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Painted Biomes
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Painted Biomes

Minecraft Java mod. Downloads from the MC Java Mods app on Android.

by masady · on CurseForge

⬇ Download on CurseForge
Painted Biomes — screenshot 1Painted Biomes — screenshot 2Painted Biomes — screenshot 3

Description

Painted Biomes allows using image templates for the biome layout.
See at the bottom of this page for a quick start quide for basic operation.

There are two different template image modes:


Template Repeating

In the Single Template mode you can optionally use template repeating. It can be enabled or disabled individually in all four directions (+x, -x, +z, -z). There are two modes when enabling repeating:

Note: The areas of world beyond the corner of the template image are only handled by the repeating, if the two sides that are adjacent to that area also have template repeating enabled, and are using the same mode, be it repeat the entire template, or repeat the edge pixel's biome.


About the biome replacement


Configuration overriding


Required configuration values

Since the 0.4.0 version, for the mod to actually do anything, you have to enable it in the dimensions where you want it to handle the biome overriding (or alternatively use the old method of operation via the useGenLayer config value, which is not recommended in most cases due to the limitations of it).
To enable the mod in some dimensions, add the dimension ID (= number) of those dimensions to the enabledInDimensions list.
For example, to enable biome overriding in the overworld (id 0), the End (id 1) and some mod dimension with an id of -100, it will look like this (only one number per line!):
Painted Biomes — Minecraft Java mod, screenshot 1


Colors

The colors used for each biome can and should be set in the configuration file.
The B:useCustomColorsAsDefaults value controls what colors get assigned by default for biomes that aren't yet in the configuration file. If set to true, then vanilla biomes are by default assigned the colors used in the Amidst program. It does nothing for mod biomes, nor after the vanilla biomes are already added to the configuration file. If set to false, then the vanilla biomes are by default assigned a color so that the red channel is the biome ID. This is also what happens to all other (= mod) biomes by default. Since the value is true by default, if you want to use the red channel mapping for vanilla biomes, just change the value to false and then remove all those ColorToBiome mappings from the configuration file and let them be re-generated.


Unpainted areas

You can configure what happens to areas that are not "painted", in two different cases:


Template images


Adding variation/randomness to the world

Starting from version 0.5.0, there are three new config options to add more variety to the world:

The random rotation option will apply a random rotation to each template image, the flipping option will randomly flip the template (= mirror it along the x and/or z axis) and the use alternates option will randomly select an alternate template image to use. The "random result" of those actions is based on the world seed and the template's relative position in the world (since they need to be deterministic ie. remain the same in the same world using the same settings). These options are probably most useful in the single template mode, when template repeating is enabled, but they will work in every mode.

Since you most likely don't want nasty looking template edges with mismatched terrain, the template repeating and random rotations are best used with templates that have the same biome around the edges. A good example of this would be templates that contain one or more (or why not zero, especially with alternate templates, to make the islands rarer) islands in the middle of an ocean.

Note: If you have a large template image for the single template mode, then using several alternate templates will significantly increase the memory requirements to hold the raw image data in memory. It might be best to pre-generate (especially) such worlds before they are actually played on, so that the mod doesn't have to be used and consume that memory while the game is actually being played.


Template alignment

In the single template image operation mode, the template image's position in the world can be set with the I:templateAlignmentMode, I:templateAlignmentX and I:templateAlignmentZ values.

To use the biome from the regular terrain generation inside a template area, leave those areas in the image completely transparent and set the I:templateUndefinedAreaBiomeID config value to -1.


Reference images

You can use this image (made based on a screenshot from Amidst) as a quick reference for picking the colors for vanilla biomes in Gimp or whatever image editor you use:

Biome IDs and default colors


Here is a quick reference of how the region files are laid out, if you want to use the per-region template mode:

Regions reference

Quick Start Guide

To get the most basic mode of this mod working, you mostly need to do the following things:


Some tips

Tip: The configuration file(s) and the template images are reloaded every time the server starts, so you don't have to close and restart the game completely (in single player at least...). Just save and exit to main menu, make your config and/or template changes and reload the world or start a new world.

Tip: If you are testing something that requires re-generating the terrain, you don't have to delete/re-create the entire world/save. You can just delete the region files from <worldsavedirectory>/region/r.* for the overworld, or from <worldsavedirectory>/DIM<number>/region/r.* for other dimensions. That way you keep your gamerules, the world spawn position, world time, your player position/inventory etc.


Making the per-region template images

There is a small utility program to automatically split large template images into the per-region template images available here: https://github.com/maruohon/template_regionalizer.

The README file in the repository explains how to run the program.


Mod packs/permissions


Source

The source code can be found in the Github repo.

Quick facts

Install steps are the general flow for this file type — How to install Minecraft Java mods & modpacks walks through it step by step.

File checked by MCModsHub

These come from our own check of the pack file, not from the source page.

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