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NxLabs / Vintage Story

Realistic Biome Generation

MBy moskva

ONE Equator. ONE North Pole. ONE South Pole. On ANY world size. Plus custom spawn latitude.

Realistic Biome Generation

Description

<div style="max-width: 850px; margin: 0 auto; padding: 22px; font-family: Georgia, serif; line-height: 1.75; color: #e5ebdf; background: linear-gradient(180deg, #1e261d, #181c16); border: 1px solid #2e3a2e;"><div style="text-align: center; margin-bottom: 30px; border-bottom: 2px solid #2e3a2e; padding-bottom: 18px;"><div style="font-size: 2.3em; color: #b0d0aa; text-shadow: 0 2px 6px rgba(0,0,0,0.5);"><strong>Realistic Biome Generation</strong></div> </div> <h2 style="text-align: center; color: #b0d0aa;">Overview</h2> <div style="text-align: center; padding: 18px; margin-bottom: 25px; background: linear-gradient(180deg, #1c241a, #181c16); border: 1px solid #2e3a2e;"> <p style="margin: 0;">This mod makes <strong>Vintage Story’s biome generation more realistic</strong> by removing the vanilla biome structure, which allowed more than one equator to exist. Instead of repeating waves, biomes now follow a <strong>single, smooth cycle</strong> from North Pole to South Pole.</p> <p style="margin: 12px 0 0 0;">It also gives players control over <strong>spawn location latitude</strong>.</p> <p style="margin: 12px 0 0 0; color: #c1d6b5;"><strong>!!! Read the spawn &amp; respawn rules before playing !!!</strong></p> </div> <h2 style="text-align: center; color: #b0d0aa;">Key Features</h2> <div style="display: grid; gap: 14px; margin-bottom: 14px;"> <div style="background: #1c241a; border: 1px solid #2e3a2e; padding: 18px;"><strong>Six Climate Biomes per hemisphere</strong> (12 zones total): <br><strong>Arctic → Subarctic → Temperate → Subtropic → Tropic → Desert → Tropic → Subtropic → Temperate → Subarctic → Arctic</strong></div> <div style="background: #1c241a; border: 1px solid #2e3a2e; padding: 18px;"><strong>Custom Spawn Latitude:</strong> Choose where to spawn using a new slider in World Create.</div> </div> <h2 style="text-align: center; color: #b0d0aa;">Spawn Relocation Explanation<br><br></h2> <div style="background: #1c241a; border: 1px solid #2e3a2e; padding: 18px; margin-bottom: 14px;"> <ul style="margin: 0; padding-left: 18px;"> <li><strong>Initial Spawn:</strong> Players first spawn near the map center at <strong>latitude 0</strong> (equator) to ensure proper biome loading.</li> <li><strong>Latitude Selection:</strong> The game then searches for a <strong>suitable chunk at the player's chosen latitude</strong>. It prioritizes land over water.</li> <li><strong>Search Duration:</strong> Depending on performance, this can take <strong>10–120 seconds</strong>. <br>If a suitable location is not found, the search shifts along the X-axis <strong>without changing latitude</strong>.</li> <li><strong>Teleportation:</strong> Once a valid location is found, the player is teleported to their chosen latitude.</li> <li><strong>Fallback:</strong> If relocation fails, use <strong>/latitude relocate</strong> as a fallback in case other mods interfere.</li> </ul> </div> <h2 style="text-align: center; color: #b0d0aa;">Respawn Behavior</h2> <div style="background: #1c241a; border: 1px solid #2e3a2e; padding: 18px; margin-bottom: 14px;">If the player hasn't used <strong>Temporal Gear Spawn</strong> or <strong>BedSpawn mod</strong>, they will use vanilla <strong>Random Respawn Radius</strong>.</div> <h2 style="text-align: center; color: #b0d0aa;">Biomes &amp; Height</h2> <div style="display: grid; gap: 14px; margin-bottom: 14px;"> <div style="background: #1c241a; border: 1px solid #2e3a2e; padding: 18px;"><strong>Biome Count:</strong> Six biomes per hemisphere, mirrored across the equator (12 biome zones total).</div> <div style="background: #1c241a; border: 1px solid #2e3a2e; padding: 18px;"><strong>Biome Height:</strong> Biome size depends on world height: <strong>Biome height = worldHeight / 12</strong>.<br>(for example, a world height of 1,000,000 → ~83,333 blocks per biome).</div> </div> <h2 style="text-align: center; color: #b0d0aa;">Also check out my other mods:</h2> <div style="display: grid; gap: 14px;"> <div class="mod-card" style="background: #1c241a; border: 1px solid #2e3a2e; padding: 16px; text-align: center; transition: 0.25s;"><a style="text-decoration: none;" href="https://mods.vintagestory.at/show/mod/46603"> <strong style="color: #c1d6b5; display: block;">Cave-Only Ore Spawns ↗</strong> </a> <p>This mod makes ores spawn exclusively in caves. No more ore veins appearing in the middle of nowhere. Players need to venture into caves, taking on the risk.</p> </div> <div class="mod-card" style="background: #1c241a; border: 1px solid #2e3a2e; padding: 16px; text-align: center; transition: 0.25s;"><a style="text-decoration: none;" href="https://mods.vintagestory.at/show/mod/48178"> <strong style="color: #c1d6b5; display: block;">All Caves Are Connected ↗</strong> </a> <p>Enter a single cave, and you can travel endlessly through an interconnected underground world.</p> </div> <div class="mod-card" style="background: #1c241a; border: 1px solid #2e3a2e; padding: 16px; text-align: center; transition: 0.25s;"><a style="text-decoration: none;" href="https://mods.vintagestory.at/show/mod/47559"> <strong style="color: #c1d6b5; display: block;">Rust Creatures Can Destroy Obstacles ↗</strong> </a> <p>With this mod, rust creatures will destroy obstacles blocking their way to the player. By default, they only do this during temporal storms or in caves. Block-breaking speed is configurable.</p> </div> <div class="mod-card" style="background: #1c241a; border: 1px solid #2e3a2e; padding: 16px; text-align: center; transition: 0.25s;"><a style="text-decoration: none;" href="https://mods.vintagestory.at/show/mod/53959"> <strong style="color: #c1d6b5; display: block;">Ores Defended By Rust Creatures ↗</strong> </a> <p>This mod makes mining ore veins a dangerous and strategic task by spawning Rust Creatures to defend each vein, with the number and type of defenders scaling to the vein’s size.</p> </div> <div class="mod-card" style="background: #1c241a; border: 1px solid #2e3a2e; padding: 16px; text-align: center; trans

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