The Genesis Project All Biomes in Game

The Genesis Project All Biomes in Game 1 - steamsplay.com
The Genesis Project All Biomes in Game 1 - steamsplay.com

Do you want mountains, oceans and the ground itself to be created? This guide will explain how biome files work and what the lines in them do. These photos are now available!

Introduction to Biomes

Before I start, I would like to thank MBM on Discord. This guide would not have been possible without MBM’s insight and support.

This guide is intended as a complement to my “Making A Land (/ Modding One)” guide which is also available on steam. A biome file, Land1 or Land2 files are required to create a new planet. This guide covers only the biome files. The other guide covers all 2 files.

The foundation of land, or its biome file is a collection if lines that are placed in no particular order. The biome name is ____.txt. This means that the game will only focus on stuff before the.txt (for land-making. For example, if a file refers to “Islands”, then it is actually referring) to “Islands.txt”. To access the biomes folder, you need to first go to your game’s files. It is simple to do this by going into your Steam library. Click on the game’s name in the sidebar and click “Manage”. Then click “Browse local” to open the file browser. Once inside the game’s folders, click the folder “The Genesis Project_Data”, next the folder “StreamingAssets”, then the folder “Biomes”. Now you should see a bunch.txt files (& the Lava subfolder. However, the game won’t recognize any biomes you add to there). This can be opened with any text editor such as notepad.

Biomes are more finicky and difficult to get to look the same as lands. They may crash if they don’t like your numbers. Otherwise, the biome files don’t care about how you order them. The lines can be placed in any order (. If you don’t like one order, please let me know.). Names can be any length. The only lines that must be included are the 2 MountainColor and 2 Gra*sColor line, as well as the 3 OceanColor line.

The Test Biome

Here is Simple.txt. This is a simple biome that you can use to test. It’s bright colors are used to make texture variations obvious. This file was edited by adding lines and watching what happened. The majority of the images in this guide are from this biome. However, there will be occasional pictures from other biomes that were taken. The actual lines used in this guide were taken from the files. They may not be the same as the pictures. Any reference to water in this guide refers to oceans, lakes, rivers, whatever liquid it may be.

OceanColorStart #FFFFFF

OceanColorMid black

OceanColorEnd39 – c0ac

Gra*sColorStart FEFC43

Gra*sColorEnd435 – dfe

MountainColorStart® 770400 –

MountainColorEnd #ffb5b5

Here are some images of it as it stands:

The Genesis Project All Biomes in Game - The Test Biome - 02E923A

The planet displayed on the map screen. “OceanColorMid”, which is the black used for the oceans, is used. It is the Land2 folder file that gave rise to the lightbulb symbol.

The Genesis Project All Biomes in Game - The Test Biome - 377A8F3

The Genesis Project All Biomes in Game - The Test Biome - 452A033

The Genesis Project All Biomes in Game - The Test Biome - F4D2312

The Genesis Project All Biomes in Game - The Test Biome - D149EBD

Here are some photos of the terrain on the planet from the map. The reddish parts are mountains and the ocean is white and black. This biome is composed of 1 mountain with flat tops in its default form.

The Genesis Project All Biomes in Game - The Test Biome - 4D54B98

The Genesis Project All Biomes in Game - The Test Biome - 5F786F4

The Genesis Project All Biomes in Game - The Test Biome - 5E08EA8

Here are some photos showing the land in action.

The Ocean Lines

BurningOceans

The Genesis Project All Biomes in Game - The Ocean Lines - 44F28E5

The Genesis Project All Biomes in Game - The Ocean Lines - 7D8806F

(This is my character in BurningOceans. Notice the pain animation frame, and the lack health.)

– In current lands this line is always found after all the other lines. This allows water bodies to cause fire damage and makes lava painful in-game. Rivers do not cause as much damage but they also burn. After leaving the water, the fire damage continues for several seconds.

Ocean -0.32

The Genesis Project All Biomes in Game - The Ocean Lines - B5FAB0B

The Genesis Project All Biomes in Game - The Ocean Lines - B0B1861

(Ocean 0.2 drowned the map.

