Make the wasteland great again...

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.

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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.

 
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

 
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. 

 
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.

 
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.

 
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.

 
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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 -->

 
Add the code below into the biomes.xml wasteland section - new custom sub biome I am calling Bombed Culdesac

image.png
<!-- *** 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>

 
@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?

 
@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.

 
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.

 
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