fastLand"/> <property name="bounds" value="0, 1"/> <property name="edgeFalloff" value="0.5"/> </module> <module name="scaleBiasOutput" type="ScaleBiasOutput"> <property name="sourceModule" value="fastFinal"/> <property name="scale" value="180"/> <property name="bias" value="-1"/> </module> <module name="clampOutput" type="ClampOutput"> <property name="sourceModule" value="scaleBiasOutput"/> <property name="bounds" value="-28,190"/> </module> <output module="clampOutput"/> </terrain_generator> </terrain_generators> Haven't even messed with the biomes yet.. Link to comment Share on other sites More sharing options...
DurtySonuva Posted September 28, 2016 Author Share Posted September 28, 2016 Dude, I love it! That mixed with some of the edits I took from Stompy made for a PERFECT world! Link to comment Share on other sites More sharing options...
Markezzz Posted September 28, 2016 Share Posted September 28, 2016 Hey Durty, can you paste your final rwgmixer.xml for us? Thanks. Link to comment Share on other sites More sharing options...
DurtySonuva Posted September 28, 2016 Author Share Posted September 28, 2016 <terrain_generators> <terrain_generator name="vanilla" use_old_final="false"> <module name="fastContinents" type="FastNoise"> <property name="frequency" value="0.5"/> </module> <module name="fastLowlands" type="FastBillow" no_seed="true"> <property name="frequency" value="0.3"/> </module> <module name="fastLowlandsScaled" type="ScaleBiasOutput"> <property name="sourceModule" value="fastLowlands"/> <property name="scale" value="0.1"/> <property name="bias" value="0.5"/> </module> <module name="fastLowlands2" type="FastBillow" no_seed="true"> <property name="frequency" value="0.6"/> </module> <module name="fastLowlandsScaled2" type="ScaleBiasOutput"> <property name="sourceModule" value="fastLowlands2"/> <property name="scale" value="0.2"/> <property name="bias" value="0.5"/> </module> <module name="fastMountainsBase" type="FastRidgedMultifractal"> <property name="frequency" value="0.005"/> </module> <module name="fastMountainsScaled" type="ScaleBiasOutput"> <property name="sourceModule" value="fastMountainsBase"/> <property name="scale" value="0.5"/> <property name="bias" value="0.5"/> </module> <module name="fastMountains" type="FastTurbulence"> <property name="sourceModule" value="fastMountainsScaled"/> <property name="power" value="50"/> <property name="frequency" value="0.3"/> <property name="roughness" value="10"/> </module> <module name="fastMountainsBase2" type="RidgedMultifractal"> <property name="frequency" value="0.005"/> </module> <module name="fastMountainsScaled2" type="ScaleBiasOutput"> <property name="sourceModule" value="fastMountainsBase2"/> <property name="scale" value="0.5"/> <property name="bias" value="0.5"/> </module> <module name="fastMountains2" type="FastTurbulence"> <property name="sourceModule" value="fastMountainsScaled2"/> <property name="power" value="100"/> <property name="frequency" value="0.6"/> <property name="roughness" value="5"/> </module> <module name="fastMountainsBase3" type="FastRidgedMultifractal"> <property name="frequency" value="0.005"/> </module> <module name="fastMountainsScaled3" type="ScaleBiasOutput"> <property name="sourceModule" value="fastMountainsBase3"/> <property name="scale" value="0.5"/> <property name="bias" value="0.5"/> </module> <module name="fastMountains3" type="Turbulence"> <property name="sourceModule" value="fastMountainsScaled3"/> <property name="power" value="200"/> <property name="frequency" value="1.5"/> <property name="roughness" value="2"/> </module> <module name="fastLandFilter" type="FastNoise" seed_additive="1"> <property name="frequency" value="0.293"/> </module> <module name="fastLand" type="Select"> <property name="controlModule" value="fastLandFilter"/> <property name="sourceModule1" value="fastLowlandsScaled"/> <property name="sourceModule2" value="fastLowlandsScaled2"/> <property name="sourceModule3" value="fastMountains"/> <property name="sourceModule4" value="fastMountains2"/> <property name="sourceModule5" value="fastMountains3"/> <property name="bounds" value="0,1000"/> <property name="edgeFalloff" value="16"/> </module> <module name="fastOceanBase" type="FastBillow"> <property name="frequency" value="0.293"/> </module> <module name="fastOcean" type="ScaleOutput"> <property name="sourceModule" value="fastOceanBase"/> <property name="scale" value="0.2"/> </module> <module name="fastFinal" type="Select"> <property name="controlModule" value="fastContinents"/> <property name="sourceModule1" value="fastOcean"/> <property name="sourceModule2" value="fastLand"/> <property name="bounds" value="0, 1"/> <property name="edgeFalloff" value="0.5"/> </module> <module name="scaleBiasOutput" type="ScaleBiasOutput"> <property name="sourceModule" value="fastFinal"/> <property name="scale" value="180"/> <property name="bias" value="-1"/> </module> <module name="clampOutput" type="ClampOutput"> <property name="sourceModule" value="scaleBiasOutput"/> <property name="bounds" value="-28,190"/> </module> <output module="clampOutput"/> </terrain_generator> </terrain_generators> <biome_generators> <biome_generator name="vanilla"> <module name="voronoi" type="Voronoi"> <property name="frequency" value="0.0008"/> <property name="displacement" value="0.5"/> </module> <module name="biasOutput" type="BiasOutput"> <property name="sourceModule" value="voronoi"/> <property name="bias" value="0.5"/> </module> <module name="biomeDither" type="FastTurbulence"> <property name="sourceModule" value="biasOutput"/> <property name="frequency" value="0.25"/> <property name="power" value="8"/> <property name="roughness" value="5"/> </module> <module name="biomeJiggle" type="FastTurbulence"> <property name="sourceModule" value="biomeDither"/> <property name="frequency" value="0.0016"/> <property name="power" value="400"/> <property name="roughness" value="1"/> </module> <module name="clampOutput" type="ClampOutput"> <property name="sourceModule" value="biomeJiggle"/> <property name="bounds" value="0,1"/> </module> <output module="clampOutput"/> </biome_generator> </biome_generators> <biome_spawn_rules> <biome_spawn_rule name="forest"> <biome_generator range="0,0.2"/> </biome_spawn_rule> <biome_spawn_rule name="pine_forest"> <biome_generator range="0.2,0.4"/> <terrain_generator range="130,149"/> </biome_spawn_rule> <biome_spawn_rule name="desert"> <biome_generator range="0.4,0.55"/> </biome_spawn_rule> <biome_spawn_rule name="plains"> <biome_generator range="0.55,0.75"/> </biome_spawn_rule> <biome_spawn_rule name="burnt_forest"> <biome_generator range="0.75,0.8"/> </biome_spawn_rule> <biome_spawn_rule name="wasteland"> <biome_generator range="0.8,0.85"/> </biome_spawn_rule> <biome_spawn_rule name="snow"> <biome_generator range="0.85,1"/> <terrain_generator range="150,255"/> </biome_spawn_rule> <biome_spawn_rule name="radiated"> <distance_from_center range="10000,20000"/> </biome_spawn_rule> <biome_spawn_rule name="water"> <terrain_generator range="-31,-1"/> </biome_spawn_rule> </biome_spawn_rules> I completely ripped off Tin's edits, and incorporated most of StompyNZ's. Had I had more time, I would liked to have incorporated his border idea as well... that sounds pretty epic. The combo of it all would make for an even more epic world. As it stands, everyone has been very pleased with our new world. Link to comment Share on other sites More sharing options...
Guppycur Posted September 28, 2016 Share Posted September 28, 2016 That one with the rings... Can you have one with a really mountainess outter snow ring, and regular biome mixture in the middle? Or does it have to be all rings? Link to comment Share on other sites More sharing options...
Tin Posted September 28, 2016 Share Posted September 28, 2016 That one with the rings... Can you have one with a really mountainess outter snow ring, and regular biome mixture in the middle? Or does it have to be all rings? Kinda, sorta, pretty close! with a lot of messing with the generators you can have the mountain areas *mostly* appear towards the edges *billow* or *fast billow* (change the type="" in the mountainsBase), with extreme settings (towards freq and scale) can push in a circular pattern to the edges of the map. I stumbled upon it while trying to get the oceans to space the way I wanted it to. *If I remember you need to make the <freq> really low and the <scale> high?, Don't hold it against me if wrong, as I was messing with settings all over*Unfortunately I don't have a lot of time to go back over everything *As I am going to play 'tourist' in the pasta mecca of the world for a week * All I can say is play with those settings and be prepared to test 'A' lot! As for the snow you can set it up to be towards the edge predominately but you will get a few weird placings of snow every now and then for some reason. just put in the distance from center property and the ranges. Link to comment Share on other sites More sharing options...
