Biome Configuration
A Biome is an area of the game that has a similar environmental/elemental theme. Each biome is paired with another biome that is the opposite element. The player's goal is to restore the elemental balance of the planet by defeating the bosses of each biome. The configuration of biomes when generating a world are driven by which ones are available from DLCs and how many to use. Beyond that, they can vary in size and how scrambled up they are. Biomes are always selected in opposing pairs.
Biome Count
Biome counts have been simplified and now use way less math.
biomeCount = numPairs * 2
| Variable | Description |
|---|---|
| biomeCount | The number of biomes that will be selected when generating the world. This count does not include the "common" and "end" biomes that are always selected. |
| numPairs | The value from the seed code that represents the number of biomes to try to select. If this number is larger than the number of biomes possible, the max possible will be used instead. Special value: When numPairs is set to 0, ALL possible biomes will be used. As biomes are added, this can create very large worlds. |
| 2 | Because opposite biomes are always paired. |
For example, if the code has a count of 2, the world world will be generated with 4 elemental biomes (which does not include "common" or "end" biomes). Keep in mind that while you cannot directly control which biomes are used, you can carefully combine this count with the elemental quad options in the seed code to have some influence over what is selected.
Biome Size
The size of each biome, measured in rooms, controls how much exploring there is to do. This largely controls how many rooms are created for each part of the objective graph.
| Bits | Type | Description |
|---|---|---|
| 00 | Normal | Biomes are a reasonable size for exploration. |
| 01 | Small | Smaller than normal biomes for a faster experience. |
| 10 | Large | Larger than normal biomes for more exploration. |
| 11 | Huge | Huge biomes that are uncomfortably sprawling for those that like that sort of thing. |
Biome Cohesion
The likelihood that each biome will be split into multiple pieces.
| Bits | Type | Description |
|---|---|---|
| 00 | Monolith | Each biome is essentially one large piece. |
| 01 | Clustered | A small number of large clusters of rooms. |
| 10 | Disjoint | A large number of small clusters of rooms. |
| 11 | Chaotic | Each neighboring room could be from a different biome. |
These fields are part of the Seed Code.