Painted Biomes allows using image templates for the biome layout of the world.
(See at the bottom of this page for a quick start quide for basic operation.)
There are two different template image modes:
In the Single Template mode you can optionally use template repeating.
Note: The areas of world beyond the corner of the template image are only handled by the repeating, if the two sides that are adjacent to that area also have template repeating enabled, and are using the same mode, be it repeat the entire template, or repeat the edge pixel's biome.
0.4.0 Painted Biomes used a biome GenLayer override. Unfortunately that only worked in very limited number of cases (mostly overworld, and only with some WorldTypes/BiomeProviders like the vanilla DEFAULT and also BIOMESOP from the Biomes O' Plenty mod). It also did not allow per-dimension settings or templates.0.4.0 the main method of replacing the biomes is via a custom BiomeProvider wrapper. This should allow using Painted Biomes in any dimension.BiomeProvider (formerly called WorldChunkManager in MCP), then there is a possibility for incompatibilities here. If you encounter any, please report them and I'll see if they can be fixed. At least the Dimensional Control mod should work for this, but I haven't personally tested it.enabledInDimensions setting, which is a list of the dimension numbers).ChunkProvider.VANILLA_DEFAULTVANILLA_FLATVANILLA_NETHERVANILLA_ENDChunkProvider, and leave those options disabled in Painted Biomes. The override option in this mod is provided as sort of a backup, in case you aren't using or simply can't use Dimensional Control or some other similar tweak mod.B:overrideChunkProvider option to false! It is mostly of use if you want custom terrain based on the biomes in the Nether or the End. And even so, see the note above.0.4.0 release, the configurations can be overridden in a few different ways.
config/paintedbiomes/paintedbiomes.cfg<worldsavedirectory>/paintedbiomes/paintedbiomes.cfgconfig/paintedbiomes/paintedbiomes_dim<dimension number>.cfg (for example paintedbiomes_dim0.cfg or paintedbiomes_dim-1.cfg)<worldsavedirectory>/paintedbiomes/paintedbiomes_dim<dimension number>.cfguseGenLayer, enabledInDimensions and the color definitions are only available in the global and the per-world main configuration files.Since the 0.4.0 version, for the mod to actually do anything, you have to enable it in the dimensions where you want it to handle the biome overriding (or alternatively use the old method of operation via the useGenLayer config value, but this is not recommended in most cases due to the limitations of it).
To enable the mod in some dimensions, add the dimension ID (= number) of those dimensions to the enabledInDimensions list.
!Enabled in Dimensions
B:useCustomColorsAsDefaults value controls what colors get assigned by default for biomes that aren't yet in the configuration file.
You can configure what happens to areas that are not "painted", in two different cases:
I:unpaintedAreaBiomeIDI:templateUndefinedAreaBiomeID-1-1config/paintedbiomes/templates/dim<dimension number>/ directory
config/paintedbiomes/templates/dim0/ for the overworld, or config/paintedbiomes/templates/dim-1/ for the Nether etc.0.2.0 and 0.3.0 the location is config/paintedbiomes/templates/biomes.pngr.0.0.png, r.-1.-1.png etc. corresponding to the region file names.biomes_alt_1.png, biomes_alt_2.png, ...r.0.0_alt_1.png etc.<worldsavedirectory>/paintedbiomes/templates/dim<dimension number>/
<worldsavedirectory>/paintedbiomes/templates/dim<dimension number>/ exists (even if it's empty!), then that will override the global config/paintedbiomes/templates/dim<dimension number>/ directory for that dimension.Starting from version 0.5.0, there are three new config options to add more variety to the world:
useTemplateRandomRotation - This option will apply a random rotation to each template imageuseTemplateRandomFlipping - This option will randomly flip the template image (= mirror it along the x and/or z axis)useAlternateTemplates plus the maxAlternateTemplates option that goes with it. This option will randomly select an alternate template image to use.The "random result" of those actions is based on the world seed and the template's relative position in the world (since they need to be deterministic i.e. remain the same in the same world using the same settings). These options are probably most useful in the single template mode, when template repeating is enabled, but they will work in every mode.
Since you most likely don't want nasty looking template edges with mismatched terrain, the template repeating and random rotations are best used with templates that have the same biome around the edges. A good example of this would be templates that contain one or more islands (or why not zero, especially with alternate templates, to make the islands rarer) in the middle of an ocean.
Note: If you have a large template image for the single template mode, then using several alternate templates will significantly increase the memory requirements to hold the raw image data in memory. It might be best to pre-generate (especially) such worlds before they are actually played on, so that the mod doesn't have to be used and consume that memory while the game is actually being played.
In the single template image operation mode, the template image's position in the world can be set using the I:templateAlignmentMode, I:templateAlignmentX and I:templateAlignmentZ values.
I:templateAlignmentMode=0: The template image will be centered on the set coordinatesI:templateAlignmentMode=1: The template image's top left corner will be at the set coordinatesI:templateAlignmentMode=2: The template image's top right corner will be at the set coordinatesI:templateAlignmentMode=3: The template image's bottom right corner will be at the set coordinatesI:templateAlignmentMode=4: The template image's bottom left corner will be at the set coordinatesTo use the biome from the regular terrain generation inside a template area, leave those areas in the image completely transparent and set the I:templateUndefinedAreaBiomeID config value to -1.
You can use this image (made based on a screenshot from Amidst) as a quick reference for picking the colors for vanilla biomes in Gimp or whatever image editor you use:
!Amidst Biome Colors
Here is a quick reference of how the region files are laid out, if you want to use the per-region template mode:
!Regions Layout
To get the most basic mode of this mod working, you mostly need to do the following things:
I:enabledInDimensionsconfig/paintedbiomes/templates/dim0/biomes.png. Note that everything needs to be lower case!!<worldsavedirectory>/region/r.* for the overworld, or from <worldsavedirectory>/DIM<number>/region/r.* for other dimensions. That way you keep your gamerules, the world spawn position, world time, your player position/inventory etc.There is a small utility program to automatically split large template images into the per-region template images available here: https://github.com/maruohon/template_regionalizer
The README file in the repository explains how to run the program.

Painted Biomes allows using image templates for the world's biome layout