Is it possible to add an extra biome to a v6 world using lua?
Was that what was originally done with the Snow Biomes mod?
Question about adding biomes in v6 gen without hard coding
Question about adding biomes in v6 gen without hard coding
Trailgen A C++ mgv6-like mapgen using the biome api viewtopic.php?f=7&t=26751
Re: Question about adding biomes in v6 gen without hard codi
You can't add biomes to v6 but you might be able to achieve what you want using ores and the right noise params.
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Re: Question about adding biomes in v6 gen without hard codi
Currently, there is no easy way besides something like a ridiculous solution with voxelmanip.
I believe paramat is working on a new version of v6 that uses the modern biome system instead of hardcoded biomes.
I believe paramat is working on a new version of v6 that uses the modern biome system instead of hardcoded biomes.
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Re: Question about adding biomes in v6 gen without hard codi
You can always do what I've done in lib_materials / lib_ecology. The trick should work, since this should not use registered biomes, but it would instead use registered ores.
In lib_mat / lib_eco, I spawn various other dirt / grass combinations within a registered biomes top node, usually a "dirt with grass" type node. Spawning dry grass into grass, in this case, would net you two separate "ecosystems".
Decorations are registered to both the biome, and the dirt type, so that dry grass in arid areas spawn acacia trees, while in a temperate or humid area, you could spawn pine trees. This would give you two distinct "biomes" or ecosystems. While not "normal", I would argue that this is just as valid a method as the usual biome registration, but this method adds quite a bit of versatility.
You could easily spawn dry grass, coniferous litter, and rainforest litter into dirt with grass for completely different look and feel. You can also spawn each into the others for instant expansion of v6 biomes, without any more effort than registering some ores and new decorations.
Shad
In lib_mat / lib_eco, I spawn various other dirt / grass combinations within a registered biomes top node, usually a "dirt with grass" type node. Spawning dry grass into grass, in this case, would net you two separate "ecosystems".
Decorations are registered to both the biome, and the dirt type, so that dry grass in arid areas spawn acacia trees, while in a temperate or humid area, you could spawn pine trees. This would give you two distinct "biomes" or ecosystems. While not "normal", I would argue that this is just as valid a method as the usual biome registration, but this method adds quite a bit of versatility.
You could easily spawn dry grass, coniferous litter, and rainforest litter into dirt with grass for completely different look and feel. You can also spawn each into the others for instant expansion of v6 biomes, without any more effort than registering some ores and new decorations.
Shad
Re: Question about adding biomes in v6 gen without hard codi
Thanks Eran.Eran wrote:You can't add biomes to v6 but you might be able to achieve what you want using ores and the right noise params.
That's good news!Eran wrote: Currently, there is no easy way besides something like a ridiculous solution with voxelmanip.
I believe paramat is working on a new version of v6 that uses the modern biome system instead of hardcoded biomes.
Thanks Shad, that's really helpful, I'll see what I can do.ShadMOrdre wrote:You can always do what I've done in lib_materials / lib_ecology. The trick should work, since this should not use registered biomes, but it would instead use registered ores.
Trailgen A C++ mgv6-like mapgen using the biome api viewtopic.php?f=7&t=26751
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Re: Question about adding biomes in v6 gen without hard codi
> Is it possible to add an extra biome to a v6 world using lua?
Not by registering a biome using the Biome API, mgv6 does not use the various Biome APIs.
But you can do anything using Lua mapgen code in a mod, as in the old 'snowbiomes' mod.
> I believe paramat is working on a new version of v6 that uses the modern biome system instead of hardcoded biomes.
I now think that is not such a good idea. Besides, mgv7 can be made to look almost identical to mgv6 using custom noise parameters.
Not by registering a biome using the Biome API, mgv6 does not use the various Biome APIs.
But you can do anything using Lua mapgen code in a mod, as in the old 'snowbiomes' mod.
> I believe paramat is working on a new version of v6 that uses the modern biome system instead of hardcoded biomes.
I now think that is not such a good idea. Besides, mgv7 can be made to look almost identical to mgv6 using custom noise parameters.
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