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[1.7.X] What's up with biomes?


NioPullus
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Hey guys, I have been having an issue. I seek to be able to add a biome to my 1.7 mod. Yeah I know, that's a rough way to go but I'd really appreciate any support I get. I have been on at least 5 different threads (100% of ones I could find) about people complaining of how hard/impossible biomes are to create with the default world generator. In this thread I was wondering if anyone could clear up this issue or maybe explain to me in general where biomes are at with 1.7. If you have a remotely straight forward solution I would be evermore grateful since I am pretty new at this and by this point I'm getting the feeling I've tried everything I could without asking to be rescued. Any help at all is greatly appreciated, thanks!

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Before a version of Forge for 1.7.2 (can't recall the exact version), it was extremely difficult to add new biomes to generation. Now, it's much simpler.

 

To add your biome to default generation, you can add your biome to a list in the BiomeManager class corresponding to your biome's climate type.

 

For example:

 

BiomeManager.coolBiomes.add(new BiomeManager.BiomeEntry(greatLake,10));

 

 

You can replace "coolBiomes" with any of the following: desertBiomes, warmBiomes, coolBiomes, icyBiomes

 

"greatLake" is replaced with an instance of your biome. "10" represents the "weight" of your biome, how often it will occur relative to other biomes in the same list.

 

You can add Ocean biomes using BiomeManager.oceanBiomes.add(shallowOcean); where "shallowOcean" is whatever biome you want to add, but these ocean biomes will not actually generate unless added to a different list as well.

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Before a version of Forge for 1.7.2 (can't recall the exact version), it was extremely difficult to add new biomes to generation. Now, it's much simpler.

 

To add your biome to default generation, you can add your biome to a list in the BiomeManager class corresponding to your biome's climate type.

 

For example:

 

BiomeManager.coolBiomes.add(new BiomeManager.BiomeEntry(greatLake,10));

 

 

You can replace "coolBiomes" with any of the following: desertBiomes, warmBiomes, coolBiomes, icyBiomes

 

"greatLake" is replaced with an instance of your biome. "10" represents the "weight" of your biome, how often it will occur relative to other biomes in the same list.

 

You can add Ocean biomes using BiomeManager.oceanBiomes.add(shallowOcean); where "shallowOcean" is whatever biome you want to add, but these ocean biomes will not actually generate unless added to a different list as well.

 

I came on here thinking "Well I'm stumped, I can't find the answer ANYWHERE on the internet, mind as well see if anyone on the forum has a probably over complicated solution I'm probably too inexperienced to implement." But this answer was perfect, thank you so much, you have put a great conclusion to many hours of searching. I honestly cannot believe this is information so simple is so hard to find. Thanks again!

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