Biome extension - Vanilla-Expanded/VanillaExpandedFramework GitHub Wiki

Vanilla Expanded Framework has this following mod extension to manipulate biomes. Currently it contains a terrain swap feature which used if you want to replace some terrains, like gravel or sand, during the generation, an option to change the color of the fog of war, a few options to change how rock types are generated, and an option to skip certan gen steps like ancient debris. Example of usage:

<modExtensions>
	<li Class="VFECore.BiomeExtension">
		<terrainsToSwap>
			<li>
				<from>Gravel</from>
				<to>RG_AnimaSoilCracked</to>
			</li>
		</terrainsToSwap>
		<skipGenSteps>
			<li>ScatterRoadDebris</li>
			<li>ScatterCaveDebris</li>
			<li>AncientUtilityBuilding</li>
			<li>MechanoidRemains</li>
			<li>AncientTurret</li>
			<li>AncientMechs</li>
			<li>AncientLandingPad</li>
			<li>AncientFences</li>
			<li>AncientPipelineSection</li>
			<li>AncientJunkClusters</li>
			<li>AnimaTrees</li>
		</skipGenSteps>
                <fogColor>(0, 1, 0)</fogColor> <!-- The color of the fog of war in this biome -->
		<uniqueRockTypes><li>Granite</li></uniqueRockTypes> <!-- These types of rock will be removed from every other biome -->
		<forceRockTypes><li>Marble</li></forceRockTypes> <!-- These types of rock will always spawn in this biome -->
		<disallowRockTypes><li>Slate</li></disallowRockTypes> <!-- These types of rock will never spawn in this biome -->
		<onlyAllowForcedRockTypes>true</onlyAllowForcedRockTypes> <!-- If true (the default), only the forced will ever spawn in this biome -->
		<forceUniqueRockTypes>true</forceUniqueRockTypes> <!-- If true (the default), then the unique rocks will also be forced -->
	</li>
</modExtensions>
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