BiomeTweaker
BiomeTweaker allows nearly every aspect of a biome to be changed. Inspired by MineTweaker, this is done by writing scripts that BiomeTweaker will interpret. Information on how to write these scripts and interact with BiomeTweaker can be found on the wiki. From simply setting the temperature to creating new and completely custom biomes, the long term goal of this mod is to allow pack creators to bring a whole new level of customization to their mod packs.
Since BiomeTweaker only modifies the world during generation, it can be installed on the server side only. However, if you wish to apply color overrides, it will need to be installed on the client side. Some features are disabled by default, and require BiomeTweakerCore to be enabled.
I do not guarantee the mod will work with modded biomes (although it should!), and I certainly do not guarantee it will be bug free.
Supported builds will be posted here. You can find experimental builds on my Jenkins server.
Here is brief list of a few things BiomeTweaker makes possible:
- Changing basic properties of biomes (name, colors, temperature, blocks, etc.)
- Creating new biomes from a blank slate or as a copy of an existing biome
- Removing existing biomes from generation
- Tweaking or completely removing existing decorations and features (grass, flowers, tress, dungeons, etc.)
- Adding new and completely custom decorations to biomes and worlds
- Removing and adding mob spawns to biomes
- Replacing virtually any block placed during generation on a per biome per world basis.
Check the wiki for the full list of available features. The possibilities are endless!
can somebody help me? I am trying to remove all new biomes after the 1.7 update so I can have a true alpha experience with all my other mods, but this mod is doing me a confuse, I looked through tutorials and even example files and I am baffled on how to even remove a specific biome from the game, or even how to run the script in-game.
In reply to ToyBonnieBunny:
Is it possible to restrict ore spawning to biomes with this ?
In reply to Thyriel27:
In reply to superckl:
In reply to Thyriel27:
If you're plan is to replace ores, then, yes, you'll want to do replacement post ores.
weeeeelll, the multiple solutions i've been attempting all have their issues which cause failure so i figure i'll just try to explain what i wish and hope someone will help me to achieve it...
i wish for no cows, sheep, pigs, chickens, horses & wolves to spawn on the overworld i have tried a lot, i made a list of biomes that can gen in the overworld and used removespawn in attempt to remove them, i tried the "creature" option and listing them by ids but they still spawn in plains biome..
i attempted to replace biomes (those chosen for overworld) with desert, this appears successful for the most part but does leave river biomes which spawn trees, trees are something else i don't want, though i do want rivers..
essentially i want the biomes to appear standard with grass but no trees and the only non hostiles to spawn in the overworld to be squid. i've used climate control to limit overworld biomes to "hot" and running latest version for 1.7.10
In reply to player010111:
ok so i've tried to revisit this, wanting to remove trees from non-thaumcraft/advancedRocketry biomes, i now have:
Tweaker.setWorld(0)
ebart = forAllBiomesExcept(90,91,92,93,94,95,96,97,98,192,193,194,195)
ebart.removeFeature("TREE")
note that i've added Tweaker.setWorld(0) hoping this will restrict the biomes to the overworld as AR adds other dims, this is no absolutely necessary as it does have its own biomes to fall back on.
the example above doesn't work for me btw
ok, i've managed to get a few things working but can't work out how to disable trees from growing...
foe examples sake. i've tried
Tweaker.setWorld(0)
all = forAllBiomes()
Tweaker.setStage("PRE_INIT")
all.set("treePerChunk", 0)
Tweaker.setStage("FINISHED_LOAD")
and
Tweaker.setWorld(0)
treego = forAllBiomes(4)
treego.removeFeature("TREE")
In reply to player010111:
See if that works.
In reply to superckl:
Tweaker.setWorld(0)
treego = forAllBiomes()
treego.removeFeature("TREE")
biome4 = forBiomes(4)
biome4.remove()
biome18 = forBiomes(18)
biome18.remove()
biome132 = forBiomes(132)
biome132.remove()
blockrep = forBiomes(4,18,29,132)
blockrep.set("topBlock", "minecraft:stone")
been trying to stop trees from generating for a while now so this is why i've included blockrep (thinking that if the biome has stone on top the trees won't spawn, however trees still generated around the outside edge of the "stone" biomes), i tried to replace the biomes, and tried to remove them when that didn't work. i think i need to edit with allBiomes adding plains too... thank you for responding
ok so i've settled with replacing the topblock for biomes 1,4,7,11,18,29,132, works pretty well i think so far, just need to work out how to handle the other "tree" biomes. also is there a way to change the names for biomes? i din't find out how, just seems a bit silly them being called "forest" when they're devoid of forest;)
any chance of biometweakerCORE for 1.10?
In reply to Resinated:
In reply to superckl:
also any chance of disabling sun/moon and horizons on sunset/sunrises?
so far had no success attempting to create the world as i wish, wanting dim0 to only have plains, rivers, deserts and oceans, i also wish to remove strongholds. i have tens of other dim ids that i don't want to be altered.
if possible to have the dim0 biomes spawn as "huge" and for players to only spawn in plains biome, that would be extra awesome.
BiomeTweaker-1.7.10-2.0.182 (as installed on the "curse" launcher)
In reply to player010111:
I'm having problems creating my own biome. I would like an island for spawning dinosaurs on from JurassiCraft but I cant even get the island to spawn. I've tried to follow the wiki but nothing seems to work. I know it's probably something really simple that I've missed too.
I've had a similar problem with other scripts too, I can never seem to get the isSpawnBiome tag working.
I'm using the latest version for Minecraft 1.10.2.
#Biome Creation
Tweaker.addBiome("dino_island", "minecraft:mushroom_island")
dino_island.addToGeneration("WARM", 10)
#Biome Properties
Tweaker.setAverageBiomeSize("RTG", 8)
dino_islandBiome.removeDecoration("BIG_SHROOM")
dino_island.set("topBlock", "minecraft:grass", "minecraft:dirt 2")
dino_island.set("isSpawnBiome", true)
dino_island.set("enableRain", false)
#Biome Entities
dino_island.removeAllSpawns("CREATURE")
dino_island.removeAllSpawns("WATER_CREATURE")
dino_island.removeAllSpawns("CAVE_CREATURE")
dino_island.removeAllSpawns("MONSTER"
In reply to THGVETERAN: