Mods / Biomes
Author: Crabb
Side: Server
Created: Oct 27th 2023 at 12:05 PM
Last modified: Oct 10th at 2:09 PM
Downloads: 12838
Follow Unfollow 264
Latest file for v1.19.8:
biomes_0.6.7.zip
1-click install
Makes the game world feel more realistic and alive by sorting flora and fauna into their native real-world biomes.
Requires a new world to be generated.
If an animal or tree is not whitelisted or given a biome, it will not spawn. Story mobs are whitelisted. Trees can still grow outside their native habitat if planted from seed by a player.
For the most Earth-like world, customise your world and set the pole to equator distance to be half the world height. So if your world is 1 million blocks tall, set the pole to equator distance to be 500,000 blocks. This will give you a world with a hot equator and north and south poles.
User config via file:
- Flip north and south, so you can start in a southern hemisphere biome.
- Whitelist any entity
Admin command is /biome. Type /help biome to see the options. More commands added now.
Recommended mods:
Saltwater Bugfix to fix vanilla seaweed if you play with oceans, i.e. less than 100% land coverage.
Supports the following mods with more to come:
- African monitor lizards
- Asian monitor lizards
- Banded geckos
- Bearded dragons
- Creatures and Critters
- Fauna of the Stone Age Series
- Feverstone Horses
- Feverstone Wilds
- Floral Zones: Series
- Giant gouramis
- Hide and Fabric
- Knobtailed geckos
- Leopard geckos
- More Animals
- New World giant tortoises
- New World pond frogs
- New Zealand frogs
- North American Fish: Catfish
- North American Fish: Darters
- North American Salamanders
- Old World pond frogs
- Ornamental Fish
- Pacific newts
- Peacock basses
- Primitive Survival
- Rainfrogs
- Rivers
- Rust Creatures
- Saltwater Bugfix/Seaweed goes in Sea
- Salt and Sands
- Sam's Humanoid Creatures
- Something in the Water
- True sunfishes
- Vanilla
- Wildcraft
- Wildcraft Fruit and Nuts
- Wildcraft Trees
Incompatible mods:
- The Bioregion mods should not be used with this mod, or you will end up with much of the world being empty.
Created with a huge amount of effort contributed by Hieronymous, TenthArchitect, Sheepon, Ledyanaya Sonya, Honk Cluwne, Gryfang and Clint, and helpful suggestions from Zelifor. Pull requests gratefully accepted.
Good hunting to the butterfly enthusiasts!
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v0.6.7 | 1336 | Oct 10th at 2:09 PM | Show | biomes_0.6.7.zip | Install now | |
v0.6.6 | 1905 | Jun 11th at 8:34 AM | Show | biomes_0.6.6.zip | Install now | |
v0.6.5 | 102 | Jun 11th at 12:22 AM | Show | biomes_0.6.5.zip | Install now | |
v0.6.4 | 876 | May 2nd at 9:52 AM | Show | biomes_0.6.4.zip | Install now | |
v0.6.3 | 397 | Apr 18th at 7:53 PM | Show | biomes_0.6.3.zip | Install now | |
v0.6.2 | 647 | Mar 17th at 11:44 AM | Show | biomes_0.6.2.zip | Install now | |
v0.6.1 | 551 | Feb 24th at 4:00 PM | Show | biomes_0.6.1.zip | Install now | |
v0.6.0 | 645 | Jan 23rd at 2:57 PM | Show | biomes_0.6.0.zip | Install now | |
v0.5.9 | 654 | Dec 22nd 2023 at 8:57 PM | Show | biomes_0.5.9.zip | Install now | |
v0.5.8 | 122 | Dec 22nd 2023 at 2:49 PM | Show | biomes_0.5.8.zip | Install now | |
v0.5.7 | 123 | Dec 21st 2023 at 11:42 PM | Show | biomes_0.5.7.zip | Install now | |
v0.5.6 | 213 | Dec 18th 2023 at 9:09 AM | Show | biomes_0.5.6.zip | Install now | |
v0.5.5 | 146 | Dec 17th 2023 at 1:02 PM | Show | biomes_0.5.5.zip | Install now | |
v0.5.4 | 177 | Dec 15th 2023 at 9:59 PM | Show | biomes_0.5.4.zip | Install now | |
v0.5.3 | 238 | Dec 10th 2023 at 12:34 PM | Show | biomes_0.5.3.zip | Install now | |
v0.5.2 | 223 | Dec 8th 2023 at 9:40 AM | Show | biomes_0.5.2.zip | Install now | |
v0.5.1 | 135 | Dec 7th 2023 at 4:25 PM | Show | biomes_0.5.1.zip | Install now | |
v0.4.5 | 338 | Nov 25th 2023 at 11:35 AM | Show | biomes_0.4.5.zip | Install now | |
v0.4.4 | 163 | Nov 23rd 2023 at 6:25 PM | Show | biomes_0.4.4.zip | Install now | |
v0.4.3 | 252 | Nov 17th 2023 at 9:29 AM | Show | biomes_0.4.3.zip | Install now | |
v0.4.1 | 247 | Nov 11th 2023 at 2:35 PM | Show | biomes_0.4.1.zip | Install now | |
v0.4.0 | 151 | Nov 11th 2023 at 10:14 AM | Show | biomes_0.4.0.zip | Install now | |
v0.3.6 | 154 | Nov 10th 2023 at 7:13 AM | Show | biomes_0.3.6.zip | Install now | |
v0.3.3 | 277 | Nov 7th 2023 at 10:00 AM | Show | biomes_0.3.3.zip | Install now | |
v0.3.1 | 235 | Nov 3rd 2023 at 10:16 AM | Show | biomes_0.3.1.zip | Install now | |
v0.3.0 | 157 | Nov 2nd 2023 at 6:03 PM | Show | biomes_0.3.0.zip | Install now | |
v0.2.1 | 165 | Oct 31st 2023 at 11:22 PM | Show | biomes_0.2.1.zip | Install now | |
v0.2.0 | 140 | Oct 31st 2023 at 8:43 PM | Show | biomes_0.2.0.zip | Install now | |
v0.1.5 | 155 | Oct 30th 2023 at 9:03 PM | Show | biomes_0.1.5.zip | Install now | |
v0.1.4 | 170 | Oct 29th 2023 at 5:51 PM | Show | biomes_0.1.4.zip | Install now | |
v0.1.3 | 129 | Oct 29th 2023 at 5:29 PM | Show | biomes_0.1.3.zip | Install now | |
v0.1.2 | 128 | Oct 29th 2023 at 2:47 PM | Show | biomes_0.1.2.zip | Install now | |
v0.1.1 | 137 | Oct 29th 2023 at 1:55 PM | Show | biomes_0.1.1.zip | Install now | |
v0.1.0 | 120 | Oct 29th 2023 at 12:17 PM | Show | biomes_0.1.0.zip | Install now | |
v0.0.9 | 138 | Oct 28th 2023 at 9:07 PM | Show | biomes_0.0.9.zip | Install now | |
v0.0.8 | 135 | Oct 28th 2023 at 7:15 PM | Show | biomes_0.0.8.zip | Install now | |
v0.0.7 | 124 | Oct 28th 2023 at 5:48 PM | Show | biomes_0.0.7.zip | Install now | |
v0.0.6 | 147 | Oct 28th 2023 at 4:25 PM | Show | biomes_0.0.6.zip | Install now | |
v0.0.5 | 138 | Oct 28th 2023 at 2:21 PM | Show | biomes_0.0.5.zip | Install now | |
v0.0.4 | 132 | Oct 27th 2023 at 10:04 PM | Show | biomes_0.0.4.zip | Install now | |
v0.0.3 | 132 | Oct 27th 2023 at 9:23 PM | Show | biomes_0.0.3.zip | Install now | |
v0.0.2 | 133 | Oct 27th 2023 at 3:26 PM | Show | biomes_0.0.2.zip | Install now | |
v0.0.1 | 151 | Oct 27th 2023 at 12:05 PM | Show | biomes_0.0.1.zip | Install now |
sheepon THANK YOU for the info on why animals spawn less! it was the main thing stopping me from using this mod. now i will know to increase the spawn rates from FotSA.
This mod does not change temperature.
QiForce
Seems like some Wildcraft fruit trees are missing. Lemon tree and some others are not present in the config.
does anyone know if this is meant to change temerature in world also? I assumed it was but can not get it to behave correctly (warmest at equator & then follow seasons for poles)
Please patch for ...
- Real Grapes
- Wildgrass
- History of Existance
Thanks!
Dawnveu
This works with P&V, as this is a worldgen mod and not a landform mod
does this mod work with Plains and Valleys? It says it works with worldgen mods but not landform mods
I just tried this mod with the full FotSA suite, the world is quite empty :( .
@sheepon You absolute legend. Not only thank you but that's actually a great idea for placement. One last one from me, Rust & Rot?
So, FoSA is implemented in this one or not? on 1.19.8 it seem to block many spawns with and without entitiesconfiguration mod
Avernite I can definitely work on adding Fantasy Creatures next! Just know that officially added fantasy creatures will spawn where the myth originated OR where the original myth says the creatures lives.
I'm not entirely sure what a line in the whitelist looks like though :( personally when I'm testing stuff, I just copy one of the files in the patches folder and set the mobs I want to spawn in all biomes. It's pretty easy to do since the format is all there.
sheepon Thanks for explaination !
Neocrife You're correct, the center of the map is warmer and farth north and farth south are cold (as long as you put your equator halfway in the map when creating the world!). And yes, biomes change from east to west above and below the equator.
Using the config file, you can make the biome placement mirrored. If mirrored, it means that North America is in the bottom left of the map and South America is in the top left. Whitelisting an entity is for adding animals/creatures/monsters/humans that aren't already compatible with Biomes.
As far as I know, there's no way to change where your first spawn is :( it's always going to be near the border between Atlantic and Central Palearctic, or the border between Atlantic and Eastern Afrotropic if you flip north and south. Either you have to create a world that's a walkable size and walk where you want to go, use creative mode to fly where you want to go, or you can use the /tp command to teleport to whatever coordinates you like. If your world is 10kx10k blocks with equator at 5k, then to spawn at America Latina you'd want either just above or below the equator at something like -3410, ~60, 2840 (x=east y=up z=south). This put me right at the equator when I tested it. The top and bottom halves of the map are divided by 6 each, and the coordinates change from + to - at the halfway marks in the whole map. It's definitely worth messing around with! To change your spawn point after teleporting, you'd want to spawn in a Temporal Gear and make sure the world "Temporal gear respawn uses" setting is "infinite".
Hello guys, I need some files or instruction to undestand exactly how climate work. I mean, if good option before launching generate world, we've got equator, meaning center of map is warmer when south and nord are colder when we go far away from center, isnt it ?
Biome are different if I travel EAST to WEST for example ? Even if temp are same (equator in West is diffrent biome from equator East of map). This is real, like real world ?
I dont understand this :
User config via file:
BTW if someone can explain me how to be sure I can spawn in some america latina biome when i want warmer/equator biome. If I want to chose a starter biome. Thanks for this mod !
Ah ok gotcha. Thank you for the info. Would it be possible to get support added for Fantasy Creatures? Also, what would a standard line in the whitelist format look like and where in my files can I look to build it?
Avernite Whitelist is just for mods that don't have official support. Any mod listed in the description above will just work.
Phoenicius Best to make a new world. You can force some tiles to regen with console commands and that should work too. I honestly can't remember if the world gen is lazy enough that just moving to an unexplored part is good enough.
If I want the changes from the latest update (which adds compatibility for the latest Wildcraft versions), do I need to create a new world?
Hi, new here, so we install the creature mods, we install this mod and then it just works or we have to manually input each mob, plant, etc into the whitelist in the config?
I was wondering for a long time if you would code it, thanks a lot, I can't wait to test :)
-Salt and Sands compatibility
-Wildcraft Trees update 1.2.0 + the stumps, driftwood, and mangrove roots that were missed earlier (whoops!)
-Wildcraft Fruits n Nuts 1.2.2
@Arthopleura I do have the feverstone wilds mod, the horses are neat, but I do find them kind of a pain to use without building up wide roads first. I'm running the plains and hills mod which is nice open areas to run in but still generates a lot of sink holes that I'll fall inside of, especially if there's a lot of bushes
It's something I worry about with the 1.2 elks coming. Why use a mount when the terain is rough and forests can be a pain to get through on a mount. Also have to carve out much larger tunnels to fit the animals through
It's the same reason people in minecraft prefer boats over horses and why in ARK we hardly ever would traverse overland rather then by sky even if land animals could carry FAR more
maybe when the devs add in hitching posts they'll be more useful cuz the horses always try to run around and never listen to commands in the feverstone mod
Hydromancerx I looked at the Sam's Humanoid Creature file again and adding "land" didn't change anything. Turns out the mod puts everything directly into the "game" directory and not "samshumcreat" and I had missed it. The fix will be uploaded with the next Biomes update :)
Temporarily absent patcher here! I've just finished adding Salt and Sands 1.0.2, as well as Wildcraft Trees 1.2.0 & Wildcraft Fruits n Nuts 1.2.2. Biomes will be updated to reflect that whenever Crabb gets a moment :)
Cuddly_Khan FotSA and Floral Zones come with Biomes compatibility already built in! Every time one is released, it is immediately ready to play with Biomes :D
Arthopleura To my knowledge no such mod exists for adding fish to Atl Pal, aside from Something in the Water for oceans :( I've also been feeling how empty the water is while playing with Biomes, so I hope someone makes another fish mod soon!
GaylordZap Sorry for late reply! This mod does not affect GenRockStrata.gen, no. Only entities, blockpatches, fruit trees, and normal trees. I've played it with Geology Additions and haven't experienced any problems.
This also needs an update for the Wildcraft and FotSA compatibility. Probably some of the newer Floral Zones mods as well are lacking compatibility.
I've decided to start slowly patching in Salt and Sands. We haven't heard from Crabb in quite some time; so I imagine they're busy with life at the moment. I don't enjoy this stuff; so it may take me a while. But I will try to get something uploaded sooner than later; as it'd be nice if we all had beautiful oceans.
First off, thank you SO much for all your had work! There are a few mods out there that I simply can't play without, and this with floral regions and all the relevant creatures. Spectacular work.
I would like to know, however, if there are plans to incorporate Salt and Sands. Fleshing out the oceans would really be amazing for those long sailing trips.
Merrygin, please take into account that animals from fauna of the stone age does not spawn right away but take some time before showing up. Maybe you are travelling a lot, thus preventing fosa spawn. If this is the case, some animals should start spawning if you wait a couple in-game days not moving.
My issue is more like i see no new aquatic creatures in the biomes i'm in (probably due to the fact that i don't have a mod that add them for my starting location) . Therefore i'm asking if anyone here know a mod that add fish for atlantic paleartic. I can play fine without fish, but then oceans look a bit lifeless ...
Ardail, you should try joy of sailing (which help travelling in the oceans) , and feverstone horses and viescraft machines (which respectively add horses and cars/planes/boats into the game - i didn't tried thoses two mods, but they looked like they work fine) . You can also work with customised presets when building new worlds. Here you can choose the pole-equator distance (to have closer different biomes) , your biome starting location (actually you just choose temperature, but that's almost choosing your biome tbh) and much more
And again, if anyone know a mod that add fishs in atlantic paleartic seas, i'll take it.
Does this mod effect geology in its changes to world gen, in particular GenRockStrata.gen?
Is ther any plans to add suport for the Rust & Rot mod?
Please patch with Salt and Sands mod!
I actually have the same /a similar issue as Arthopleura, not seeing any sea animals / fish whatsoever. Actually, currently being in the eastern afrotropic climate, I don't see any creatures other than hares and pigs. I have all the Stone Age Fauna installed, so I'm fairly certain I should see quite a few animals.
Also, the whitelist in the config is empty: does that mean I should insert all modded entities there? Or is there some way to do this quicker?
Maybe as a suggestion, if this is possible at all, having a "whitelist all" command or similar funcitonality would be super helpful.
Sam's Humanoid Creatures is not showing up for me
"file": "samshumcreat:entities/wild-surv.json",
Should be ...
"file": "samshumcreat:entities/land/wild-surv.json",
Maybe?
With how big the world can be is there any suggested way to travel so you can get to all your other plants/animals without needing to spend a week real time walking to it? Or should I just generate a world at like 1/3 the size or something
Or is there a guide how to spawn at a different biome and not always in Atlantic/central Palearctic
Well, the issue is that i see none ...
As i said, i have the sireniae from the stone age series, and i have all fish mods from hieronimus, plus i know there is salmon in vanilla, but i see absolutely no underwater animals, no matter where i go, in any world i've ever made ...
I just expect to see life underwater, not any species in particular ...
I'm just thinking about it, but could you add some kind of detailed map with a list of what spawns where exactly in this page ? This would help answer this kind of questions and help knowing which kind of mods are needed in each biome.
EDIT : I would actually like to see some manatee, but i think you don't need to tell me that thoses only spawns in neotropic biomes ...
Sea animals are treated exactly the same as land animals. Which ones are you expecting ?
Just one question : Is there any biome where i have no chance of finding any single sea animals ? I have a world with this mod and i do not find a single one. I have hieronimus' mods and the whole fauna of the stone age series.
I did the command and i am in "atlantic paleartic" (probably in south atlantic paleartic since i got leopards and pantheres) .
Mrozak
Tule can be found in the Pacific Neartic. Consensus on the mod team is that it should stay like that to encourage travel. You can still use other materials for roofing before you find it. Whitelisting is only for creatures, not for plants. The mod doesn't change the way climate affects spawns, it's sounds like you're in a hot section of the Central Palearctic. If you go to a cold section of the same biome you will find bears and wolves.
Does this mod move Tule to some specific place/biom?
Since i added this mod, i can't find a single Tule plant anywhere i looked (new server, started with same seed as the old server which had plenty of tule around my area).
