Biome Mod

A forum for mods and the modders who mod them.
sylverone
Posts: 121
Joined: Fri Sep 20, 2013 10:03 am

Re: Biome Mod

Post by sylverone » Tue Oct 15, 2013 2:11 am

Exactly so. :) I'm going to see if I can get it working right now.

AnarchCassius
Posts: 306
Joined: Fri Sep 20, 2013 4:02 am

Re: Biome Mod

Post by AnarchCassius » Tue Oct 15, 2013 2:16 am

I'm going to upload the newest version then. It's smaller too. It's just replaced the link, so get it again if you need to. You'll be able to see more plants in the Tundra. :)

sylverone
Posts: 121
Joined: Fri Sep 20, 2013 10:03 am

Re: Biome Mod

Post by sylverone » Tue Oct 15, 2013 2:19 am

Oh, awesome. Wasn't expecting that. :)

AnarchCassius
Posts: 306
Joined: Fri Sep 20, 2013 4:02 am

Re: Biome Mod

Post by AnarchCassius » Wed Oct 16, 2013 7:02 am

I did some tweaking of my plant numbers again. This time to increase biome stability. I realized my populations were booming well beyond what the game seems to expect for the landmass. A little more is good but I seriously got back any plants with higher fertility than their biome. I also removed Grass Trees from Scrub and reduced it's grazing a bit. Scrub is a lot less of a Fertility safety net now and Grasslands are more common again.

Overall it seems to be working and biome shift is slowed to normal. I'm just waiting on dev tools and/or plant genes to add some diversity now.

sylverone
Posts: 121
Joined: Fri Sep 20, 2013 10:03 am

Re: Biome Mod

Post by sylverone » Wed Oct 16, 2013 9:14 am

Sounds cool. Have you updated the download?
Last edited by sylverone on Wed Oct 16, 2013 10:55 am, edited 1 time in total.

AnarchCassius
Posts: 306
Joined: Fri Sep 20, 2013 4:02 am

Re: Biome Mod

Post by AnarchCassius » Wed Oct 16, 2013 10:54 am

Not yet. Want to do a bit more initial testing first. Maybe tomorrow.

sylverone
Posts: 121
Joined: Fri Sep 20, 2013 10:03 am

Re: Biome Mod

Post by sylverone » Wed Oct 16, 2013 10:57 am

By the way, it's pretty cool. I haven't tested for myself the differences in simulation between mod and vanilla yet, but the textures look nice, the only possible issue being that the scrub texture shimmers when seen from a distance. Since more variety tends to be better, I'd probably prefer your mod over vanilla.

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Quasar
Site Admin
Posts: 1732
Joined: Tue May 29, 2012 2:04 am

Re: Biome Mod

Post by Quasar » Wed Oct 16, 2013 9:24 pm

sylverone wrote:By the way, it's pretty cool. I haven't tested for myself the differences in simulation between mod and vanilla yet, but the textures look nice, the only possible issue being that the scrub texture shimmers when seen from a distance.
About the scrub texture shimmering: that sounds like a lack of mipmaps. AnarchCassius, if you set "Generate Mipmaps" to true when you're generating the xnb file (click on the file in the solution explorer, then go to properties and expand "texture processor". The Generate Mipmaps option should be in there), they should stop shimmering.

Also, if you want to reduce the filesize to about a quarter, you can change format to DXTCompressed in the same place (you'll need power-of-two texture dimensions to use DXT Compression).

AnarchCassius
Posts: 306
Joined: Fri Sep 20, 2013 4:02 am

Re: Biome Mod

Post by AnarchCassius » Wed Oct 16, 2013 9:32 pm

Awesome. Thanks for the tips. XNA is rather new to me.

I don't get the shimmer but I get this... line effect so I'll see if this helps.

sylverone
Posts: 121
Joined: Fri Sep 20, 2013 10:03 am

Re: Biome Mod

Post by sylverone » Wed Oct 16, 2013 9:38 pm

Pixely sparkles would be another way of describing what I'm getting. Aliasing of some kind. ;)

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