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WorldPainter
WorldPainter has a nifty feature to mark chunks as needing population. Terrain Control will populate those chunks if it has been activated for that world. This means that you can use the best of both worlds: you use the height generator and biome layout painter of WorldPainter, and the populator of Terrain Control.
The green squares mark terrain that will be populated using Terrain Control.
There's one problem: Terrain Control ignores the biome data saved to the map files, it uses its own biome generator instead. This is clearly not what we want, we want Terrain Control to use our painted biomes.
As of Terrain Control version 2.6.3 a new setting has been added. The setting is invisible by default as it targets a very specific group of people; for all other people it would just be clutter. You have to add this line yourself somewhere to the WorldConfig.ini
:
PopulateUsingSavedBiomes: true
WorldPainter has two brushes that appear to place biomes. The Deciduous
, Swamp
and Pine
buttons place premade trees and paint the biome. The Biomes
button only paints the biome, but leaves the terrain empty for Terrain Control to populate.
Don't forget to mark the chunks that you want Terrain Control to populate using the Populate
button, otherwise they won't be populated. It may sound obvious, but it's easy to forget. If you want the whole world to be populated you can also use a setting for that in the WorldPainter export menu.
Make sure that things like ores aren't generated twice on survival servers (once by WorldPainter, once by Terrain Control). Either don't paint Resources
using WorldPainter on areas that are going to be populated by Terrain Control, or remove things like ores from the resources queue in the BiomeConfigs.
On the other hand, caves and ravines are not part of terrain population - they are generated much earlier in the generation process so Terrain Control's populator cannot place them. You need to use the cave generator of WorldPainter if you want to have caves in your world.