I am at woodland biome where oaks and pines grow, so i would expect the tule to be here somewhere - well, maybe not exactly tule, but SOMETHING i can make a thatch roof from.
And because the thatch roof in the game can be made only from tule, as opposed to from bascially ANY reed plant, it seems logical to let tule grow almost anywhere.
So, maybe i could fix that by whitelisting it?
But i have no idea what is supposed to go into "EntitySpawnWhiteList":[] inside the biomes.json in ModConfig?
EDIT:
Using /biome show it tells me i am at central palearctic. So, i should be seeing bears and wolves, right? But i haven't yet seen a single bear or wolf.
Using /entity count command i can verify that there are no wolves or bears around. Surprisingly, there are two ostriches, and a few gazelles (none of which should even be here).
Is this normal for the mod?
Mendall You can look at the source and check under "biomes/assets/biomes/patches" and you will be able to see how the author patched other mods. Hope that helps 😄
How do I whitelist a critter from a mod I'm running. any one know how/where thats done.
Support for Ensatinas?
support for outlawz mod?
Support for Sam's Humanoid Creatures added
Crabb
Sheepon wrote a patch for Sam's Humanoid Creatures on Discord if you want to add it.
Sheepon has updated the support for Wildcraft Fruit and Nuts
Please add compatablity for these mods ...
- New World Crops
- Rogue Hosue Addations (Adds Gorillas)
- Sam's Humanpoid Creatures (Adds Wild Men)
Thanks in advance!
Wildcraft: Fruit and Nuts was updated recently, and as a result many fruits don't spawn anymore
Do you intend to add compatibility with all Wildcraft modules?
Wildcraft: Trees and shrubs.
Wildcraft: Herbs and spices.
Any errors or info in the log files? It's possible the world didn't create with any tags in it.
I feel like I've done something wrong with installing the mod and creating a new world with it active because I'm seeing stuff like pandas in the Atlantic areas
Should be Eastern Palearctic only GON
Should I be seeing pandas in all sorts of biomes? I've made a world with this mod and I'm finding them in all sorts of weird places...
ManaWei
New Wildcraft is supported c: but I'm fairly certain that Old Wildcraft also works with Biomes currently. I haven't tested it in a while, but it should work!
OBEDIA
You can update the mod without starting a new world, yes c: The update to 0.6.4 adds Creatures and Critters compatibility, so if you're not also going to use that mod then you don't need to update.
Regarding spawns, creatures will only spawn where they are native & where vanilla temperature spawn requirements are met. It may be that in your region, the only native goats and ox spawn where it's hotter or colder. You can check your region by using /biome show and /entity count to see a list of what has spawned near you.
Can I update the mod without starting a new world on my MP server?
Edit: Also, there seem to be no almost no spawns except chickens, fox, wolves and deers. No goats, bisons or whatsoelse, is that fixed with the update, or did I miss some config somewhere?
You are truly a great man Crabb thanks for this update.
It looks like I'm starting a new world.
is that the new wildcraft trees that's supported? or the old one ?
Creatures and Critters compat added
I can't give up seeing elephants and hippos, ill keep using creatures and critters as long as it will load. I was still using it even when it was out of date, as long as it worked.
ElSnedds
Base game salmon can only be found in Pacific Nearctic, Eastern Palearctic, and Pacific Palearctic. The player usually spawns around the line between Atlantic and Central Palearctic, so no fish will be found without walking. What other mods do you have that add fish?
Mendall Dr_Cummies
I'll be helping to patch in Creatures and Critters in the next couple of days. I'm surprised to see the mod is still be used and updated! Last I had checked it was out of date and broken.
the mod works great for me except for one thing, I haven't seen a single fish. Not even base game salmon. Even in temperate areas. any ideas why that could be happening?
The eels from Feverstone Wilds are spawning just fine, which confuses me more
I truly hope you guys figure the creatures and critters thing out. It's the only reason I haven't started using this already. Wish I knew a way to help.
I ended up patching them along with fantasy creatures and i believe some other creature mods. But i dont know how to properly create a patch or script. Other than ("Modname-*",) lol.
0.6.3 supports the latest Capreolinae. If anyone would like to submit a patch for Creatures and Critters, I'll include it in the mod.
any updates planned soon? i noticed creatures and critters isnt listed in your supported modlist im also wondering if youll be integreating the latest fauna mods. not sure how you scripted your mod to add them in, if it already added them or not. Thank you
PennyPenn
This mod is stand alone in function, but to get the content from other mods you need to have those downloaded as well. This mod only filters the animals and plants into the correct bioregions
I'm very new to the game and modding. Does this mod require anything else to work, or do I have to do something in particular to get it to run? I can't seem to get anything from the mod to spawn even on a new world. I put the zip folder into my mod folder and made sure it was activated on my mod list. Do I need the actual creature mods listed?
Doymand
To add on to what Sheepon said, that seems to be right. Of the 6 fox species you'll see in the Central Palearctic, only the red and corsac will occur in temperate conditions. There are three more in tropical conditions and the arctic fox in the coldest conditions. Same with the Canina dogs, only gray wolves spawn in temperate Central Palearctic conditions. The Dhole and golden jackal that live in the Central Palearctic require tropical or subtropical conditions.
For big cats, I believe you might be in too cold of conditions for leopards, lions and tigers, and too warm of conditions for steppe lions. Even if you are at the edge, the conditions might only be possible during a small window of the day and until a spawn check occurs for that species during that window you won't see them spawn.
Doymand This is actually an example of the spreadsheet just being wrong (and why I've had to lock the spreadsheet, as checkboxes can be accidently clicked easily). I've double checked the Biomes patch in FotSA and the red fox does spawn in central palearctic.
The reason you're seeing red foxes and wolves is probably due to the temperature range of the area you're in. Looking at the other canids in central palearctic, I'd guess they'd spawn in warm or cooler locations than where the game tries to spawn you. You can find all of the spawning parameters for FotSA Caninae by looking in the mod's zip file and going to FotSA-Caninae-v1.0.10zip\assets\caninae\entites\land and opening one of the JSON files in Notepad. Use CTRL+F to find "spawnconditions" and the list below will tell you the spawn rates, as well as the min and max temp, min and max rainfall, min and max forest, min and max shrub, and min and max Y axis values that each species has. The same should apply to FotSA Pantherinae as well.
I haven't seen any big cats in my own playthrough yet either. Between the bioregions cutting down what can spawn AND their specific spawn conditions AND that they're meant to spawn very slowly, I think it's just a result of how Biomes as a mod functions. It's best played with as many creature and plant mods added at once to keep the world from feeling too sparse, and it's entirely possible it may not be a playstyle that's suited for everyone. I've been torn between using Biomes on my own personal playthrough for this reason too!
I've played for 32 hours across 2 different worlds and have not seen a single corpse or big cat. When I had previously played on a world without the Biomes mod, I did see many non-vanilla canines.
It does seem that foxes and wolves spawn, and it looks like it's using the FotSA mod for those. From what I can tell, only animals with a vanilla equivalent seem to be spawning.
However, based on the spreadsheet, the red fox (vulpes vulpes) shouldn't spawn given the realm is Central Palearctic. I've also not seen any of the other canines that spawn in this region.
edit: After generating a new world, I do see at least one carcass and Corsac fox after running /entity count
@Arndas @Doymand (I don't know why @'s break sometimes I'm sorryyyyyy)
Tentharchitect tested FotSA Pantherinae with Biomes on 1.19.4 to make sure spawn was working, and they saw big cats spawn after changing the rates for testing purposes. In their words, "I think it's just because the big cats usually take a week for one species to spawn, that in the bioregions that only 1 or two are native you'll not see them for long stretches of time". The game will roll a dice to see if a creature will spawn, and Biomes blocks the spawn if that dice roll is for something not listed for the bioregion. So things with infrequent dice rolls will take longer to spawn than in vanilla.
Doymand, you should also double check using /entity count command to make sure. FotSA Caninae spawns are sometimes halted in certain chunks if a carcass has spawned, but you should see the carcass in the entity count list. FotSA Caninae also replaced the vanilla fox model with its own fox iirc, so you can compare the two to see whether or not FotSA Caninae is active c:
Slapping this here for future people trying to find any kind of spawn: my spreadsheet of bioregion tags! It has a fair amount of information, but not all yet. You can use the command /biome show in game to see which biome you're in.
I'm on 1.19.5-rc and seeing a similar issue as Arndas, none of the FotSA special canines spawn (wolves and foxes only), nor any macrodontinae or pantherinae. Wildcraft trees seem to work though.
I've seen tons of foxes,rabbits, wolves and bears. But only one moose and no other animals really the command shows a few deer spawning but i've yet to see one
sheepon Using the /entity count command was very helpful, thank you! However, I can confirm that after flying around through multiple regions (afrotropic, palearctic, nearctic, neotropics) that zero FotSA big cats spawned or even registered in the console. I can only assume this is a bug as FotSA caninae were present (as well as varieties of butterflies, goats, hares, bears, and other critters). In testing, I trimmed down my modlist so that the only mods influencing entity spawning or worldgen were "Biomes," "Rivers," "Plains and Valleys," and the FotSA mods. For what it is worth, /entity count pinged some big cats in a test world BEFORE including "Biomes" in my modlist, but these animals disappeared once "Biomes" was added. When I looked into the .json files, there is a patch for Pantherinae, yet none of those cats appear in my worlds at all.
I should include that I am using playing on version 1.19.4. Mod versions are:
EDIT: Using "Configure Everything," it appears as though the spawn rates for the big cats are really low (value set at 5E-05). When I drastically increased this value (say, to 10) the big cats start to spawn again.
I rescind that statement. As I tinker more, I believe that world was a fluke as the likelihood of finding big cats is still effectively zero (even if I make their spawn conditions optimal).
Arndas I'm playing with the majority of creature mods installed on 1.19.4 and have been seeing spawns of butterflies and modded animals. Have you used the "/entity count" command to confirm their absence? A lot of FotSA animals likewise won't spawn if there are carcasses around. Are you using any other mods that might alter entity spawning?
I am not sure why, but very few animals are spawning in my worlds (no butterflies, modded animals, etc.). I am using the newest version of these mods and am playing on 1.19.4. I keep seeing only hares, gazelles, boars and hyenas.
what is the rivers mod?
Thank you for the wonderful news, sheepon wildcraft is a must-have for me, but I really wanted to try this mod.
0.6.1 is out with the eating error fixed thanks to Sheepon.
If I remove this mod from my current playthrough, will new chunks generate flora like how they would in vanilla? Or do I need to start a new world?
When this mod lists the wildcraft mods among those it is compatible with, is it referring to the new version called
Herbarium and its parts, or the older version of the same before Herbarium? Does anyone know?
Eating error has been figured out by Sheepon, I just need to release a patch for it. There's a fix for fox spawning coming as well.
That list is in case you want to whitelist creatures from unsupported mods. Most people won't need to add anything to it.
Crabb
I dont quite understand the whitelist thing. I looked into the config folder and found "entityspawnwhitelist" : [ ], does this mean everything is whitelisted or do i have to manually add all creatures from mods into list. If so how, Im currently running an island setting where only boars, foxes, rabbits, wolves, and crabs exist. Im sure its because its an island but wanna make sure before i invest time into the game that im not missing anything?
Having just upgraded from 1.18.5 to 1.19.3, our server is now throwing the same eating errors.
I'm also getting the same issues with chickens and boars not eating, works fine once this mod is disabled. Otherwise great mod, makes exploring much more fun!
Can you add support for outlaw mod?
Do you have passion fruit trees somewhere in there?
i am also having the animals not eating bug, in the console it says "(x animal) has SeekFoodAndEat task but no Diet specified" only when i have this mod enabled.
Dov47 I have no idea how that is possible as the mod does not interact with items in any way.
I found a wierd bug, chickens are not able to eat grain with this mod, if I hover over trough with rye in it, it only says "Suitable for Deer, Goat". Chickens won't eat from them, also the 1.19 basket traps with grains will not attract them.
