Painted Biomes Mod 1.11, 1.10.2, 1.9.4

Minecraft Mods — November 22, 2016, 2:03 PM - 564 views

Painted Biomes Mod allows using image templates for the biome layout.

Painted Biomes Mod

There are two different template image modes:

  • Use a single template image, which can be positioned in the world using three config options for the coordinates and the alignment
  • Use separate template images per regions. These follow the Minecraft McRegion/Anvil regions. This allows you to theoretically map the entire Minecraft world’s biomes (if you just had enough time to make the templates and enough disk space to store the images)

Template Repeating

In the Single Template mode you can optionally use template repeating. It can be enabled or disabled individually in all four directions (+x, -x, +z, -z). There are two modes when enabling repeating:

  • Repeat the entire template image
  • Repeat the biome from the edge-most pixel of the template image

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.

About the biome replacement

  • Before release 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/WorldChunkManagers like the vanilla DEFAULT and also BIOMESOP). It also did not allow per-dimension settings or templates.
  • As of version 0.4.0 the main method of replacing the biomes is via a custom WorldChunkManager wrapper. This should allow using Painted Biomes in any dimension.
  • Note: If you are using other tweak mods for replacing the WorldChunkManager, 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 Dimensional Control should work for this however, but I haven’t personally tested it.
  • You can set the dimensions you want Painted Biomes to work in via the configuration file (the enabledInDimensions setting, which is a list of the dimension numbers).
  • Replacing the biome in itself doesn’t have any effect to the terrain generation in some cases, for example the vanilla Nether and End look exactly the same after just replacing the biome.
  • To enable biome-based terrain generation, there is now also the option to override the used ChunkProvider.
  • For the overridden ChunkProvider there are four options available:
  • Note: If you are using other tweak mods like Dimensional Control, it’s then most likely best to use that mod for replacing the ChunkProvider, 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.

Configuration overriding

  • As of the 0.4.0 release, the configurations can be overridden in a few different ways.
  • The main configuration file is at config/paintedbiomes/paintedbiomes.cfg
  • The main configuration can be overridden per-world by placing a config file in <worldsavedirectory>/paintedbiomes/paintedbiomes.cfg
  • Those “main” configurations can be overridden per-dimension, both globally and per-world.
  • Global per-dimension configuration overrides are at config/paintedbiomes/paintedbiomes_dim<dimension number>.cfg (for example paintedbiomes_dim0.cfg or paintedbiomes_dim-1.cfg)
  • Per-world, per-dimension configuration overrides are at <worldsavedirectory>/paintedbiomes/paintedbiomes_dim<dimension number>.cfg
  • The overriding config files are not created/filled if they don’t exist in the first place. To get them populated, create an empty file in the correct location.
  • Not all values can be overridden per-dimension. Create an empty file to get it populated to see which ones are available.
  • Basically the useGenLayer, enabledInDimensions and the color definitions are only available in the global and the per-world main configurations.

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, which 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.
For example, to enable biome overriding in the overworld, the End and some mod dimension with an ID of -100, it will look like this (only one number per line!):


The colors used for each biome can and should be set in the configuration file.
The B:useCustomColorsAsDefaults value controls what colors get assigned by default for biomes that aren’t yet in the configuration file. If set to true, then vanilla biomes are by default assigned the colors used in the Amidst program. It does nothing for mod biomes, nor after the vanilla biomes are already added to the configuration file. If set to false, then the vanilla biomes are by default assigned a color so that the red channel is the biome ID. This is also what happens to all other (= mod) biomes by default. Since the value is true by default, if you want to use the red channel mapping for vanilla biomes, just change the value to false and then remove all those ColorToBiome mappings from the configuration file and let them be re-generated.

You can configure what happens to areas that are not “painted”, in two different cases:

  • Areas that are NOT covered by the template image(s): use I:unpaintedAreaBiomeID
  • Areas that are inside the template image, but the template is completely transparent: use I:templateUndefinedAreaBiomeID
  • To use the biome from the regular terrain generation, set the value to -1
  • To use a pre-defined biome, set the value to the biome ID you want
  • The values are validated when the configuration is read, and if the biome ID is invalid, then the value gets reset to -1.

Template images

  • The template images need to be saved as PNG
  • The template images need to be saved in config/paintedbiomes/templates/dim<dimension number>/ (for example config/paintedbiomes/templates/dim0/ for the overworld, or dim-1 for the Nether etc.)
  • (The location has changed between versions. In 0.2.0 and 0.3.0 the location is config/paintedbiomes/templates/)
  • For the single template image mode, save the image as biomes.png
  • For the per-region templates mode, save the images as r.0.0.png, r.-1.-1.png etc.
  • The template images can also be overridden/defined per-world, by placing them in <worldsavedirectory>/paintedbiomes/templates/dim<dimension number>/
  • The way this works, is that if the directory <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.

The configuration file(s) and the template images are reloaded every time the server starts, so you don’t have to close and restart the game completely (in single player at least…). Just save and exit to main menu, make your config and/or template changes and reload the world or start a new world.

Tip: If you are testing something that requires re-generating the terrain, you don’t have to delete/re-create the entire world/save. You can just delete the region files from <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.

Template alignment

In the single template image operation mode, the template image’s position in the world can be set with the I:templateAlignmentMode, I:templateAlignmentX and I:templateAlignmentZ values.

  • I:templateAlignmentMode=0: The template image will be centered on the set coordinates
  • I:templateAlignmentMode=1: The template image’s top left corner will be at the set coordinates
  • I:templateAlignmentMode=2: The template image’s top right corner will be at the set coordinates
  • I:templateAlignmentMode=3: The template image’s bottom right corner will be at the set coordinates
  • I:templateAlignmentMode=4: The template image’s bottom left corner will be at the set coordinates

To 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.

Reference images

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:

Biome IDs and default 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 reference

How to install Painted Biomes Mod

  1. First you need download and install Minecraft Forge.
  2. Then download this Minecraft mod file at link below.
  3. Next, go to %appdata%. It can also be found by searching for “%appdata%” in your start menu.
  4. Go to .minecraft/mods folder.
  5. If the “mods” folder does’nt exist in your PC, you can create one.
  6. Then drag and drop the downloaded .jar (or .zip) file into mods folder.
  7. Done and Enjoy.


Download Painted Biomes Mod

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