Topic category: User side tutorials
How to use Nerdy's Terrablender Plugin
Enabling the API
This plugin uses an external API (which your exported mod will require). To enable that API and use the plugin's features, you will need to go to workspace settings ---> External APIs
Here, If you have installed the plugin correctly, TerraBlender will be part of the list. Enable it, and click save.
Creating the regions
Once the API is enabled, you will notice that you have gotten an error. This is normal since you have yet to create the region procedures that the plugin is trying to find.
You will need to create the procedures with the same names as those below.
Do ensure that you use the exact names, as capitalization is important.
In the region procedures, you will need to use the Setup regions (TerraBlender) event and the Create *YourRegionType* region with biomes procedure block.
These will only be used once, you should not register any more regions unless you plan on using custom code.
For now, save them both using the No biomes block in the statement.
Adding biomes to regions
Now that you have saved both of your procedures, you should no longer have any build errors. If not, then check that you have correctly named your procedures, and have not selected the same region dimension for both. The nether region uses the nether option in the procedure block.
To add biomes to your region, you will need to use one procedure blocks below.
The first procedure will generate the biomes with similar generation conditions to the biome that you select. Note that this cannot be a custom biome, and some biomes in the selector will cause errors due to issues with using MCreator's biome datalist. Simply choose a different biome if that is the case.
The second procedure will generate your biome on top of a vanilla biome's terrain, replacing it with its own. If your biome's weight is high enough, it will completely replace the biome. Just like the first procedure, you cannot select custom biomes in the biome selector.
Your biome's name capitalization will not matter, but the name must match the registry name of your biome. (This can be seen when naming an element. Example: TestBiome should be written as test_biome)
Changing your regions' weight
The weight of both regions is by default set to 3. While this is fine if you do not plan on adding more than a couple of biomes, this will not be enough if your mod includes a large amount. To fix this issue, you can modify the default weight using the procedure shown below. This does not require a specific name.
You can experiment with the values and use what works best for you.
That's it! Now your biomes should properly generate using the TerraBlender regions
If you haven't downloaded the plugin yet, you can find it here