This line allows you to adjust the amount of water (or liquid)) in a level. This line has an effect on the water level, which is the height of water in-game. A land must have solid ground to avoid it from collapsing. If this number is positive and the planet isn’t loading correctly, the ground must be made higher using a positive ‘MountainAmplitude”, ‘PlaneAmplitude”, a negative ‘PlaneAmplitude’ or another ground-raising value.

(Thank you to NAV, for helping to determine the correct value!)

OceanAmplitude 0.

The Genesis Project All Biomes in Game - The Ocean Lines - A90E538

The Genesis Project All Biomes in Game - The Ocean Lines - E070EAF

(The photos show OceanAmplitude 1, and OceanAmplitude 10, respectively.)

This line can affect the water’s texture. Its effect is similar with OceanPersistance at high values. It doesn’t matter if the value was negative or positive.

OceanColorStart Black

OceanColorMid black

OceanColorEnd 140, D07

The Genesis Project All Biomes in Game - The Ocean Lines - 2FE4A70

(A photograph of the water from the test Biome.)

These three lines indicate water’s color, including rivers. Most files use the hex color codes. Oil.txt (has an example line. One map line uses the color “magenta” to determine color. Sometimes, the hexcode is followed by “FF”, however this seems to do nothing. OceanColorMid is the main focus of the water on the map.

OceanOctaves 3

The Genesis Project All Biomes in Game - The Ocean Lines - 12DFEEC

The Genesis Project All Biomes in Game - The Ocean Lines - 064025D

(The left image shows OceanOctaves 10. The right image shows OceanOctaves 1, or another negative value.)

This line can affect the water texture. If it is set to a negative value, water will change OceanColorMid’s colour.

OceanPersistence 2

The Genesis Project All Biomes in Game - The Ocean Lines - 662E44A

The Genesis Project All Biomes in Game - The Ocean Lines - 396B8DB

(OceanPersistance 1 (left to right) and OceanPersistance (10 (right to left)

This line changes the water’s texture. Its effect is similar in OceanAmplitude at high values. It doesn’t matter if the value was negative or positive.

OceanSpeed 0

The Genesis Project All Biomes in Game - The Ocean Lines - C1BBAD4

(Water converted to static via OceanSpeed 1,000. You can also walk to the water via another line.)

The water moves faster if the number is higher than 1000. 1000 turns water bodies into static. 0 freezes water.

WalkableOceans

The Genesis Project All Biomes in Game - The Ocean Lines - 8DDB76C

(My character stands in an ocean of static.)

– All bodies, including rivers, are now able to be walked upon (.) monsters can be spawned just like land. This line causes the land’s lag to be a little when you open a file. This line appears in game before the map lines, and after everything else.

The Mountain Lines

MountainAmplitude 0.2

The Genesis Project All Biomes in Game - The Mountain Lines - ED381A3

The Genesis Project All Biomes in Game - The Mountain Lines - 7928197

(This right picture shows that the house of the player is on a mountain affected MountainAmplitude. The ocean setting to 1 makes it obvious. MountainAmplitude has been set to 2. The second image shows a lake formed by MountainAmplitude-1 against an unchanged Ocean.)

– This determines the height and shape of mountains, especially the first, largest, roundest, tallest, and highest mountain (. If) is negative, it will affect the crater. It’s height will increase if it has positive decimals. It will fall if it has negative decimals. This mountain has a tendency to have gra*s at the top. It is also noticeable against a higher Ocean value. However, the crater is often full of water.

MountainColorStart 1- e2263

c

The Genesis Project All Biomes in Game - The Mountain Lines - 887F5E8

(The MountainColor is in the red area. Notice how the top uses Gra*sColor.)

These 2 lines determine which color slopes are displayed in a given session. However, the actual color of the tops of hills and mountains is determined by the “Gra*sColor”, lines. Each line must have a hex colour code or an acceptable color name at its end. The steeper the slope is, the more MoutainColor will be visible.

MountainPersistence 0.01

The Genesis Project All Biomes in Game - The Mountain Lines - 2769F32

The Genesis Project All Biomes in Game - The Mountain Lines - 01B2EC0

(is the normal line, missing the MountainPesistance. The MountainPersistance1 line is visible on the left.

– This code affects all slopes. It makes peaks with steep slopes instead of the gentle slopes offered by MountainAmplitude. Frequency (mentioned below)) and this line are helpful if you’re looking for a long mountain range that has multiple peaks.

MountainStart 99

MountainEnd 0.

The Genesis Project All Biomes in Game - The Mountain Lines - 36E473C

The Genesis Project All Biomes in Game - The Mountain Lines - 1B9F2BF

Both (MountainStart (and Mountain End) are set to 99 and 0 in the images. This is the opposite to the example line.)

I don’t know much about MountainStart/End other than changing the map. It seems the rivers are longer and more curled than they actually are.

The Plane/Gra*s/Ground Lines

Gra*sColorStart 9235 – a4

Gra*sColorEnd 202 – b89

The Genesis Project All Biomes in Game - The Plane/Grass/Ground Lines - B56F47C

(My character standing near a dungeon’s entry.)

These two lines determine the color for the regular ground. You will need a hex-color code. However, (words such as black or magenta) may be used. This value is also used to determine the color of the gra*s at the entrances of certain types of dungeons.

PlaneAmplitude 0.1

The Genesis Project All Biomes in Game - The Plane/Grass/Ground Lines - 2B9A974

The Genesis Project All Biomes in Game - The Plane/Grass/Ground Lines - 0794E8C

The Genesis Project All Biomes in Game - The Plane/Grass/Ground Lines - FD105BA

The Genesis Project All Biomes in Game - The Plane/Grass/Ground Lines - 0B0186F

(The top row contains two views of PlaneAmplitude 1 and the bottom row contains 2 photographs of PlaneAmplitude 1

This line is used to determine how high the regular, level ground is. The higher the value the more gentle rolling hills (or areas with shallow water if it is negative)) are present. A negative value of this line can lead to swampy terrain. It is most obvious when the “Ocean” value exceeds 1.

PlanePersistence 0.01

The Genesis Project All Biomes in Game - The Plane/Grass/Ground Lines - 907AD8E

The Genesis Project All Biomes in Game - The Plane/Grass/Ground Lines - 93C4B00

The Genesis Project All Biomes in Game - The Plane/Grass/Ground Lines - 2C2404C

The Genesis Project All Biomes in Game - The Plane/Grass/Ground Lines - 27988B8

(Two pictures of the map using PlanePersistance 1 are shown in the top row. The bottom row shows two more photos of the map, but these are of PlanePersistance-1. You will notice all the red. This is a sign of steep slopes.)

– The line can also add hills, but these are usually sharper and more steeper than PlaneAmplitude. This line could be used to create a terraced-like area.

SandStart 5

SandEnd 4

The Genesis Project All Biomes in Game - The Plane/Grass/Ground Lines - 97FD411

The Genesis Project All Biomes in Game - The Plane/Grass/Ground Lines - 2B93174

The Genesis Project All Biomes in Game - The Plane/Grass/Ground Lines - 4534984

The Genesis Project All Biomes in Game - The Plane/Grass/Ground Lines - 0172739

(The top image in the left shows both sand values set at -5. This completely removes any sand from a map. The right top image shows both sand value sets to 5, which completely coats and covers the map. SandStart is set at 0 and SandEnd is set at 5. The bottom right picture shows that Mountain colors can’t be overwritten by sand.)

These lines influence how far sand extends beyond bodies of water. These values should be set to the same negative value in order to eliminate all sand. Set both values to a negative number to cover the land in sand. Use two values that are very close to each other to indicate whether you want sand with a different amount or a greater amount. The sand covers Gra*sColor values, and extends from bodies water. It does NOT alter the gra*s around dungeon doors, unlike Snow.

Snow Infinity

The Genesis Project All Biomes in Game - The Plane/Grass/Ground Lines - E2CE851

The Genesis Project All Biomes in Game - The Plane/Grass/Ground Lines - 9F28207

The Genesis Project All Biomes in Game - The Plane/Grass/Ground Lines - C327DED

– Snow is a layer that covers ground in white. Positive values are invisible snow (. See the top picture). Negative values blanket the ground in snow, specifically overwriting the Gra*sColor (. See the bottom pictures). It does not overwrite MountainColors and does not affect water. It can cause gra*s to grow around dungeon entry points.

The Map Lines

These lines, collectively known as the “maplines”, are always at file’s end with a paragraph space between them. They have no effect on the geography and only affect the planet’s appearance in the map screen (. A biome can be added up to 1 MapGround or MapWater and 1 MapClouds. All MapClouds need a color hex or accepted name to function. Other types don’t need or want it. The MapClouds are all green on the test biome. Any color variation is due to the line itself.

