TFC+ Aesthetics

TFC+ Aesthetics

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TFC+ Aesthetics

World generated decoration blocks for TFC+ to make the world prettier

Brought to you by:

FaceTorched (Modder)

yeahminecraft16 (Artist / resident botanist)

and community suggestions!

Feature Summary

Plants

  • 167 unique and aesthetic plants
  • By default, each plant generates based on its real-world native habitat within your TFC+ world.
  • Many of the plants will change appearance depending on the time of year and weather.
  • Grass-like plants can be harvested with a knife for straw
  • Tree-like plants will drop sticks, poles and saplings
  • All plants can be broken with a shovel to obtain the plant itself. (Some do already, even without a shovel)

Crafting Recipes

  • Edible mushrooms can be crafted with a knife to make food items
  • Papyrus can be crafted into paper

Barrel Recipes

  • All plants can be duplicated in a barrel of freshwater over a fairly long time
  • Fruiting pokeweed can be turned into liquid red dye by putting in a barrel of tannin

Crystals

  • Clusters generate in caves based on rock type.
  • Can be broken with a pickaxe to obtain gemstones
  • Right click with a chisel to obtain the Crystal block itself

Instructions for Configuration:

General

Found at the top of config/TFCPlusAesthetics.cfg and contain a description and a default value. These control overall settings for the mod such as optional recipes, rarity multipliers and a setting that can remove TFC+ shrubs.

Plants

The generation of plants in this mod is highly configurable. Each plant has many parameters that define where and how it should generate. At the top of the list are custom generators with names as such _z0_z1_z2 and so on. These are in place to allow the player or modpack creators to cause plants or any other decoration to generate with high customization on the surface of a TFC+ world. The blocks that are placed by these custom generators need not be from this mod or even TFC+.

The following list describes the parameters that control generation for each plant:

biomes

  • The biomes that the plant can spawn in separated by new lines. valid biomes are Ocean, Plains, Lake, High Hills, Swamp, River, Hell, Beach, Gravel Beach, High Hills Edge, Rolling Hills, Mountains, Mountains Edge, High Plains, Deep Ocean, Mountain Range, Mountain Range Edge, Foothills, Shore, Salt Swamp, Lakeshore, Riverbank, River Source, Estuary. To add all valid biomes use the All keyword and to exclude a specific biome, prefix it with !, for example: !Hell

blockName

  • The name of the block to generate. For example terrafirmacraftplus:undergrowth

dispersion

  • The rarity of plants within a given generated cluster. If dispersion=n every n blocks will have a plant. If dispersion=1, every block within a cluster will contain a plant. This parameter is ignored for epiphytic plants.

forestGen

  • The weight associated with forest generation. This parameter directly modifies rarity in a way that mimics how TFC+ tree generation occurs. The higher this number the more likely this plant will generate alongside trees. It is recommended to use floating point values between -1.0 and 1.0 since the TFC+ modifier is raised to this power. For example, if forestGen=0.0 the plant's rarity will not be affected since any number raised to the zero power is 1. If forestGen=1.0 the plant will generate in similar locations to trees. Negative values will make plants generate away from trees.

growOnBlocks

  • The blocks or OreDictionaries that the plant can generate on. For example, terrafirmacraftplus:Dirt or ore:stoneBricks. For plants added by this mod, this parameter will control what blocks the plant can be placed on. For epiphytic plants you may use tree names to add tree trunks to this list such as oak. the keyword alltrees adds all possible tree trunks.

maxAltitude

  • The maximum y level that the plant can generate at.

maxEVT

  • The maximum evapotranspiration (EVT) that the plant can generate in.

maxRainfall

  • The maximum rainfall that the plant can generate in.

maxTemp

  • The maximum average temperature that the plant can generate in.

metas

  • The meta values of the block that should be generated using these generation parameters. While generating plants, the meta value of the block placed will be selected randomly from the metas given.

minAltitude

  • The minimum y level that the plant can generate at.

minEVT

  • The minimum evapotranspiration (EVT) that the plant can generate in.

minRainfall

  • The minimum rainfall that the plant can generate in.

minTemp

  • The minimum average temperature that the plant can generate in.

rarity

  • The rarity of a plant cluster. If rarity=n every n blocks will have a cluster. For example, if rarity=256 every chunk will (on average) contain 1 cluster. For epiphytic plants, this value determines the rarity per available side face rather than per block.

regions

  • The regions that the plant can spawn in separated by new lines. valid regions are Americas, Europe, Africa, Asia

size

  • The maximum number of plants in a given cluster. The number of plants is determined with a slightly shifted binomial distribution (p=0.5) and so the average number of plants in a cluster is approximately size/2. This parameter is ignored for epiphytic plants.

Crystals

Crystal generation is similarly configurable and the settings for these can be found at the bottom of the config file.

blockName

  • The name of the primary block that will be placed by the generator such as tfcaths:Amethyst

blockName2

  • The name of the secondary block that will be intermingled with the primary block. This value is optional and can be left empty.

dispersion

  • The rarity of crystals within a given generated cluster. If dispersion=n every n blocks along the surface of a cave will have a crystal. If dispersion=1, every block across that surface will contain a crystal.

growOnBlocks

  • The rocks that the crystals can grow on. Valid names are Granite, Diorite, Gabbro, Shale, Claystone, Rock Salt, Limestone, Sandstone, Dolomite, Chert, Chalk, Rhyolite, Basalt, Andesite, Dacite, Quartzite, Slate, Phyllite, Schist, Gneiss, Marble as well as the rock type keywords IgEx, IgIn, Sed, MM and the All keyword which will allow crystals to generate on all TFC+ rocks.

rarity

  • The rarity of a crystal cluster. If rarity=n every n found cave surface location will have a cluster.

size

  • The maximum number of crystals in a given cluster. The number of crystals is determined with a slightly shifted binomial distribution (p=0.5) and so the average number of crystals in a cluster is approximately size/2.

Plant Catalog: