mjrice
New member
The biome distribution (how much of the map is covered by each) comes down to the BiomeIDMapper function that is in rwgmixer. Each point on the map has a value (should be between 0 and 1) which gets mapped onto a biome. The functions prior to the mapper are responsible for producing that gradient pattern. So you can change how much of the map is covered by each just by fiddling with the range of values that map to a particular biome.
For example, here's the original BiomeIDMapper from A17:
If you were to change the range of values that map to the burnt forest from (0.65, 0.75) to (0.65, 0.66) and then change the range for the desert biome to (0.66, 1) you would have reduced the burnt forest from about 10% to about 1% of the map and put the extra 9% all toward the desert.
The important thing is that there are no gaps in the id mapper and that it covers the entire range of values coming into it, otherwise you will get an error during world generation and it won't work.
For example, here's the original BiomeIDMapper from A17:
Code:
<module name="biomeOutput" type="BiomeIDMapper">
<property name="sourceModule" value="clampOutput"/>
<property name="biomemap0.Name" value="pine_forest"/>
<property name="biomemap0.Range" value="0.25,0.5"/>
<property name="biomemap1.Name" value="snow"/>
<property name="biomemap1.Range" value="0,0.25"/>
<property name="biomemap2.Name" value="wasteland"/>
<property name="biomemap2.Range" value="0.5,0.65"/>
<property name="biomemap3.Name" value="burnt_forest"/>
<property name="biomemap3.Range" value="0.65,0.75"/>
<property name="biomemap4.Name" value="desert"/>
<property name="biomemap4.Range" value="0.75,1"/>
</module>
The important thing is that there are no gaps in the id mapper and that it covers the entire range of values coming into it, otherwise you will get an error during world generation and it won't work.