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Pyr0mrcow

Biomes and Compatibility

2 posts in this topic

If I might make a suggestion on that.

When making servers or personal TFC worlds in the past, and trying to configure sets of mods for enhanced variety/more 'living' worlds, feature additions, ect, one thing that always made it more difficult was the lack of proper biome/biome types in TFC. Caused, of course, by TFC deciding on how to populate areas based on its behind the scenes numbers like temperature and elevation.
If biomes could be applied to their applicable areas, even if they aren't actually used to calculate TFC world gen, that would be really helpful for customization, like setting custom area spawning conditions for animals and other mobs.

I don't remember the exact terms because it's been quite a while since I've set up a real overhaul world, but as an example...
A high elevation, flat, almost permanently cold area in TFC, in the current system, can be considered 'plains', because the other information is separate.
A biome label like 'high frozen plains' would allow much easier tagging for mob spawning within that specific area, such as an ice or snow-based mob. Frozen oceanic islands as gathering points for penguins...ect.
Forge's Biome Types expand this usage further.
This would also ease the usage of other mods that read area conditions, like Ambience.

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Biome compatibility is something we are well aware of. As with all the other bits we aim to make it compatible as much as possible. The compatibility becomes a lot easier when a forge version for 1.13 comes about since the constraints on biome numbers should be removed. 

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