Guppycur Posted September 28, 2016 Share Posted September 28, 2016 I just want to make sure that if I build a ring of mountains on the edge, that I'm not forced to have rings on the inner areas. I like the idea of a nuclear shielded valley, but don't want to lose varied biomes... well, except wasteland and burnt, but that's an easy edit, I assume. - - - Updated - - - Man, I can't WAIT to be done with claims so I have more time to play! Between this and the UMA edits, I'm missing out! Link to comment Share on other sites More sharing options...
Tin Posted September 28, 2016 Share Posted September 28, 2016 I just want to make sure that if I build a ring of mountains on the edge, that I'm not forced to have rings on the inner areas. I like the idea of a nuclear shielded valley, but don't want to lose varied biomes... well, except wasteland and burnt, but that's an easy edit, I assume. - - - Updated - - - Man, I can't WAIT to be done with claims so I have more time to play! Between this and the UMA edits, I'm missing out! ya,ya! Once they fix the blinking UMA's I will be a happy camper! I usually just put the waste & snow near the edges and let the rest fall where they may Link to comment Share on other sites More sharing options...
Guppycur Posted September 28, 2016 Share Posted September 28, 2016 Oh tin you know how to turn a guy on. ...I wonder if you can do several rings... like, say 3 of them, with some sort of barrier between them... that way you have to work to explore. Link to comment Share on other sites More sharing options...
Markezzz Posted September 29, 2016 Share Posted September 29, 2016 Okay, the new Patch makes the settings useless. Got someone a smooth World in the moment ? Link to comment Share on other sites More sharing options...
LewZephyr Posted September 29, 2016 Share Posted September 29, 2016 Okay, the new Patch makes the settings useless. Got someone a smooth World in the moment ? I used what DurtySonofa posted and it made my world much smoother than before. You did re-apply the code to the xml after updating right? Link to comment Share on other sites More sharing options...
DurtySonuva Posted September 29, 2016 Author Share Posted September 29, 2016 Yeah mine has no issues after reapplying either. I almost forgot though Link to comment Share on other sites More sharing options...
DurtySonuva Posted September 30, 2016 Author Share Posted September 30, 2016 Ok... there actually is an issue. POI's are up on extreme hills, and roads are elevated. Kinda odd. Link to comment Share on other sites More sharing options...
DurtySonuva Posted September 30, 2016 Author Share Posted September 30, 2016 I was able to resolve the issue by axing the extra lines Tin added to his coding, but keeping his values on the rest. Link to comment Share on other sites More sharing options...
LewZephyr Posted September 30, 2016 Share Posted September 30, 2016 I was able to resolve the issue by axing the extra lines Tin added to his coding, but keeping his values on the rest. Did you modify your previous code post? If not, could you post up what you are running now? I am running the tweak here along with Mag's Comp-Pack of POI's. So far so good. A few steep hills with roads, but WAY better than vanilla generation. No more cliffs, and no more city's sitting in a crater. Link to comment Share on other sites More sharing options...
Kubikus Posted October 2, 2016 Share Posted October 2, 2016 Interesting 2: <biome_spawn_rule name="pine_forest"> <biome_generator range="0,0.1"/> <terrain_generator range="170,189"/> <distance_from_center range="0,100"/> <distance_from_center range="200,300"/> <distance_from_center range="400,500"/> <distance_from_center range="600,700"/> </biome_spawn_rule> <biome_spawn_rule name="desert"> <biome_generator range="0.1,0.2"/> <distance_from_center range="100,200"/> <distance_from_center range="300,400"/> <distance_from_center range="500,600"/> <distance_from_center range="700,4000"/> </biome_spawn_rule> + the sharp border tweak: <module name="voronoi" type="Voronoi"> <property name="frequency" value="0.00001"/> <property name="displacement" value="1.9"/> </module> Furthermore, you can use at least these two biomes as well: <biome_spawn_rule name="city"> <biome_generator range="0.7,0.8"/> <distance_from_center range="9000,9500"/> </biome_spawn_rule> <biome_spawn_rule name="city_wasteland"> <biome_generator range="0.8,1"/> <distance_from_center range="9500,10000"/> </biome_spawn_rule> I've also noticed that for some seeds it does not work and returns strange results, like the whole map being burnt forest or something like that. Link to comment Share on other sites More sharing options...
Kubikus Posted October 3, 2016 Share Posted October 3, 2016 Tried to make a custom biome like this: biomes.xml <biomemap id="15" name="myCustomBiome"/> and then a complete biome-defintion, copied from the desert, but with this header: <biome name="myCustomBiome" biomemapcolor="#FFBB00"> It basically works, the biome is created, but it returns an error: Maybe I'm missing something though. Link to comment Share on other sites More sharing options...
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