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BiomesKit (Continued)

Original mod by Odeum
https://steamcommunity.com/sharedfiles/filedetails/?id=2153006237
If the original author requests it, I will remove this update.

This functionality (and lots more) is contained in "ReGrowth: Core" by Helixien et al.
https://steamcommunity.com/sharedfiles/filedetails/?id=2260097569

Manual:
https://github.com/CosmicOdeum/BiomesKit/wiki

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I am aware this is contained within ReGrowth. I am a fan of more options for everyone.

If you run ReGrowth: Core, you don't need this mod. I suspect they could coexist, but do so at your own risk; it's really unnecessary.

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Original mod notes (1.4):

BiomesKit is a framework for the placement of biomes on the world map at worldgen. Previously, modders needed to utilize C# to add new biomes to rimworld. With BiomesKit, placement of a biome can be controlled with XML tags in the BiomeDef itself.

With BiomesKit as a dependency, you too can make your own biomes mod with minimal hassle! Features of BiomesKit includes but are not limited to:

  • Spawning biomes based on factors like elevation, rainfall, hilliness and more!
  • Restricting your biome to spawn only on specific vanilla biomes, or even biomes from other mods!
  • Changing the hilliness of a tile to a specific level, or even randomizing it!
  • Custom world map tile graphics for your biome! [This has now been separated out and is only available via World Map Beautification Project (Continued)]

BiomesKit works by adding tags in the BiomeDef through a modExtension. For example, here's how I did it on the tropical island for Biomes!
<li Class="BiomesKit.BiomesKitControls">
<randomizeHilliness>True</randomizeHilliness>
<usePerlin>True</usePerlin>
<perlinCulling>0.5</perlinCulling>
<allowOnWater>True</allowOnWater>
<minTemperature>15</minTemperature>
<minRainfall>600</minRainfall>
<frequency>5</frequency>
</li>

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