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rwgmixer editing

Atrophied

New member
I'm looking into styling my own maps, I seriously don't like the 'veroni' style patchwork of biomes, what alternatives do I have ?

I have tried a snippet of code that uses cylinders and bands, but it throws an error and stops generation. I don't know enough about rwgmixer to figure out if its a typo, coding error or if its even valid.

Any help would be appreciated.

This is the chunk of code that seems to be throwing a pair of Null reference errors, I remove it and put the veroni code back in and it works just fine.

Code:
<module name="bands" type="Cylinders">
<property name="frequency" value="0.00112"/>
</module>
<module name="rotate" type="RotateInput">
<property name="sourceModule" value="bands"/>
<property name="xAngle" value="0"/>
<property name="zAngle" value="1"/>
</module>
EDIT

OK, I have something serviceable using the veroni generation, just reduced its frequency by many orders of magnitude. Now my problem is that there's cell towers everywhere, holy beans !!!

My new focus is on hub and prefab rules... Any suggestion on how I can get a better distribution of quality buildings ?

It almost looks as if town and industrial zones are flipped which not only reduces the number of stores but makes scapers VERY scarce. I found a fire station which only shows up in the downtown region while theres an overabundance of utility pois.

Looking into the POI xml files, the celltower is only allowed to spawn in industrial zones which would mean that the most of the city is considered an industrial zone.... that would be a serious bug methinks...

 
Last edited by a moderator:
i'd like to follow this thread, so i will add my own question.

I would like to know how to set a Biome to appear in a specific location on the map, like how early A17 had the snow to the north and desert to the south, except i would like the boarder to be Wasteland, and then it bleeds into burn forest, with the rest scattered throughout. Mostly Forest.

thanks

 
Not sure why you rotate around zangle, but you need yangle to use it safely afaik.

I'm making useful subgenerators to refer meta info such as x/z coordinate, distance from center, so that we can use it easily.

Here is one of my biome currently tweaking.

iAiz0fH.png


 
Not sure why you rotate around zangle, but you need yangle to use it safely afaik.
I'm making useful subgenerators to refer meta info such as x/z coordinate, distance from center, so that we can use it easily.

Here is one of my biome currently tweaking.

iAiz0fH.png
Now thats more like what I'm after, can I see the chunks of your code to do that ?

 
I'm back. For 8k x 8k or larger, change val_worldSize.

modlet (rwgmixer.xml)

Code:
<configs>
<set xpath="/*/biome_generators/*[@name='vanillaSmall']>
	<module name="val_0" type="Constant"/>
	<module name="val_p1" type="Constant"><property name="constant" value="1"/></module>
	<module name="val_m1" type="Constant"><property name="constant" value="-1"/></module>

	<module name="val_worldSize" type="Constant">
		<property name="constant" value="4096"/>
	</module>

	<module name="val_worldSizeRecip" type="Power"><property name="baseModule" value="val_worldSize"/><property name="powerModule" value="val_m1"/></module>
	<module name="val_worldSizeHalf" type="ScaleOutput"><property name="sourceModule" value="val_worldSize"/><property name="scale" value="0.5"/></module>
	<module name="val_worldSizeHalfRecip" type="Power"><property name="baseModule" value="val_worldSizeHalf"/><property name="powerModule" value="val_m1"/></module>

	<module name="val_worldSafeSize" type="BiasOutput"><property name="sourceModule" value="val_worldSize"/><property name="bias" value="-640"/></module>
	<module name="val_worldSafeSizeRecip" type="Power"><property name="baseModule" value="val_worldSafeSize"/><property name="powerModule" value="val_m1"/></module>
	<module name="val_worldSafeSizeHalf" type="ScaleOutput"><property name="sourceModule" value="val_worldSafeSize"/><property name="scale" value="0.5"/></module>
	<module name="val_worldSafeSizeHalfRecip" type="Power"><property name="baseModule" value="val_worldSafeSizeHalf"/><property name="powerModule" value="val_m1"/></module>

