Biome Brush

Biome Brush

Paint your world before it g...

MOD ID: 10830作者: rcfmartinカテゴリ: Mapsバージョン: 2.0.1更新日: 2026-08-05(3週間前)用途: クライアント向け人気スコア: 0
#建築#UI#クライアント向け

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🔑 Nexus連携(高評価・追跡)

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Quality of Life

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メイン BiomeBrush 2.0.1 v2.0.1
⬇️ 992
更新履歴(changelog)
Biome Brush 2.0.1
ADDED
- PNG import is back, and both halves now work on a folder you choose. The PNG button (beside Share, under Presets) opens a browser over your biome images: click one to load it onto the canvas with every pixel snapped to the nearest biome colour, or pick [ Export canvas as PNG... ] to write the biome layer back out at canvas resolution in palette colours. A PNG exported here reimports pixel-for-pixel, including the parts you left unpainted: a transparent pixel stays unpainted rather than snapping to whichever biome its dead RGB sat nearest, which would otherwise have painted the whole world on a round trip. Images from a paint program have no transparency and still import as solid paint.
- Hovering a PNG previews it in the world preview pane, the same way preset thumbnails do - so a folder of maps reads as a gallery rather than a column of filenames. A biome PNG needs no thumbnail file, because the image is the thumbnail.
- [ Choose folder... ] for PNGs, matching the preset Load dialog: point the browser at any folder for the session (Unix paths are converted for you under Proton). It defaults to the mod's Imports/ folder, and both loading and saving use whichever folder is selected.
⬇️ Nexus でダウンロード
旧バージョン(10件)を表示
旧バージョン BiomeBrush 1.0.0 v3.0 v1.0.0
⬇️ 207
更新履歴(changelog)
[1.0.0] - 2026-06-21
Added:
- Initial release. A Biome Brush tab on the Random Gen world-generation screen (and a biomebrush console window in-game) for painting a world's biome layout before it generates. Terrain, POIs, and roads stay vanilla RWG; only the biomes follow the painting.
- Six brushes: Forest, Desert, Snow, Wasteland, Burnt Forest, and Water.
- Painting water carves real lakes/oceans: the terrain is lowered below sea level with natural, varied shorelines (gentle beaches and steep cliffs), and cities/POIs/roads stay off the water.
- A live brush-outline cursor on the canvas that resizes with the -/+ buttons.
- Save + Apply arms the painting; unarmed runs generate a normal RWG world.
- Spawn in forest with fallback - you always start in forest, or the next available biome (burnt forest, then desert, then snow, then wasteland).
- Trader randomization: an optional toggle to randomly assign which trader spawns at each trader location, plus a per-trader checklist to exclude any trader from the world. Reproducible per seed; off by default; traders only (never the terrain or other POIs).
⬇️ Nexus でダウンロード
旧バージョン BiomeBrush 1.2.0 v3.0 v1.2.0
⬇️ 335
更新履歴(changelog)
[1.2.0] - 2026-06-22
Added:
- Height brush. A new Mode toggle on the world-gen tab swaps the palette between biomes and five elevation levels (Lowland, Plains, Hills, Mountains, Peak). Paint elevation onto a separate layer and the generated terrain follows it, with smooth natural slopes. Cities and roads avoid painted mountains and settle in painted lowlands.
- See-through height canvas. In Height mode the elevation is drawn semi-transparently over your biome map, so you can paint elevation aligned to the biomes you already painted instead of painting blind.
- The biome and height layers are independent: paint only one and the other stays natural RWG.
- City placement. A City mode (Mode now cycles Biome -> Height -> City): click the canvas to drop a city marker (click again to remove), choose a size (Small/Medium/Large) and a building tier (1-6) with the -/+ buttons. The generator forces a real city at each marker at the chosen size, biased to the chosen building tier.
- "RWG towns" toggle (green ON / red OFF): turn OFF so only the cities you placed exist - no RWG-generated towns.
- All three paint layers (biome, height, cities) are visible at once; each mode and each city size has its own colour.
- Hover tooltips on the world-gen buttons, and scroll-wheel brush sizing (+/-1) over the canvas.
- Road editing (experimental). Off by default; enable it (with a confirm) to add a Roads mode. Generate a world to capture its road network onto the canvas, paint Country (green) or Highway (red) roads to finish or extend it, then regenerate the same seed and your roads bake in as real, terrain-smoothed roads.
- Brush shapes - a Shape button cycles the brush between Circle, Square, Diamond and their hollow versions (Ring, Square Frame, Diamond Frame) where only the border paints; scroll the wheel to set the border thickness. The filled Square can be a rectangle - scroll to set its height independently of width.
- Unsaved-changes warning - paint anything and the Save butt…
⬇️ Nexus でダウンロード
旧バージョン BiomeBrush 1.3.0 v3.0 v1.3.0
⬇️ 222
更新履歴(changelog)
[1.3.0] - 2026-06-27
Added
