Alien Biomes


A collection of additional biomes: Snow, Volcanic, Crater, various colors of Dirt, Sand and Grass. Includes new tree and decorative variants. There are planet controls in the mod options. V3 is a complete rebuild, starting a new map is advised, but there is a terrain regeneration option that will preserve parts of your base. HR Terrain Textures are in a separate mod.

Tweaks
1 year, 4 months ago
0.14 - 1.1
530K
Environment
Owner:
Earendel
Source:
N/A
Homepage:
https://discord.gg/GDvxHgXjkk
License:
Limited Distribution Only Licence
Created:
7 years ago
Latest Version:
0.6.8 (1 year, 4 months ago)
Factorio version:
0.14 - 1.1
Downloaded by:
530K users

Discord: https://discord.gg/GDvxHgXjkk
Patreon: https://www.patreon.com/earendel

A collection of additional biomes: Snow, Volcanic, Crater, various colors of Dirt, Sand and Grass. Includes new tree and decorative variants (palm trees, fir trees, etc).

Adds shallow water to coastlines with original sfx. You can wade in and catch fish.

Planet controls:
Temperature: HotClimates: Scale affects the scale of hot spots and partially affects the overall temperature fluctuation scale. Low Coverage decreases the global average temperature and makes the hot spots smaller and weaker. High coverage increases the global average temperature and makes the hot spots bigger and stronger. The hottest climates are volcanic areas.
Temperature: Cold Climates: Scale affects the scale of cold spots and partially affects the overall temperature fluctuation scale. Low Coverage increases the global average temperature and makes the cold spots smaller and weaker. High coverage decreases the global average temperature and makes the cold spots bigger and stronger. The coldest climates are snow and ice.
Moisture: Scale affects the moisture fluctuation scale. Low Bias makes the world average drier, so less grass and more sand. The driest climates are sandy wastelands with craters and almost no vegetation. High Bias makes the world average wetter, so more grass and less sand. The wettest climates are wetlands, grasslands with little pools of shallow water.
Terrain Type: Scale affects the terrain type fluctuation scale. Low Bias makes the world average more earth-like and less alien, so blues and purples, more greens and browns. High Bias makes the world average more alien, so more purples, reds, and blues.

In mod settings you will find a 'No Vegetation' option allows you to simulate being on a barren planet, moon, or asteroid.

In mod settings you can disable certain biomes completely. Warning: Removing too many biomes will have unpredictable results. Removed biome tiles are not loaded, so will not count towards Factorio's 255 max tile count.

HR Terrain Textures are in a separate mod.

If you need to regenerate terrain after changing your mod setup, use Regenerate Terrain: https://mods.factorio.com/mod/regenerate-terrain

Sound Effects where created from audio from http://www.freesfx.co.uk and http://www.orangefreesounds.com

The mod portal discussion section is not checked regularly so use the forums or discord if you want a message to be seen.

Suggested mods:

Explosive Biters: The volcanic areas are more dangerous as the biters there can be explosive. https://mods.factorio.com/mod/Explosive_biters

Cold Biters: The frozen areas are more dangerous, the biters there deal cold damage.
https://mods.factorio.com/mod/Cold_biters

Geothermal: Adds geothermal points to volcanic areas.
https://mods.factorio.com/mod/Geothermal

Mod compatibility:

If a player has over 255 tiles, Alien BIomes will remove some of them so that the player can at least load their game.
If your mod relies on critical tiles, you can add them to a priority list so that Alien BIomes will remove decorative tiles and other less important tiles before your tiles.

Add this in your data phase code:

alien_biomes_priority_tiles = alien_biomes_priority_tiles or {}
table.insert(alien_biomes_priority_tiles, "my-tile-name")