The problem disappears when i turn of biomes mod, no matter if I have no other mods or 30 other mods enabled.
In vanilla, trough with rye displays "Suitable for Deer, Goat, Moose, Chicken, Gazelle, Pig, Bighorn sheep".
Flax can be found in the following:
"atlantic palearctic",
"central palearctic",
"eastern palearctic"
It may be too wet or dry or hot or cold where you are.
Hi, i have a base at around Z = -5500, meaning north from startpoint at 100k blocks setting.
The biome command is showing central palearctic.
I can't seem to find any flax around, from grains there's only rye.
I even used .debug find flax command but shows up nothing, and there's plenty at Z = 0.
Does it not spawn in central palearctic?
DarkThoughts
Tule should spawn in pacific nearctic and atlantic nearctic. Support for the goats and deer has just been added in 0.6.0 so you would need that version to have them spawn.
East/West distribution does not repeat, only North/South does. Yes this means you'll have to travel a long long way to find new biomes if you leave it at 1 million.
Updated for 1.19.1 with support for goats and deer
First initial 1.19 testing so far is almost the polar opposite to 1.18 in a way. Not a single cat so far, but I found a couple red foxes, which are the first fotsa dogs I found (including 1.18 tests). Also found some more pigs than before, bunnies still everwhere of course. No bears yet either though. I also have cattails again, everywhere basically. But so far I have not spotted any of the tule & sedge plants, which at least did spawn the sedge plants with the old Wildcraft mod in the same biomes. I think tule would be in the Americas only, which is a bit unfortunate because they'd provide thatch which would've made thatch roofing much less of a grind. The new deer are about as nonexistent as the fotsa mod deer in 1.18 though.
Question though: How does the west / east distribution of the biomes work? If I leave it at a default 1 million blocks, does that mean I'd have to travel hundreds of thousands of blocks to reach certain biomes on that axis too? Or do they repeat itself every certain amount of blocks until it reaches world end?
Edit: Some more hours of testing without Biomes and yeah... Goats, deer, dogs everywhere. Still no cats but I still think something is borked with the animal spawning with this mod enabled. The new plants were my bad as I think the Natural Patches mod needs to be updated for that.
Edit: Found my first 1.19 kitties, finally (without Biomes).
OknadEmod It should be! I tested it out a few weeks ago and the rocks and boulders with new stone types spawn just fine
Is this mod compatible with geology additions?
I'd say wait for 1.19 :P
Cattails have had their spawning criteria tweaked recently I believe, but I don't know the specifics off the top of my head. Biomes should be working fine in 1.19 from all my testing.
Tentharchitect I just noticed that the Caninae & Pantherinae mod list Biome mod compatibility only with the 1.19 versions. Does that mean I should remove Biomes until 1.19 comes out? I started a test game to avoid the whole creative flight but after a couple days of playing I only spotted 1 feline + heard another one (I think), 0 canines, 1 polar bear in the middle of green plains during early summer at my base when I returned from somewhere else, 1 brown bear, 2 pigs, a bunch of horses, lots of chickens, and a gazillion rabbits.
Also 0 cattails, weirdly enough, which I'm pretty sure should spawn almost everywhere. I am using an increased world height in this world though so maybe that messes spawn behavior up somehow?
I'll look into getting it patched officially, but you can find examples both within this mod and in the FotSA dog and cat mods to use as a reference
Tentharchitect Ah. So flying around in creative at movement speed 3 = basically no FotSA animals because I'm not giving them any time to spawn. If I were to play more naturally and stay in an area I'd see more but probably again less when I go exploring. I guess I could go hunting horses...
How does the whitelist then work? What's the syntax if I wanted to add the aurochs to the atlantic, central and eastern palearctic biomes (afaik that's roughly their distribution on Wikipedia)? They have the Aurochs bull, Aurochs cow and Aurochs calf as far as names in the creative menu go.
So it seems like you've already come to the right conclusion, but yes, the FotSA animals have a strict spawn cap and rare respawn rate that will make them harder to find than the 1.18 animals. This is intentional to keep the world from being flooded by them along side future animal packs, and with the biomes mod enabled it makes the delay between respawns slightly longer since there are fewer members of each spawn pool that could spawn. The rams are bighorn sheep, from the Rocky Mountains in North America, so they don't spawn in Eurasia. With goats coming in 1.19 there will be some other base game options, but the reindeer, roe deer and technically moose can be sources of milk that you can currently use in that bioregion.
All the FotSA mods should work fine with 1.18.15 since they are pretty recent, but only the dogs are fully updated for 1.19, I'm currently in the process of updating the cats and then the deer
Tentharchitect Central palearctic in my current test world, as I used the standard temperate spawn. I'm sure that should have most of the animals / animal types. I found one cat, not a single deer or dog type so far. Do the spawn changes mean that a lot of those animals just don't spawn until I wait in an area for a while? Or are the spawn chances just way lower than what I'm used to from vanilla VS?
Edit: Thinking about it. I had the deer mod for a while even before adding this mod and I actually don't think I ever saw much of them in my testing. I remember 1 moose, and a couple of small mini deer thingies. Are the FotSA animals just incredibly rare? Or is that some bug? That being said, I still think the vanilla sheep should still spawn?
Edit: Found 1 sow + piglet. Completely forgot that pigs were a thing too...
Edit: Disabled the biomes mod and made another world. Sheep & pigs return, as well unsurprisingly the cows, but all of the FotSA animals had the same issue of being nonexistent, until I sat around for a bit, when suddenly 3 male deer spawned in front of me, followed by a huge pack of lions who spawned in the same exact spot seconds later, also right in front of me. I guess I wait for 1.19 and try again when that's out since the FotSA mods are all several months old by now.
Edit: Hopefully final edit as I had some more thoughts. I remember Kurazarrh in his series & trip to the south having issues getting hyenas to spawn. I also heard that 1.18 spawns way more wolves & bears than it should. So maybe my experiences with FotSA is more related to being a mixture of the modded animals spawning less frequently than I am used to from 1.18 and running into the spawn issues that exists in vanilla already. Meanwhile Biomes removes a lot of animals on top of that, further reducing the spawn pool. Not sure why it would eradicate the rams though as I don't see any other source of milk, especially if it doesn't support the cows from Medieval Expansion yet.
You can use the commands /biome show to see what bioregion you are in, might explain the current wildlife. The deer FotSA are white listed by this mod while the cats and dogs are white listed via patches in their own mods.
I believe in the case of polar distance Crabb was just giving an example, even though there isn't an exact half world length option in that case.
So I wanted to test this mod, expecting not to see the Medieval Expansion aurochses, but all I can find are hares galore, the rare chickens & feverstone horses, and two bears so far. No goats or racoons. I also got the three Fauna of the Stoneage mods installed but couldn't find any animal of them anywhere either. Do I have to manually add all those vanilla and modded animals to the whitelist?
Also, world "height" should be length (Z-axis), as height refers to the ceiling height (Y-axis) of the world. And how do you set the polar distance to exactly 500k when the next best thing is 400k or 800k?
Okay thank you
I don't know, never tried it.
Does this work if the climate distrubution is set to patchy?
0.5.9 Rust Creatures compat added
0.5.8 brings turkeys for Christmas courtesy of MoreAnimals by Catasteroid
Compatibility with Nerdguins mods added.
Note: This update stops koi, goldfish, and flowerhorns from spawning, and restricts guppies and bettas to the wild form only. This is deliberate and other ways of obtaining those species will likely be added in the future.
More Animals is gonna need to be updated. Turkeys just added.
Crabb - Can you post a link? I'm having trouble finding. I found it. Anyway, I did another pull request to fix feverstone's horse spawning, and also a new file for feverstone horses standalone. Hope it helps. i forgot to sync masters before the pull, though, I hope that doesn't cause any issues.
Nerdguin How did I miss those??? They are super cool. Btw in #mod-development there's a thread for Biomes, please feel free to pop in there, both you and BraniyaKz.
Nerdguin - If Crabb doesn't, I'll work on those next. I'll need a bit more time though as I'm swamped with projects atm.
Hello Crabb! I was wondering if you could make my animal mods compatiable? Thank you and have a good day.
woohoo!
Capreolinae compatibility added thanks to BraniyaKz
Thank you BraniyaKz I'll pass the patch onto Tenth
Crabb - I think I managed to figure out how pull requests work on GitHub, and so I added my patch file for the latest version of Capreolinae.
@Pamela - I've just tested it on 1.18.15 yesterday, seems to work fine. What's happening when you load the mod?
Hide and Fabric isn't working in .net 7.
Sheepon has provided a patch for Hide and Fabric, and also noted that the Feverstone Wilds horses don't seem to spawn, so the patch for that may need some revision. I'll release the Hide and Fabric patch today.
Lack of loot issue resolved on Discord, it is a pre9 vanilla bug not related to Biomes mod. Thanks for the bug report though, always appreciated!
Hello, it seems i don’t get any loot from killed animals like wolves or rabbits. Only the bones after i skin the empty body.
Feverstone Wilds patch added in 0.5.2, thank you Gryfang
pastefile.com/458csr
I created a json for Feverstone Wilds patch. If anyone can check it and/or suggest changes, that would be great.
Feverstone Wilds compat?
Rivers mod compatibility added, a new optional config file format, a lot of code re-written to be easier to maintain, some mushroom bugs fixed, and a new debug option in modconfig
BraniyaKz
No problem, Github will wait for you :)
Tenth says he hasn't got around to that mod yet due to the complexities of it being merged into the game.
@Crabb - I have my hands a bit full at the moment, but I will proceed with the patching asap.
BraniyaKz
I can't see any compatibility with Capreolinae. I've followed up with TenthArchitect to see what he wants to do with it. He might be holding off due some of those animals being put into vanilla in 1.19.
BraniyaKz
Capreolinae compatibility should be supported on that mods side, I must have just missed adding it to the list because it's not done in this mod. I'll double-check it's working properly as I'm using it my current playthrough.
If you are able to send a PR for the other two mods to the Github linked in the Source tab above, I'll merge it and credit you.This mod is already 10% code and 90% config+patches, which is not a bad thing at all.
I've started compatibility for the Rivers mod, just need to find the time and energy to do a full regression test on it as that actually is a code change and a good excuse for a tidy-up.
@Crabb - Any chance of future inclusion of the Capreolinae mod in the near future? Tis the only thing holding me back from using this mod for a full playthrough. I was half-expecting your mod to have the same compatability scope as Tentharchitect's mod series. I just love playing with those mods installed. Also using Hide and Fabric and Farm to Table in my playthrough, and was wondering about compatability with those. If you don't plan on it, at least in the near future, I'll make a patch file and upload it as part of one of my upcoming mods, "Compatmaster", which is esentially just a pile of compatability patches between different mods that makes sense. Please let me know if that's ok.
Oh okay! that's what I was wondering! thank you.
If you check out the map in the screenshot, you can see the general layout. So for Pacific Nearctic you just need to run west. All those biomes will automatically be created roughly in the shape of the layout on the map.
I don't know if I've missed a readme somewhere, but is there anyway I can control which biome I spawn, or how to get to a biome? if I want to play in Pacific Nearctic will I run into it naturally if the world is created with the mod installed, or do I need to add it with the commands? Sorry for the possibly dumb questions.
Sounds good....thanks again.
I just found out that more sheep species are coming in 1.19 and they will be available in more biomes, which will help a lot with dairy. I'm also struggling with it in my server right now, we had a big discussion about it, but if 1.19 will fix it, then I'd rather just wait for that.
Thanks for the reply....Hemisphere, North Realms, Atlantic Palearctic....horrible long winters which my wife hated...I thought it was fun and challenging.
bbushh Can you check which biome you are in by typing /biome show
Sheep will spawn in Pacific Nearctic. Chickens will spawn in any of "atlantic palearctic", "central palearctic", "eastern palearctic", "pacific palearctic"
Chickens are spawning for me in my current game. I havent seen sheep but then I havent been to that biome in this run.
