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ThomThomson

Biome Ids for Terrafirmacraft Biomes

7 posts in this topic

For the past while, I have been trying to create a custom worldpainter map for use in TFC, but I am unable now to test my theories inside the game because TFC crashes if a vanilla biome is included in the map. In order to get around this roadblock I need the biome ids for all of the TFC Biomes.

 

http://wiki.terrafirmacraft.com/Biome

 

If anyone can help me locate these, I would appreciate it. 

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I used NEI to do a data dump of all the used biomes. 

0 Ocean

1 Plains

2 Lake

3 High Hills

4 Forest

5 Taiga

6 Swamp

7 River

8 Hell

9 Sky

10 FrozenOcean

11 FrozenRiver

12 Ice Plains

13 Ice Mountains

14 MushroomIsland

15 MushroomIslandShore

16 Beach

17 Gravel Beach

18 ForestHills

19 TaigaHills

20 High Hills Edge

21 Jungle

22 JungleHills

23 JungleEdge

24 Deep Ocean

25 Stone Beach

26 Cold Beach

27 Birch Forest

28 Birch Forest Hills

29 Roofed Forest

30 Rolling Hills

31 Mountains

32 Mountains Edge

33 Mega Taiga Hills

34 Extreme Hills+

35 High Plains

36 Deep Ocean

37 Mesa

38 Mesa Plateau F

39 Mesa Plateau

129 Sunflower Plains

130 Desert M

131 Extreme Hills M

132 Flower Forest

133 Taiga M

134 Swampland M

140 Ice Plains Spikes

149 Jungle M

151 JungleEdge M

155 Birch Forest M

156 Birch Forest Hills M

157 Roofed Forest M

158 Cold Taiga M

160 Mega Spruce Taiga

161 Mega Spruce Taiga

162 Extreme Hills+ M

163 Savanna M

164 Savanna Plateau M

165 Mesa (Bryce)

166 Mesa Plateau F M

167 Mesa Plateau M

 

Sorry, forums blew up my formatting. I'm working on a config for Antique Atlas.

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I used NEI to do a data dump of all the used biomes. 

Sorry, forums blew up my formatting. I'm working on a config for Antique Atlas.

 

Those are vanilla biome IDs, not TFC ones.

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My mistake. When I changed the config for the biomes that TFC overwrites and saw the correct change on the map, I assumed I had found the correct id's.

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You can get them on github : https://github.com/Deadrik/TFCraft/blob/master/src/Common/com/bioxx/tfc/WorldGen/TFCBiome.java

It starts at line 45, the biome id is the number between parenthesis : TFCBiome(id)

 

If those are all the IDs TFC uses, I've got a basic Antique Atlas config (textures.json) tweaked to work somewhat sensibly with them:

{  "0": "WATER",  "1": "PLAINS",  "2": "WATER",  "3": "HILLS",  "4": "FOREST",  "5": "PINES",  "6": "SWAMP",  "7": "WATER",  "9": "BEACH",  "10": "FROZEN_WATER",  "11": "FROZEN_WATER",  "12": "SNOW",  "13": "MOUNTAINS",  "14": "MUSHROOM",  "15": "BEACH",  "17": "BEACH",  "16": "BEACH",  "19": "PINES_HILLS",  "18": "FOREST_HILLS",  "21": "JUNGLE",  "20": "HILLS",  "22": "JUNGLE_HILLS",  "31": "MOUNTAINS",  "30": "HILLS",  "35": "PLAINS",  "32": "MOUNTAINS",  "36": "WATER"}

I imagine we can probably remove the unused biome IDs without issue...

 

Using the above configuration, the landscape all makes sense but it becomes apparent that we do not see any forest details; I'm guessing that TFC does not rely on biomes alone to determine which locations have tree growth.

 

With TFC's several "hill"-like areas (High Hills, Rolling Hills, and High Plains), we could make use of PINES_HILLS, FOREST_HILLS, and JUNGLE_HILLS to differentiate them on the map (I'm using just HILLS for them all, except PLAINS for High Plains), at the expense of accuracy of what is depicted (i.e. the eponymous tree types).

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Using the above configuration, the landscape all makes sense but it becomes apparent that we do not see any forest details; I'm guessing that TFC does not rely on biomes alone to determine which locations have tree growth.

 

Correct, which is why it has been stated in all other topics regarding the Atlas mod that the only thing it's going to show you is general shape, and water. Everything else in TFC (trees, animals, etc) is based off of climate, and has basically nothing to do with biome.

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