	<module name="val_worldSafeLower" type="Constant"><property name="constant" value="320"/></module>
	<module name="val_worldSafeUpper" type="BiasOutput"><property name="sourceModule" value="val_worldSize"/><property name="bias" value="-320"/></module>

	<module name="dist_southWestBase" type="Cylinders"><property name="frequency" value="1e-20"/></module>
	<module name="dist_southWest" type="ScaleBiasOutput"><property name="sourceModule" value="dist_southWestBase"/><property name="scale" value="-5e+19"/><property name="bias" value="5e+19"/></module>
	<module name="x" type="ScaleInput"><property name="sourceModule" value="checker"/><property name="x" value="1"/><property name="y" value="0"/><property name="z" value="0"/></module>
	<module name="z" type="ScaleInput"><property name="sourceModule" value="checker"/><property name="x" value="0"/><property name="y" value="0"/><property name="z" value="1"/></module>

	<module name="dist_center" type="DisplaceInput"><property name="sourceModule" value="dist_southWest"/><property name="xDisplaceModule" value="val_worldSizeHalf"/><property name="yDisplaceModule" value="val_0"/><property name="zDisplaceModule" value="val_worldSizeHalf"/></module>

	<module name="checker" type="Checkerboard"/>
	<module name="sgn_x" type="ScaleInput"><property name="sourceModule" value="checker"/><property name="x" value="1e-10"/><property name="y" value="0"/><property name="z" value="0"/></module>
	<module name="sgn_z" type="ScaleInput"><property name="sourceModule" value="checker"/><property name="x" value="0"/><property name="y" value="0"/><property name="z" value="1e-10"/></module>

	<module name="val_desert_perc" type="ScaleOutput">
		<property name="sourceModule" value="val_worldSafeSize"/>
		<property name="scale" value="0.25"/>
	</module>
	<module name="val_NO_snow_perc" type="ScaleOutput">
		<property name="sourceModule" value="val_worldSafeSize"/>
		<property name="scale" value="0.75"/>
	</module>

	<module name="bio_posLowerInv" type="Add">
		<property name="sourceModule1" value="val_worldSafeLower"/>
		<property name="sourceModule2" value="val_desert_perc"/>
	</module>
	<module name="bio_posLower" type="InvertOutput">
		<property name="sourceModule" value="bio_posLowerInv"/>
	</module>
	<module name="bio_posUpperInv" type="Add">
		<property name="sourceModule1" value="val_worldSafeLower"/>
		<property name="sourceModule2" value="val_NO_snow_perc"/>
	</module>
	<module name="bio_posUpper" type="InvertOutput">
		<property name="sourceModule" value="bio_posUpperInv"/>
	</module>

	<module name="isPositive_z" type="ScaleBiasOutput">
		<property name="sourceModule" value="sgn_z"/>
		<property name="scale" value="0.5"/>
		<property name="bias" value="0.5"/>
	</module>
	<module name="isPositive_z_waved" type="FastTurbulence">
		<property name="sourceModule" value="isPositive_z"/>
		<property name="frequency" value="0.0017"/>
		<property name="power" value="600"/>
		<property name="roughness" value="5"/>
	</module>

	<module name="bio_gapLower" type="ScaleOutput">
		<property name="sourceModule" value="isPositive_z_waved"/>
		<property name="scale" value="3"/>
	</module>
	<module name="bio_gapUpper" type="ScaleOutput">
		<property name="sourceModule" value="isPositive_z_waved"/>
		<property name="scale" value="3"/>
	</module>


	<module name="bio_bandLower" type="DisplaceInput">
		<property name="sourceModule" value="bio_gapLower"/>
		<property name="xDisplaceModule" value="val_0"/>
		<property name="yDisplaceModule" value="val_0"/>
		<property name="zDisplaceModule" value="bio_posLower"/>
	</module>
	<module name="bio_bandUpper" type="DisplaceInput">
		<property name="sourceModule" value="bio_gapUpper"/>
		<property name="xDisplaceModule" value="val_0"/>
		<property name="yDisplaceModule" value="val_0"/>
		<property name="zDisplaceModule" value="bio_posUpper"/>
	</module>
	<module name="bio_band" type="Add">
		<property name="sourceModule1" value="bio_bandLower"/>
		<property name="sourceModule2" value="bio_bandUpper"/>
	</module>

	<module name="bio_waster" type="FastNoise">
		<property name="frequency" value="0.0028"/>
		<property name="lacunarity" value="1.8"/>
	</module>
	<module name="bio_wastePerc" type="ScaleOutput">
		<property name="sourceModule" value="bio_waster"/>
		<property name="scale" value="0.65"/>
	</module>
	<module name="bio_out" type="Add">
		<property name="sourceModule1" value="bio_band"/>
		<property name="sourceModule2" value="bio_wastePerc"/>
	</module>

	<module name="biomeOutput" type="BiomeIDMapper">
		<property name="sourceModule" value="bio_out"/>
		<property name="biomemap0.Name" value="desert"/>
		<property name="biomemap0.Range" value="-0.5,0.5"/>
		<property name="biomemap1.Name" value="pine_forest"/>
		<property name="biomemap1.Range" value="2.5,3.5"/>
		<property name="biomemap2.Name" value="snow"/>
		<property name="biomemap2.Range" value="5.5,6.5"/>
		<property name="biomemap3.Name" value="burnt_forest"/>
		<property name="biomemap3.Range" value="1.5,6"/>
		<property name="biomemap4.Name" value="wasteland"/>
		<property name="biomemap4.Range" value="-5,10"/>
	</module>

<!--  Biome Mapping (Smaller number wins larger number)

-5  -0.5     0.5 1.5 2.5           3.5  5.5  6   6.5       10
    |-desert-|       |-pine_forest-|    |- snow -|
|-   wasteland   -|-    burnt_forest        -|- wasteland -|

-->

	<output module="biomeOutput"/>
</set>
</configs>
 
Here's one I used for the current map we are using on guppy server

Code:
   <biome_generator name="hollowWorld">
     <module name="aa" type="Billow">
       <property name="frequency" value="0.00005"/>
       <property name="lacunarity" value="2.0"/>
       <property name="octaveCount" value="6"/>
       <property name="noiseQuality" value="2"/>
       <property name="persistence" value="0.75"/>
     </module>
     <module name="bb" type="RotateInput">
       <property name="sourceModule" value="aa"/>
       <property name="xAngle" value="0"/>
       <property name="zAngle" value="1"/>
     </module>
     <module name="cc" type="TranslateInput">
       <property name="sourceModule" value="bb"/>
       <property name="z" value="1048"/>
       <property name="y" value="1"/>
       <property name="x" value="1024"/>
     </module>
     <module name="biasOutput" type="BiasOutput">
       <property name="sourceModule" value="cc"/>
       <property name="bias" value="0.75"/>
     </module>
     <module name="scaleOutput" type="ScaleOutput">
       <property name="sourceModule" value="biasOutput"/>
       <property name="scale" value="1"/>
     </module>
     <module name="dithering" type="FastTurbulence">
       <property name="sourceModule" value="scaleOutput"/>
       <property name="frequency" value="0.25"/>
       <property name="power" value="40"/>
       <property name="roughness" value="3"/>
     </module>
     <module name="jiggle" type="FastTurbulence">
       <property name="sourceModule" value="dithering"/>
       <property name="frequency" value="0.25"/>
       <property name="power" value="60"/>
       <property name="roughness" value="5"/>
     </module>
     <module name="clampOutput" type="ClampOutput">
       <property name="sourceModule" value="jiggle"/>
       <property name="bounds" value="0,1"/>
     </module>
     <module name="biomeOutput" type="BiomeIDMapper">
       <property name="sourceModule" value="clampOutput"/>

       <property name="biomemap0.Name" value="snow"/>
       <property name="biomemap0.Range" value="0,0.08"/>

       <property name="biomemap1.Name" value="pine_forest"/>
       <property name="biomemap1.Range" value="0.08,0.5"/>

       <property name="biomemap2.Name" value="burnt_forest"/>
       <property name="biomemap2.Range" value="0.5,0.625"/>

       <property name="biomemap3.Name" value="wasteland"/>
       <property name="biomemap3.Range" value="0.625,1.0"/>

       <property name="biomemap4.Name" value="desert"/>
       <property name="biomemap4.Range" value="1.0,1.1"/>
     </module>
     <output module="biomeOutput"/>
   </biome_generator>
Untitled.png


- - - Updated - - -

btw if you use TranslateInput there is a bug in b240 and you must provide a y value if you have an x value (code checks for x then uses y, so it gives nre if no y provided)

 
On this note, is there a rwgmixer edit I can make to generate one large metropolis for exploration instead of having a bunch of wilderness? Kind of similar to the one above, but even more city to explore?

 
Here's one I used for the current map we are using on guppy server

Code:
   <biome_generator name="hollowWorld">
     <module name="aa" type="Billow">
       <property name="frequency" value="0.00005"/>
       <property name="lacunarity" value="2.0"/>
       <property name="octaveCount" value="6"/>
       <property name="noiseQuality" value="2"/>
       <property name="persistence" value="0.75"/>
     </module>
     <module name="bb" type="RotateInput">
       <property name="sourceModule" value="aa"/>
       <property name="xAngle" value="0"/>
       <property name="zAngle" value="1"/>
     </module>
     <module name="cc" type="TranslateInput">
       <property name="sourceModule" value="bb"/>
       <property name="z" value="1048"/>
       <property name="y" value="1"/>
       <property name="x" value="1024"/>
     </module>
     <module name="biasOutput" type="BiasOutput">
       <property name="sourceModule" value="cc"/>
       <property name="bias" value="0.75"/>
     </module>
     <module name="scaleOutput" type="ScaleOutput">
       <property name="sourceModule" value="biasOutput"/>
       <property name="scale" value="1"/>
     </module>
     <module name="dithering" type="FastTurbulence">
       <property name="sourceModule" value="scaleOutput"/>
       <property name="frequency" value="0.25"/>
       <property name="power" value="40"/>
       <property name="roughness" value="3"/>
     </module>
     <module name="jiggle" type="FastTurbulence">
       <property name="sourceModule" value="dithering"/>
       <property name="frequency" value="0.25"/>
       <property name="power" value="60"/>
       <property name="roughness" value="5"/>
     </module>
     <module name="clampOutput" type="ClampOutput">
       <property name="sourceModule" value="jiggle"/>
       <property name="bounds" value="0,1"/>
     </module>
     <module name="biomeOutput" type="BiomeIDMapper">
       <property name="sourceModule" value="clampOutput"/>

       <property name="biomemap0.Name" value="snow"/>
       <property name="biomemap0.Range" value="0,0.08"/>

       <property name="biomemap1.Name" value="pine_forest"/>
       <property name="biomemap1.Range" value="0.08,0.5"/>

       <property name="biomemap2.Name" value="burnt_forest"/>
       <property name="biomemap2.Range" value="0.5,0.625"/>

       <property name="biomemap3.Name" value="wasteland"/>
       <property name="biomemap3.Range" value="0.625,1.0"/>

       <property name="biomemap4.Name" value="desert"/>
       <property name="biomemap4.Range" value="1.0,1.1"/>
     </module>
     <output module="biomeOutput"/>
   </biome_generator>
Looks good :)

btw if you use TranslateInput there is a bug in b240 and you must provide a y value if you have an x value (code checks for x then uses y, so it gives nre if no y provided)
Yep, those hardcoded typos are annoying.

