Climatic Biomes 2

30,308 Downloads Last Updated: Oct 7, 2019 Game Version: 1.12.2

Climatic Biomes 2


The goal it not in adding biomes or creating interesting terrain, but in improving the way biomes are placed.  It completely replaces the vanilla noise maps and biome groups with a system based on a semi-realistic climate model -- realistic enough to feel believable while avoiding being boring or unbalanced in the number of biomes.  The goal is to make the world's fun and believable, not to be a slave to realism -- its a game mod, not a scientific model after all. It was not originally planned to add many biomes, just a few to fill in the gap, though it now has 29 biomes (including variations) or its own, most of which can be turned off if you don't want them.  It was intended as a "vanilla+" so all biomes are designed to fit a vanilla Minecraft style and merge seamlessly into the game.  Basically, this is a mod about worlds that make sense, where biome progress from hot to cold or dry to wet gradients on believable continents.

Mod Review by ArcticKnight98

Version 2.x is a massive improvement over the version 1.x series (which, honestly, more a proof-of-concept than anything else).  Efficiency is vastly improved.  Now there are large, navigable rivers that cross the land.  It supports several other mods out-of-the-box: Biome O'Plenty (but not its option settings)Traverse, NovamTerram, Auxiliary Biomes, Environs++, Project Vibrant Journeys, and Biomes You'll Go, as well as special biomes from Thaumcraft, Vampirism, Ice and Fire, and various other mods.  Support for other mods can be added using the configs. 

Dynamic Trees support is available through this compatibility mod

As of version 3.4.x you can also create your own biome variation with different terrain. 

The world type ("level-type" in for servers is climatic_bp  

A discussion of how to set Biomes O'Plenting setting when using this world type can by found here.

TECHNICAL:  This was based on some experimenting I was doing on procedurally generating RPG campaign maps.  On a technical level, it uses attractor points that radiate a certain such as hot, cold, or landiness, creating basins of influence that reach over a large scale.  This allows for the climate to shift more gradually and less chaotically than with height maps (as in vanilla beta) and noise maps (as in current vanilla).  The world is divided into 4096x4096 block continent zones that each gets their own climate map -- this is a 2x2 of level 5 map items, or about half the area of the Skyrim map.  Each area has a continent or group of large islands -- a universal ocean is guaranteed (great with ships mod). 

Donate: I've put a lot of time and work into these mods; enjoy them for free, but if you'd like to donate I'd be grateful...

Donate at Ko-Fi

...or use the side button to donate through Paypal.



  • To post a comment, please or register a new account.
Posts Quoted: