Biome Modifier for Fabric

Quick rating

Community listing page, reviews here may not be monitored by the author.

Biome Modifier for Fabric

No reviews yet

A library mod that allows users utilize datapacks to modify biomes easily and compatibly.

World Gen Improvements
API/Library
Mod Loaders
Fabric
Minecraft

Community voices

Reviews

List view
Grid view
Compact view
Sort by
Date
Rating
Helpful
Unhelpful
Edited
Sort ascending
Show per page
10
25
50
Delete this review?

This removes your review from the project. You can write a new review after.

Review submitted for moderation

Your review has been sent to moderators, who will check that it meets our guidelines before it appears publicly.

No reviews yet. Be the first to review this project!

Get it on

Available Platforms

Compatibility

Supported Environments

Where It Runs
Server Only

Runs entirely on the server. Also works in singleplayer.

Server Required, Client Optional

Required on the server. Installing it on the client adds functionality.

Varies by version.

About

Project Details

Type
Mod
License
MIT License
Latest Version
biome_modifier-1.21.2+1.0.2.jar

For authors

Embed Badge

If you're the author of this project, you can embed a live badge anywhere that supports HTML or Markdown. It updates automatically whenever ratings change.

Custom banner text
ModDex rating badge preview

Use HTML for any page that supports it, or Markdown for README files and Markdown-based descriptions.

Identifiers

Platform IDs

CurseForge ID
Modrinth ID

Resources

External Links

Source Issues Wiki Discord

About

Description

Biome-Modifier-for-Fabric

Banner

Abstract

This is a library mod that allows users utilize datapacks to modify biomes easily and compatibly.

This mod is server-side only, so client players are no need to install.

Usage for Developers

We all know that for Forge modpacks, developers can utilize the following example to modify biomes:

{
  "type": "forge:add_features",
  "biomes": "#forge:is_plains",
  "features": [
    "emeraldcraft:wild_cabbage",
    "emeraldcraft:wild_chili"
  ],
  "step": "vegetal_decoration"
}

Let's make this work for Fabric!

Datapack developers should put all biome modifiers (with format *.json) on data/<modid>/biome_modifiers/ directory. With this mod, all biome modifiers will be applied on each biome.

All biome modifiers should follow this format:

{
  "type": "<modifier type>",
  "biomes": "<registry name of a single biome/list of registry names of biomes/a tag of biomes>",
  "priority": priority,
  "<other keys...>": "<other values...>"
}

Where type stands for the type of biome modifiers, and biome stands for all biomes to be modified.

Notice that priority field is optional. The smaller it is, the earlier it will be applied to the biomes (for example, modifiers with priority 99 will be applied earlier than modifiers with priority 100). The default value is 1000.

Different Types of Biome Modifiers

We provide 9 different types of biome modifiers currently:

biome_modifier:none

This type allows developers to replace other biome modifiers in other datapacks.

{
  "type": "biome_modifier:none"
}

biome_modifier:add_features

This biome modifier adds all placed features mentioned in features field to target biomes.

If any placed feature is missing from the registry, an error will be logged (won't crash the game with safe mode).

{
  "type": "biome_modifier:add_features",
  "biomes": "<registry name(s) of biomes>",
  "features": "<registry name of a single feature/list of registry names of features>",
  "step": "<step of decoration generation>"
}

biome_modifier:remove_features

This biome modifier removes all placed features mentioned in features field from target biomes.

If any placed feature is missing from the target biomes, a warning will be logged and won't crash the game.

If any placed feature is missing from the registry, an error will be logged (won't crash the game with safe mode).

{
  "type": "biome_modifier:remove_features",
  "biomes": "<registry name(s) of biomes>",
  "features": "<registry name of a single feature/list of registry names of features>",
  "step": "<step of decoration generation>"
}

biome_modifier:add_spawns

This biome modifier adds all entity spawns mentioned in spawns field to target biomes.

If any entity type is missing from the registry, an error will be logged (won't crash the game with safe mode).

{
  "type": "biome_modifier:add_spawns",
  "biomes": "<registry name(s) of biomes>",
  "spawners": [
    {
      "type": "<registry name of a single entity type>",
      "weight": weight,
      "minCount": minCount,
      "maxCount": maxCount
    }
    //If you only add one spawner, you can also replace the list with the only object.
  ]
}

biome_modifier:remove_spawns

This biome modifier removes all entity spawns mentioned in entity_types field from target biomes.

If any entity type is missing from the target biomes, a warning will be logged and won't crash the game.

If any entity type is missing from the registry, an error will be logged (won't crash the game with safe mode).

{
  "type": "biome_modifier:remove_spawns",
  "biomes": "<registry name(s) of biomes>",
  "entity_types": [
    "<registry name of a single entity type>"
    //If you only remove one spawner, you can also replace the list with the only string.
  ]
}

biome_modifier:add_spawn_costs

This biome modifier adds all entity spawns mentioned in spawn_costs field to target biomes.

Unlikely to biome_modifier:add_spawns, this modifier adds spawns to spawn costs (aka. spawn potential, spawn density).

If any entity type is missing from the registry, an error will be logged (won't crash the game with safe mode).

{
  "type": "biome_modifier:add_spawn_costs",
  "biomes": "<registry name(s) of biomes>",
  "spawn_costs": {
    "<registry name of a single entity type>": {
      "charge": charge,
      "energy_budget": energy_budget
    }
  }
}

biome_modifier:remove_spawn_costs

This biome modifier removes all entity spawns mentioned in entity_types field from target biomes.

Unlikely to biome_modifier:remove_spawns, this modifier removes spawns to spawn costs (aka. spawn potential, spawn density).

If any entity type is missing from the target biomes, a warning will be logged and won't crash the game.

If any entity type is missing from the registry, an error will be logged (won't crash the game with safe mode).

{
  "type": "biome_modifier:remove_spawn_costs",
  "biomes": "<registry name(s) of biomes>",
  "entity_types": [
    "<registry name of a single entity type>"
    //If you only remove one spawner, you can also replace the list with the only string.
  ]
}

biome_modifier:add_carvers

This biome modifier adds all carvers mentioned in carvers field to target biomes.

If any carver is missing from the registry, an error will be logged (won't crash the game with safe mode).

{
  "type": "biome_modifier:add_carvers",
  "biomes": "<registry name(s) of biomes>",
  "carvers": "<registry name of a single carver/list of registry names of carvers>",
  "step": "<step of carver generation>"
}

biome_modifier:remove_carvers

This biome modifier removes all carvers mentioned in carvers field from target biomes.

If any carver is missing from the target biomes, a warning will be logged and won't crash the game.

If any carver is missing from the registry, an error will be logged (won't crash the game with safe mode).

{
  "type": "biome_modifier:remove_carvers",
  "biomes": "<registry name(s) of biomes>",
  "carvers": "<registry name of a single carver/list of registry names of carvers>",
  "step": "<step of carver generation>"
}

Examples

We provide 3 example datapacks for our mods:

Extra Ores

This datapack adds extra ore blocks to the overworld.

X-Ray of a world using this datapack.

No Ore in Overworld

This datapack removes all ore blocks to the overworld, and only keeps ore veins for players to obtain ores.

X-Ray of a world using this datapack. The only iron ore is placed on purpose.

Zombies in the Nether

This datapack makes zombie able to spawn in the nether.

Zombies spawn in nether waste.

Biome-Modifier-for-Fabric

Banner

Abstract

This is a library mod that allows users utilize datapacks to modify biomes easily and compatibly.

Usage for Developers

We all know that for Forge modpacks, developers can utilize the following example to modify biomes:

{
  "type": "forge:add_features",
  "biomes": "#forge:is_plains",
  "features": [
    "emeraldcraft:wild_cabbage",
    "emeraldcraft:wild_chili"
  ],
  "step": "vegetal_decoration"
}

Let's make this work for Fabric!

Datapack developers should put all biome modifiers (with format *.json) on data/<modid>/biome_modifiers/ directory. With this mod, all biome modifiers will be applied on each biome.

All biome modifiers should follow this format:

{
  "type": "<modifier type>",
  "biomes": "<registry name of a single biome/list of registry names of biomes/a tag of biomes>",
  "priority": priority,
  "<other keys...>": "<other values...>"
}

Where type stands for the type of biome modifiers, and biome stands for all biomes to be modified.

Notice that priority field is optional. The smaller it is, the earlier it will be applied to the biomes (for example, modifiers with priority 99 will be applied earlier than modifiers with priority 100). The default value is 1000.

Different Types of Biome Modifiers

We provide 9 different types of biome modifiers currently:

biome_modifier:none

This type allows developers to replace other biome modifiers in other datapacks.

{
  "type": "biome_modifier:none"
}

biome_modifier:add_features

This biome modifier adds all placed features mentioned in features field to target biomes.

If any placed feature is missing from the registry, an error will be logged (won't crash the game with safe mode).

{
  "type": "biome_modifier:add_features",
  "biomes": "<registry name(s) of biomes>",
  "features": "<registry name of a single feature/list of registry names of features>",
  "step": "<step of decoration generation>"
}

biome_modifier:remove_features

This biome modifier removes all placed features mentioned in features field from target biomes.

If any placed feature is missing from the target biomes, a warning will be logged and won't crash the game.

If any placed feature is missing from the registry, an error will be logged (won't crash the game with safe mode).

{
  "type": "biome_modifier:remove_features",
  "biomes": "<registry name(s) of biomes>",
  "features": "<registry name of a single feature/list of registry names of features>",
  "step": "<step of decoration generation>"
}

biome_modifier:add_spawns

This biome modifier adds all entity spawns mentioned in spawns field to target biomes.

If any entity type is missing from the registry, an error will be logged (won't crash the game with safe mode).

{
  "type": "biome_modifier:add_spawns",
  "biomes": "<registry name(s) of biomes>",
  "spawners": [
    {
      "type": "<registry name of a single entity type>",
      "weight": weight,
      "minCount": minCount,
      "maxCount": maxCount
    }
    //If you only add one spawner, you can also replace the list with the only object.
  ]
}

biome_modifier:remove_spawns

This biome modifier removes all entity spawns mentioned in entity_types field from target biomes.

If any entity type is missing from the target biomes, a warning will be logged and won't crash the game.

If any entity type is missing from the registry, an error will be logged (won't crash the game with safe mode).

{
  "type": "biome_modifier:remove_spawns",
  "biomes": "<registry name(s) of biomes>",
  "entity_types": [
    "<registry name of a single entity type>"
    //If you only remove one spawner, you can also replace the list with the only string.
  ]
}

biome_modifier:add_spawn_costs

This biome modifier adds all entity spawns mentioned in spawn_costs field to target biomes.

Unlikely to biome_modifier:add_spawns, this modifier adds spawns to spawn costs (aka. spawn potential, spawn density).

If any entity type is missing from the registry, an error will be logged (won't crash the game with safe mode).

{
  "type": "biome_modifier:add_spawn_costs",
  "biomes": "<registry name(s) of biomes>",
  "spawn_costs": {
    "<registry name of a single entity type>": {
      "charge": charge,
      "energy_budget": energy_budget
    }
  }
}

biome_modifier:remove_spawn_costs

This biome modifier removes all entity spawns mentioned in entity_types field from target biomes.

Unlikely to biome_modifier:remove_spawns, this modifier removes spawns to spawn costs (aka. spawn potential, spawn density).

If any entity type is missing from the target biomes, a warning will be logged and won't crash the game.

If any entity type is missing from the registry, an error will be logged (won't crash the game with safe mode).

{
  "type": "biome_modifier:remove_spawn_costs",
  "biomes": "<registry name(s) of biomes>",
  "entity_types": [
    "<registry name of a single entity type>"
    //If you only remove one spawner, you can also replace the list with the only string.
  ]
}

biome_modifier:add_carvers

This biome modifier adds all carvers mentioned in carvers field to target biomes.

If any carver is missing from the registry, an error will be logged (won't crash the game with safe mode).

{
  "type": "biome_modifier:add_carvers",
  "biomes": "<registry name(s) of biomes>",
  "carvers": "<registry name of a single carver/list of registry names of carvers>",
  "step": "<step of carver generation>"
}

biome_modifier:remove_carvers

This biome modifier removes all carvers mentioned in carvers field from target biomes.

If any carver is missing from the target biomes, a warning will be logged and won't crash the game.

If any carver is missing from the registry, an error will be logged (won't crash the game with safe mode).

{
  "type": "biome_modifier:remove_carvers",
  "biomes": "<registry name(s) of biomes>",
  "carvers": "<registry name of a single carver/list of registry names of carvers>",
  "step": "<step of carver generation>"
}

Examples

We provide 3 example datapacks for our mods:

Extra Ores

This datapack adds extra ore blocks to the overworld.

X-Ray of a world using this datapack.

No Ore in Overworld

This datapack removes all ore blocks to the overworld, and only keeps ore veins for players to obtain ores.

X-Ray of a world using this datapack. The only iron ore is placed on purpose.

Zombies in the Nether

This datapack makes zombie able to spawn in the nether.

Zombies spawn in nether waste.

Screenshots

Gallery

  • Zombies in the Nether
    Zombies in the Nether Zombies spawn in nether waste.
  • No Ore in Overworld
    No Ore in Overworld X-Ray of a world using this datapack. The only iron ore is placed on purpose.
  • Extra Ores
    Extra Ores X-Ray of a world using this datapack.
  • banner.png
    banner.png banner.png
  • No Ore in Overworld
    No Ore in Overworld X-Ray of a world using this datapack. The only iron ore is placed on purpose.
  • Extra Ores
    Extra Ores X-Ray of a world using this datapack.
  • Banner
    Banner
  • Zombies in the Nether
    Zombies in the Nether Zombies spawn in nether waste.

Versions

Files

Relations

Project Relations

More like this

Similar Mods

Suggestions use data such as tags, dependencies, dependents, descriptions, titles, and more to rank how much they overlap with this mod.

On ModDex

Community snapshot

0
Ratings
0
Followers
0
In stacks

By the numbers

Statistics

~1,000
Total Downloads
CurseForge
<1,000
Modrinth
~1,000
Last Updated
CurseForge
Modrinth
Created
CurseForge
Modrinth
Last synced
When ModDex last fetched this project from CurseForge or Modrinth. Every project is re-checked on a schedule, and any project that ships a new file is synced automatically within hours of the release.
New file updates sync automatically
How syncing works