Terrace, translateinput, billow. We are forced to have unneeded careness. X)

 
Thanks a bunch folks :D

A note that I have discovered in A17 240, there is something in city generation that heavily favors industrial buildings, knock out "industrialGroup" in the "townGroup" rule and you'll get a semi normal city generation, looks like everything but skyscrapers and industry buildings of course. You will have blank areas of the city though, I imagine where the industry is 'supposed' to go.

 
Here's one I used for the current map we are using on guppy server

Code:
   <biome_generator name="hollowWorld">
     <module name="aa" type="Billow">
       <property name="frequency" value="0.00005"/>
       <property name="lacunarity" value="2.0"/>
       <property name="octaveCount" value="6"/>
       <property name="noiseQuality" value="2"/>
       <property name="persistence" value="0.75"/>
     </module>
     <module name="bb" type="RotateInput">
       <property name="sourceModule" value="aa"/>
       <property name="xAngle" value="0"/>
       <property name="zAngle" value="1"/>
     </module>
     <module name="cc" type="TranslateInput">
       <property name="sourceModule" value="bb"/>
       <property name="z" value="1048"/>
       <property name="y" value="1"/>
       <property name="x" value="1024"/>
     </module>
     <module name="biasOutput" type="BiasOutput">
       <property name="sourceModule" value="cc"/>
       <property name="bias" value="0.75"/>
     </module>
     <module name="scaleOutput" type="ScaleOutput">
       <property name="sourceModule" value="biasOutput"/>
       <property name="scale" value="1"/>
     </module>
     <module name="dithering" type="FastTurbulence">
       <property name="sourceModule" value="scaleOutput"/>
       <property name="frequency" value="0.25"/>
       <property name="power" value="40"/>
       <property name="roughness" value="3"/>
     </module>
     <module name="jiggle" type="FastTurbulence">
       <property name="sourceModule" value="dithering"/>
       <property name="frequency" value="0.25"/>
       <property name="power" value="60"/>
       <property name="roughness" value="5"/>
     </module>
     <module name="clampOutput" type="ClampOutput">
       <property name="sourceModule" value="jiggle"/>
       <property name="bounds" value="0,1"/>
     </module>
     <module name="biomeOutput" type="BiomeIDMapper">
       <property name="sourceModule" value="clampOutput"/>

       <property name="biomemap0.Name" value="snow"/>
       <property name="biomemap0.Range" value="0,0.08"/>

       <property name="biomemap1.Name" value="pine_forest"/>
       <property name="biomemap1.Range" value="0.08,0.5"/>

       <property name="biomemap2.Name" value="burnt_forest"/>
       <property name="biomemap2.Range" value="0.5,0.625"/>

       <property name="biomemap3.Name" value="wasteland"/>
       <property name="biomemap3.Range" value="0.625,1.0"/>

       <property name="biomemap4.Name" value="desert"/>
       <property name="biomemap4.Range" value="1.0,1.1"/>
     </module>
     <output module="biomeOutput"/>
   </biome_generator>
Untitled.png


- - - Updated - - -

btw if you use TranslateInput there is a bug in b240 and you must provide a y value if you have an x value (code checks for x then uses y, so it gives nre if no y provided)
awesome map dude !!!

tbh: the best looking A17-map I saw so far

(except the damn wierd roads - but i know this is not changable atm)

Is it possible to also have burnt_forest and wasteland available with this kind of settings ??

 
awesome map dude !!!tbh: the best looking A17-map I saw so far

(except the damn wierd roads - but i know this is not changable atm)

Is it possible to also have burnt_forest and wasteland available with this kind of settings ??
The burnt forest and wasteland are in there.

wasteland has a border of burnt forest, with deserts deep in the middle of wastelands... works nicely in gameplay as you go from forest to burnt to wasteland. If you want aloe for healing then you have to get through the wasteland first ;)

The roads and citys are default except I turned up the street gen level to 50.

