PC Random world generation limits

Hyperbolt

New member
Ive noticed that there have been more restrictions put in place when creating a random world.  I enjoy playing in single biome maps, the trader progression is not important for me in these scenarios.  But since 1.0 you can only drop the biome slider down to 7-8%. (And also no 100% mountains either, but thats a lesser isssue)

Is there a mod that can revert this limit back to 0% again, or can i look into the game files and change some parameters to make it go down to 0%?

Happy to hear any tips on this matter!

 
Check out Teragon, in the mod/tools it's a fantastic map editor, and you can literally control every aspect of world gen. Single biomes are no prob. You can pick and choose which ones to include. You can also do elevation based biomes (my fav)

 
I messed around for a while in teragon, but for wanting to only change 1 thing, this was unneccesary convoluted.   Can i change something in the RWGmixer file to remove the minimum biome-requirement, so that i can have a biome at 0% in the vanilla generator?

It used to have that ability in previous versions, so can i change it back manually?

 
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I agree it's a bit intimidating given how many options there are. It's easy once you know which part of the map gen you want. It's the biome map, like 2/3rds of the way down on the right side in expert mode. Once you find it. It's actually really easy to modify. 

The in game map gen I don't think will allow that simply because it breaks the game progression. Teragon throws game progression/trader biome association restrictions out the window.

 
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Generate your map as normal. 

Grab the worls file(the 1 that shows the map) and color the entire map with the biome you want.

Problem solved?

As a bonus you get all of the traders!

 
Generate your map as normal. 

Grab the worls file(the 1 that shows the map) and color the entire map with the biome you want.

Problem solved?

As a bonus you get all of the traders!
This is the solution if you didn't want to use Teragon.  Just open the biomes.png file in an image editor (even MS Paint) and remove all colors except the one for the biome you want.  Make absolutely sure that you are using the exact color when replacing the other biomes.  You can get the exact color by using the eye dropper tool.

For Teragon, you can open any default preset and change all the biomes in the biome creation command to a single biome.  It isn't hard to do, though if all you want is to change biomes to one, it's going to be easier in a paint program.

 
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This is the solution of you didn't want to use Teragon.  Just open the biomes.png file in an image editor (even MS Paint) and remove all colors except the one for the biome you want.  Make absolutely sure that you are using the exact color when relaxing the other biomes.  You can get the exact color by using the eye dropper tool.

For Teragon, you can open any default preset and change all the biomes in the biome creation command to a single biome.  It isn't hard to do, though if all you want is to change biomes to one, it's going to be easier in a paint program.
Thanks for giving the actual instructions.   I knew it could be done, but I didn't remember the file names.

 
The colorchange worked better than i expected, thanks! 

I thought that this would only make the ground be snow, but there would still be cacti growing where the desert used to be and such.  But no, the entire biome adapted.  Nice! 

 
The colorchange worked better than i expected, thanks! 

I thought that this would only make the ground be snow, but there would still be cacti growing where the desert used to be and such.  But no, the entire biome adapted.  Nice! 
Yes, it will change everything.  **However**, be aware that if you change the biome map after you start a save, only the ground texture will change.  All biome decorations will still be the originals.  At least until chunks reset.  You should always update the biome map before starting a new game with that map rather than in the middle of a game.

 
Yes, it will change everything.  **However**, be aware that if you change the biome map after you start a save, only the ground texture will change.  All biome decorations will still be the originals.  At least until chunks reset.  You should always update the biome map before starting a new game with that map rather than in the middle of a game.


Good advice... but if you want to have a little fun, try starting a game on one map and transferring the save to another map.  The results can be spectacular.

Backups beforehand are, of course, recommended.

 
Good advice... but if you want to have a little fun, try starting a game on one map and transferring the save to another map.  The results can be spectacular.

Backups beforehand are, of course, recommended.
That sounds interesting.  Can you expound on "the results can be spectacular" a little bit?

 
That sounds interesting.  Can you expound on "the results can be spectacular" a little bit?


I haven't tried it in years, but it used to make some crazy things happen.  Start a new game on two different maps and explore for a bit on one.  Then transfer the save files from the one you explored on to the other one.  Then play the second map.  Assuming you had different elevations and other significant changes you could have some amazingly tall cliffs or drop-offs.  You could have some POI's hovering in the air or roads that are staggered strangely.   It's hard to describe and I haven't tried it since alpha 18 I think, maybe even before then.  But, yeah, strange stuff.

EDIT: One time I had a town that was split with half up on top of a cliff at least 20 blocks above where the rest of the town was.

On a similar note, in alphas of the past, I've had map generations that have failed but I played them anyway.  Also some crazy weird stuff happening there (map just ending and no terrain in a direction after a certain point, that sort of thing).

 
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I haven't tried it in years, but it used to make some crazy things happen.  Start a new game on two different maps and explore for a bit on one.  Then transfer the save files from the one you explored on to the other one.  Then play the second map.  Assuming you had different elevations and other significant changes you could have some amazingly tall cliffs or drop-offs.  You could have some POI's hovering in the air or roads that are staggered strangely.   It's hard to describe and I haven't tried it since alpha 18 I think, maybe even before then.  But, yeah, strange stuff.

EDIT: One time I had a town that was split with half up on top of a cliff at least 20 blocks above where the rest of the town was.

On a similar note, in alphas of the past, I've had map generations that have failed but I played them anyway.  Also some crazy weird stuff happening there (map just ending and no terrain in a direction after a certain point, that sort of thing).
Thanks.  It sounds like it could be interesting and/or almost unplayable!  I might play around with it.

 
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