Great mod...but no chickens or sheep....I mistakenly thought they were implemented but I reckon I'm wrong...is there a way to enable them?...thanks in advance.
I love this mod, thanks for all the hard work!
0.4.5 fixes the Primitive Survival patches
0.4.4 just adds a toggle tag for use by other modders, most users don't care about this update.
0.4.3 stops the log spam if you happen to install the Biomes mod after worldgen. This still isn't the recommended way to use the mod, but it helps if you switch back and forth between old and new worlds in singleplayer, for example. Biomes will take effect on new chunks.
I expect so, yes. I don't know much about the other new modules.
So, will you be adjusting this mod for the "new" Wildcraft modules? Fruit & Nuts are already listed, but Wildcraft - the original and Wildcraft Trees will become obsolete when the new modules are released.
Added full Primitive Survival support, even though it throws a lot of errors on startup for me.
I've realised it is actually a requirement to generate a new world to use this mod if you didnt have the mod installed when you made the world. It's not a requirement if you're upgrading from an older version of Biomes to a newer one, unless you're missing something critical like sticks or stones due to a bug in an older release.
Pamela I did some more testing on the pole-equator distance and it seems if you set it to be very small, you can actually cycle through poles/equators as you travel north and south. I use the vanilla Calendar functionality to determine if you're in the north or south hemisphere realms, so from my testing, the biomes do cycle correctly as well.
Lyndomen 0.4.0 should fix it, please let me know if you have any problems with it
Pamela if More Crops is fixed I will add it
Lyndomen definitely not intentional, that's game breaking. I will investigate.
Hello,
It appears that there are no sticks generated on worlds with this mod. Is this intentional?
Can you add More Crops? I know it's not working exactly right at this time, but I would like to have it anyway.
dannyb3001 I haven't tried it but it should be.
@Pamela You can select your climate as usual and pole to equator distance however you like. I don't touch the spawn points.
Is this mod compatible with Plains and Valleys?
So, if you select a warm climate on the customize screen, will you just spawn into a warmer climate like normal? I have my pole to equator distance set to 25K in a "normal" world. I wanted to travel shorter distances to get to other biomes. Will this work or do I need to change it as noted above?
0.3.6 adds an important bugfix for loose stone spawning
Asian Monitor Lizards and Wildcraft mod support added, plus improvement of vanilla trees and fruittrees
HONKCLUWNE you are a hero, thank you! You can send a pull request to the GitHub if you have Git, or you can send it to me on the official Discord - EightTonnesOfCrab. Or just pastebin it and link it here. Whatever works for you.
We do have a Biomes thread in the mod-development channel if Discord is your thing. You're welcome to join there.
Okay, I'm a bit more than halfway done doing config for wildcraft, tried my best based on native ranges for the plants. I'm not sure if I got the syntax and formatting 100% right, I based it on the biomes.json in the mods files. Where should I send it when I'm done.
We do have the new Fruit and Trees modules config already. If you felt like doing the config for the old Wildcraft, I'd definitely add it to Biomes.
HONKCLUWNE I think we're all slightly burnt out on adding configs, I'd guess we have a few thousand lines of hand-created config at this point. It's something we could add in the future.
Any plans to support wildcraft? I know wildcraft is getting new modules to replace the original, but it would be nice to be able to use old wildcraft in the meantime.
Changing animal drops and resin drops will not affect this mod. All mods in the list are completely optional. It's perfectly fine to use just this one mod by itself or any combination of those mods. Vanilla flora and fauna are compatible and the first priority. The vast majority of mods for this game will not affect or be affected by Biomes and should work normally. Even Worldgen mods that change things like terrain generation should be fine.
The only mods that I know will cause issues are the Bioregion mods, because they try to do something similar to this mod but without using code, only JSON patches. The Bioregion mods force the entire world to be one region, while this mod allows all the regions in one world. That's why they conflict. It's possible that some mods that change drifter spawns might conflict but I don't know for sure until someone tells me about them.
Actually, I didn't change the spawn rate of trees, just the amount of resin they produce.
Also, I don't use the majority of the mods listed. Will that affect my game if I use this mod?
New update 0.3.1 has important fixes for story entities and fir trees.
Drops from animals shouldn't matter. Spawn rates of trees sounds like it could potentially clash. How does it work?
Also, I use a mod that I made to change the spawning rate of trees, the drops from animals, etc. Will that mod affect this one?
It is actually NOT working right now, but Catasteroid is supposedly working on it....I believe it is a .net 7 issue.
@Pamela Looks like its only three species of pheasant, so I'll try and get that into the next release.
@Crabb Awesome, I always love seeing config files in mods so I can tweak them how I like without making a whole new mod.
Pamela That mod seems to have a lot of crashes being reported due to the nests that it adds. However I don't mind adding compatibility if someone can provide me with a patch file. I've pinged Catasteroid on Discord to talk about it.
What about More Animals?
HONKCLUWNE I've added a whitelist to AppData\Roaming\VintagestoryData\ModConfig\biomes.json for the next release. You can add whatever you want in there on your server, or just on your own machine if you play single player.
Right now, no they will not. You or the fantasy mod creator would need to add a config/biomes.json inside their mod that whitelisted their creature, or they could add a biorealm attribute to their creatures if they preferred. Or you could make a very small patch mod that adds the necessary info. Please consider sending it to me to add if you make a patch.
I'm considering changing the default to allow uncategorised creatures to spawn, exactly because of this reason. Another option would be a per-server config file but I feel like thats going to be putting a lot of work on people who just want to play the game. Maybe server admins are ok with this as an option.
If you play with creature mods that aren't currently whitelisted such as fantasy creatures will they still spawn? Is there a way to manually add creatures to the whitelist?
Yes, I'm working directly with TenthArchitect and Hieronymous on compatibility for their mods. Tenth is pretty busy at the moment so it might take a little while but we want to have as many mods to be compatible as possible. I want to reach out to authors of other mods with flora and fauna too, so if you're reading this and you own a mod like that, please send me a patch or get in contact. There's a Biomes thread under the mod-development channel in the official Discord.
do you plant to add compatability for third architects flora zone mods?
I am so looking forward to trying this mod out!