You could always edit the splat as well, but wouldnt get terrain that matches so well.

 
The burnt forest and wasteland are in there.
wasteland has a border of burnt forest, with deserts deep in the middle of wastelands... works nicely in gameplay as you go from forest to burnt to wasteland. If you want aloe for healing then you have to get through the wasteland first ;)

The roads and citys are default except I turned up the street gen level to 50.

You could always edit the splat as well, but wouldnt get terrain that matches so well.
sorry for asking, but what is the splatmap ??

I have no knowledge with all the Generators at all

I always took the vanilla-settings in past for the earlier COMPOPACK's

Another question: what does a higher streetgenlevel do ???

I experiment with the streetgenLevel also since a few days but didnt found out what its exactly doing LOL

I wanted to get rid of these big towns each next to each other all over the map

But experiments with that always lowered the density of POI's in towns, which is also a important part for me.

however

I really would like to use your Biome-Generator-Code for the CP with your permission

btw:

I have noticed that there is a 2nd biome-generator in the vanilla-rwgmixer.xml (vanillasmall and vanillamedium)

but all 3 mapsizes just call the vanillasmall-biomeGenerator

vanillamedium isnt called from nothing and this for its a dead piece of code - right?

thx ahead

cheers

 
splatmap is the image used for the roads, have a look in the data/worlds folders

splat3.png


A higher street gen level could/should produce a few more streets if the terrain is flat enough. it is essentially how many times it will try to run the axiom.

you can use the different biome gens for each diff ruleset. Not sure how much is hooked up in the menus atm but if nothing else it will let you define a bunch of different rule sets and then all you need to do is change the ruleset used at the top of the mixer.

you are welcome to use any of my code, however it was just a quick 5 minute job to get a nicer map for our current world so it could be improved on a lot :p

 
splatmap is the image used for the roads, have a look in the data/worlds folders
splat3.png


A higher street gen level could/should produce a few more streets if the terrain is flat enough. it is essentially how many times it will try to run the axiom.

you can use the different biome gens for each diff ruleset. Not sure how much is hooked up in the menus atm but if nothing else it will let you define a bunch of different rule sets and then all you need to do is change the ruleset used at the top of the mixer.

you are welcome to use any of my code, however it was just a quick 5 minute job to get a nicer map for our current world so it could be improved on a lot :p
thx StompyNZ - iam exited to use this BiomeGen - my people will freak out too

much appriciated

rock on

 
I am running in to errors on alpha 17.1 b8 on the PingPerfect servers. I am wanting to edit the rwgmixer.xml But for some reason I seem to not be getting the same effect as I did with alpha 17 b240. I have edited the Trader spawn so they can spawn several more I added back in "<prefab rule="traderGroup" min_count="1" max_count="5"/>" and made adjustments to the Min count max count and Prob so more spawn through out the map. Below is what I have.

" <prefab_rule name="wildernessGroup">

<prefab rule="traderGroup" min_count="1" max_count="5"/>

<prefab name="settlement_trader_01" min_count="1" max_count="3" prob="2"/>

<prefab name="cabin_01" />

<prefab name="settlement_trader_02" min_count="1" max_count="3" prob="2"/>

<prefab name="cabin_02" />

<prefab name="settlement_trader_03" min_count="1" max_count="3" prob="2"/>

<prefab name="cabin_03" />

<prefab name="settlement_trader_04" min_count="1" max_count="3" prob="2"/>

<prefab name="cabin_04" />

<prefab name="settlement_trader_05" min_count="1" max_count="3" prob="2"/>"

The other problem is I edited the Biome spawn numbers so Wasteland does not spawn as much through out the map. Again I will show what I have below. But when I go to log in to my server it no longer detects the server. So there must be something I am doing wrong but I can not for the life of me figure it out. I think it has to be some where in the Biome edit because that is when I start to have problems I think.

<module name="biomeOutput" type="BiomeIDMapper">

<property name="sourceModule" value="clampOutput"/>

<property name="biomemap0.Name" value="pine_forest"/>

<property name="biomemap0.Range" value="0.2,0.7"/>

<property name="biomemap1.Name" value="snow"/>

<property name="biomemap1.Range" value="0,0.20"/>

<property name="biomemap2.Name" value="wasteland"/>

<property name="biomemap2.Range" value="0.7,0.5"/>

<property name="biomemap3.Name" value="burnt_forest"/>

<property name="biomemap3.Range" value="0.75,0.85"/>

<property name="biomemap4.Name" value="desert"/>

<property name="biomemap4.Range" value="0.85,1"/>

</module>

if my modifications are correct the only thing I can think of is that maybe Ping perfect servers do not allow certing things to be edited in the xml file?

 
Here's one I used for the current map we are using on guppy server

Code:
   <biome_generator name="hollowWorld">
     <module name="aa" type="Billow">
       <property name="frequency" value="0.00005"/>
       <property name="lacunarity" value="2.0"/>
       <property name="octaveCount" value="6"/>
       <property name="noiseQuality" value="2"/>
       <property name="persistence" value="0.75"/>
     </module>
     <module name="bb" type="RotateInput">
       <property name="sourceModule" value="aa"/>
       <property name="xAngle" value="0"/>
       <property name="zAngle" value="1"/>
     </module>
     <module name="cc" type="TranslateInput">
       <property name="sourceModule" value="bb"/>
       <property name="z" value="1048"/>
       <property name="y" value="1"/>
       <property name="x" value="1024"/>
     </module>
     <module name="biasOutput" type="BiasOutput">
       <property name="sourceModule" value="cc"/>
       <property name="bias" value="0.75"/>
     </module>
     <module name="scaleOutput" type="ScaleOutput">
       <property name="sourceModule" value="biasOutput"/>
       <property name="scale" value="1"/>
     </module>
     <module name="dithering" type="FastTurbulence">
       <property name="sourceModule" value="scaleOutput"/>
       <property name="frequency" value="0.25"/>
       <property name="power" value="40"/>
       <property name="roughness" value="3"/>
     </module>
     <module name="jiggle" type="FastTurbulence">
       <property name="sourceModule" value="dithering"/>
       <property name="frequency" value="0.25"/>
       <property name="power" value="60"/>
       <property name="roughness" value="5"/>
     </module>
     <module name="clampOutput" type="ClampOutput">
       <property name="sourceModule" value="jiggle"/>
       <property name="bounds" value="0,1"/>
     </module>
     <module name="biomeOutput" type="BiomeIDMapper">
       <property name="sourceModule" value="clampOutput"/>

       <property name="biomemap0.Name" value="snow"/>
       <property name="biomemap0.Range" value="0,0.08"/>

       <property name="biomemap1.Name" value="pine_forest"/>
       <property name="biomemap1.Range" value="0.08,0.5"/>

       <property name="biomemap2.Name" value="burnt_forest"/>
       <property name="biomemap2.Range" value="0.5,0.625"/>

       <property name="biomemap3.Name" value="wasteland"/>
       <property name="biomemap3.Range" value="0.625,1.0"/>

       <property name="biomemap4.Name" value="desert"/>
       <property name="biomemap4.Range" value="1.0,1.1"/>
     </module>
     <output module="biomeOutput"/>
   </biome_generator>
Untitled.png


- - - Updated - - -

btw if you use TranslateInput there is a bug in b240 and you must provide a y value if you have an x value (code checks for x then uses y, so it gives nre if no y provided)
Tried to use your code but get an error on starting to generate:

ERR Exception in thread RGW

What did i do wrong? Doesnt those settings work with A17 B240?

Nevermind... Stupid failure... did add the code under </biome_generators> instead of above... Sorry

 
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