Beware of “MapClouds hex color) rare clouds” It is not supported in the current game version. It works fine when paired up with another map line. Otherwise, it prevents loading of the planet and the gates from loading.

The Genesis Project All Biomes in Game - The Map Lines - BE07A51

MapClouds #ccffff dark clouds

The Genesis Project All Biomes in Game - The Map Lines - D4EF56B

MapClouds #ffcc00 clouds

The Genesis Project All Biomes in Game - The Map Lines - 14170F6

MapClouds magenta light clouds

The Genesis Project All Biomes in Game - The Map Lines - CF55932

MapClouds #c8c890 rare cloud (, paired with MapGround I/Lava for stability and)

The Genesis Project All Biomes in Game - The Map Lines - F0B869E

MapClouds 66699 – thick cloud

The Genesis Project All Biomes in Game - The Map Lines - CA09E4C

MapGround Ice/Plains

The Genesis Project All Biomes in Game - The Map Lines - 9045974

MapGround Ice/forestland

The Genesis Project All Biomes in Game - The Map Lines - AA09439

MapGround Ice/sandy land

The Genesis Project All Biomes in Game - The Map Lines - 558D2D4

MapGround Ice/frost 1

The Genesis Project All Biomes in Game - The Map Lines - 04AAC18

MapWater Ice/frozen sea

The Genesis Project All Biomes in Game - The Map Lines - E494CF0

MapWater Ice/Lava

Other Lines, Unknown Lines

Frequency 10

The Genesis Project All Biomes in Game - Other Lines and Unknown Lines - 2478E8D

The Genesis Project All Biomes in Game - Other Lines and Unknown Lines - B49E803

(To the left is Frequency 10, while to the right is Frequency 10.

This one impacts how busy the map is when you look at it. It causes the map’s behavior to repeat itself. If you are looking for a large body of water or flat land, this option is not recommended. Frequency, especially at high levels, tends create mountains with sharp peaking (no gra*s on top) and lots of slopes) and many small oceans. This option will give you a group of smaller oceans that are entirely separate from each other.

Lacunarity 0.

The Genesis Project All Biomes in Game - Other Lines and Unknown Lines - 6B5C7C6

(“Lacunarity 1”, on the right, and “Lacunarity 1”, on the left.)

– A line that is normally not used. This makes the dry land more rectangular than round and makes it more likely for rivers to run straight across it. The land becomes more column-like, and rivers travel further across it, the higher the positive value. If the value is negative, the land takes an hourgla*s-like shape and rivers stop reaching across it (. Instead, they curl inwards towards their own).

#AAAAAAAA

The Genesis Project All Biomes in Game - Other Lines and Unknown Lines - 0745A63

– This short code floods land with a fog that matches the color of any hex code. This line is located at the end of files and just before any Map-related files below. This line affects the inside, not like other lines. It changes the color of the walls and whitens them.

Unknown Lines that I Can’t Get to do Anything / Lines Of Unknown Function if Any

RiverFrequency 0.

RoadThickness 0.

RiverThickness 0.

Bonus

You can tweak the values until your biome loads. If, for example, the mountains (MountainPersistence caused me problems, but I’m sure others apply) are too high, then the house is sent into the void of the planet. The gate is not accessible. Death will visit you and you will be respawned at the home. The same problem can be caused by “MountainPersistence-1”.

Negative Mountain values generally become lakes or craters.

Between reloads, snow may persist. Reload the game if this happens.

Bizarrely DarkLava can only be broken if it is located in the Lava subfolder within the Biome folder. It works perfectly when it is moved to another location. In any case, the game uses the Broken DarkLava and pulls values to avoid crashes due to faulty biome colors. If you find that your biome contains strange colors, you should check your hex value. It could be space, a typo, or something else.

There are many websites that provide the hex code codes. I use hex color codes when creating my own biomes.
https://color-hex.org/ – [color-hex.org]

. It allows one to set up a palette with no account. This can show how colors look together in-game.

Good luck! Please leave a comment below. Let me know if I’m wrong so I can correct it in this guide.

 

Written by FlattenedJelly

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