Painted rivers. Paint Water across painted hills or mountains and Biome Brush now cuts a shallow river that follows the slope down the terrain, instead of slicing the high ground down to a sea-level gorge. Water painted on flat ground is still a normal lake / sea. (Water stays part of the biome layer - paint it the same way you always have.)
Reset All button. A Reset All button next to Clear wipes every layer (biome, height, roads, dig, cities, spawns, traders) back to a blank canvas, with a confirm first. (Clear still only clears the active layer.)
Spawn point placement. A Spawn mode (in the Mode picker): click the canvas to add spawn points. If you place any, the world uses only your spawn points - one valid tile per marker, nothing else (no RWG-generated spawns). Click a marker again to remove. Saved in presets.
Trader placement (experimental). A Trader mode: click the canvas and pick a trader (Bob/Hugh/Jen/Joel/Rekt) to force one there; the terrain under the footprint is flattened and the trader dropped in. Saved in presets.
Layer visibility toggles. A Layers row under the canvas (Biome / Height / Roads / Cities / Dig) shows or hides each layer in the canvas view while you paint. View only - never changes the map.
Symmetry / mirror painting. A Mirror toggle (Off / Horizontal / Vertical / Both) mirrors your strokes across the canvas centre.
File dialogs (export / import / presets). Export PNG and Save preset open a name-entry dialog; Import PNG, Load preset, and Delete preset open a picker dialog listing the available files (PNGs in Imports/, or your saved presets) with a hover outline; click one to use it (Delete confirms first). Import snaps each pixel to the nearest biome. The Imports/ and Exports/ folders ship with the mod.
Map presets. Save your whole painted map - every layer (biome, height, roads, dig/craters, cities, spawns, traders) plus the RWG-towns / roads toggles and the world-gen seed - to a named preset via Save / Load /…
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旧バージョン BiomeBrush 1.4.0 v3.0 v1.4.0
⬇️ 131
更新履歴(changelog)
[1.4.0] - 2026-07-01
Changed
- Manually placed traders (and other forced POIs) now sit flush with the ground. Placement used to flatten only the prefab's own footprint, so the raw terrain stepped up or down right at the building's edge and a trader could appear to perch a block above the surface. Placement now flattens a 20-block flat apron around the footprint at the ground height, with an 8-block taper that ramps the apron edge back to the natural terrain so there is no cliff around it.
⬇️ Nexus でダウンロード
旧バージョン BiomeBrush 1.4.1 v3.0 v1.4.1
⬇️ 272
更新履歴(changelog)
[1.4.1] - 2026-07-02
Fixed
- Painted water no longer breaks the world for players without the mod. The Water brush marked those areas as a special underwater biome, which has no weather configuration, so anyone who joined a generated world without Biome Brush installed hit a NullReferenceException in the game's WeatherManager. The actual water is created from the terrain regardless of the biome, so the saved world now folds every painted-water area into the surrounding land biome. Generated worlds contain only normal biomes and can be played by anyone, with or without the mod. (The in-editor preview still shows your painted water as usual.)
Changed
- Placed cities are now built by RWG, no forced building tier. The city tool used to bias every building toward a chosen difficulty tier (1-6), which did not populate cities reliably. It now only sets the city's location and size and lets the game's own world generator fill the township with its natural mix of buildings, exactly like a normal RWG city. Pick Small / Medium / Large on the left; the tier picker and its brush box are gone from City mode.
⬇️ Nexus でダウンロード
旧バージョン BiomeBrush 1.5.0 - 7D2D v3.0 v1.5.0
⬇️ 247
更新履歴(changelog)
[1.5.0] - 2026-07-07
Changed
- Mountains and peaks are properly pointy now. Painted Mountains keep their natural relief but read as real ridgelines instead of rounded domes, and painted Peaks rise as thin, spiky cones to a tall summit near the height ceiling instead of getting flattened into a plateau. Higher ground is sharper than lower ground, so hills stay gentle while peaks come to a point.
- Every shoreline gets at least a gentle slope. Where land meets water, the beach ramp is now guaranteed a ~10-block sloped buffer, so water no longer butts up against an abrupt drop. Wide natural beaches are unchanged; only the steep spots get eased. (Painted mountain rivers keep their steep banks on purpose.)
⬇️ Nexus でダウンロード
旧バージョン BiomeBrush 1.6.0 - 7D2D v3.0 v1.6.0
⬇️ 347
更新履歴(changelog)
[1.6.0] - 2026-07-08
Added
- Township types. City mode now lets you choose what kind of town RWG builds at each spot. Pick a type from the left list - Massive City, Mega City, Big City, City, Town, Country Town, or Old West (ordered biggest to smallest) - then click to place it. Each type has its own marker shape and colour on the map (star, circle, diamond, triangle, square, plus...), so a glance tells you what's where.
- Mega and Massive cities. Two oversized township types that can be placed anywhere on the map - they ignore the usual water and radiation spawn restrictions. A Massive City is scroll-adjustable from 2x to 10x the size of a Mega City (hover the canvas and scroll, or use the +/- box); each one keeps its own size. Very large requests are best-effort - the street layout caps a city to whatever fits the available space.
- "MassiveCity" starter preset. A ready-made project featuring a giant city, added to the Load picker.
Changed
- City size is automatic. Regular city types build at a fixed footprint; only a Massive City exposes a size control (its 2x-10x multiplier). The old Small/Medium/Large size list and the placement pop-up dialog are gone - the left palette is simply the township type.
- Brushes now range from 0.1 to 200. Every brush can be as fine as a single sub-pixel or span up to 400 px of the canvas (was 1 to 128).
⬇️ Nexus でダウンロード
旧バージョン BiomeBrush 1.7.0 - 7D2D v3.0 v1.7.0
⬇️ 791
更新履歴(changelog)
[1.7.0] - 2026-07-14
Added
- Bridges (Experimental). A new Bridge mode places a real vanilla bridge prefab (concrete, wood, or asphalt) across a body of painted water. Pick the mode from the picker (it warns you it is experimental), drop a bridge over the water gap, and scroll on it to rotate its span (N-S or E-W) so it lines up with the river or lake in any orientation. On Generate the mod sets the deck at the right height, carves and slopes the banks, and builds a raised causeway from each end down to the shore.
- Bridges join the road network. Each bridge's landing pads are laid with road (wooden bridges get a country road, concrete and asphalt get a highway) and a connector links every end to the nearest RWG road, so the bridge becomes a real crossing in the world's road layout. Connectors route around cities instead of cutting through them, so no road is left painted under a township's POIs.
- Natural causeways. The raised embankment leading to a bridge has an irregular, wandering shoulder (up to ~40 blocks each side) so it reads like a natural earthwork rather than a straight ramp, while the paved road down the middle keeps a constant width. The causeway meets the bank on a long, smooth (ease-in-out) taper, and where a link road runs beside water it slopes in instead of leaving a flat wall.
- City size in street tiles. City mode now sets a city's footprint as an exact tile count (scroll or the +/- box, hold Shift for 10 at a time) instead of a 1x/2x/3x multiplier. Defaults match the vanilla township sizes (Old West 3, Country Town 6, Town 8, City 15, Big City 40), with Mega at 80 and Massive at double Mega (160). Minimum 2 tiles.
- City markers show the real footprint. A city's map marker is now sized to an approximation of how big the city will actually be on the map (based on its tiles and the world size you have selected), so a glance tells you its true extent. Big cities draw as a hollow outline with a small centre dot so the map still shows through.
Eras…
⬇️ Nexus でダウンロード
旧バージョン BiomeBrush 1.8.0 v1.8.0
⬇️ 864
更新履歴(changelog)
[1.8.0] - 2026-07-19
A large release: a POI placement mode, a POI blacklist/whitelist, custom biome colours, an Advanced settings dialog, a generated-world preview overlay, softer biome blending, plus a whole-map City Only mode and a No POI Zone brush.
Added
-POI placement mode. A dedicated mode to drop a specific prefab anywhere on the map. Click to place, then search the full prefab list and pick one; the picker scrolls, and each entry shows the POI's localized display name next to its id (e.g. mine_01 - Hybrid Mine). Click a marker again to remove it.
- Spawn near trader. A World-panel toggle that biases the player start toward a trader. Ignored if you place your own spawn markers.
- Custom biome colours. A Custom Biome button in Biome mode opens a hex + colour-wheel picker so you can paint a colour beyond the six presets (with a warning that it needs a matching custom biome). Unmatched custom colours fall back to forest at generation instead of failing to resolve.
- POI blacklist / whitelist. Config/poifilter.xml (shipped with a commented example catalog) bans named prefabs, or restricts generation to an allow-list, by name substring. Traders are always allowed.
- Advanced Settings dialog. Groups the less-used toggles - Debug overlay, Custom biome, Auto-blend, auto-refresh after generation, and tooltips - behind one button.
- Generated-world preview overlay. After a generation the tool can show the RWG-produced cities and traders on the canvas, with its own dedicated Preview layer button, so you can see what the world actually made and edit against it.
- City Only. A World-panel toggle that turns the entire buildable map into one massive city - turn it on and Generate, no painting required. A city is seeded at the map centre and grown across all the flat, dry land, so water, radiation zones, mountains and steep slopes stay as natural gaps, and RWG places none of its own towns while it is on.
- No POI Zone brush. A paint mode that keeps an area clear of everythi…
⬇️ Nexus でダウンロード
旧バージョン BiomeBrush 2.0.0 v2.0.0
⬇️ 504
更新履歴(changelog)
[2.0.0] - 2026-07-30
Biome Brush stops being only a biome painter in this release. Districts, Slots and the Single POI Brush mean you can lay out what a town is - its quarters, and the individual buildings in them - and every town is now guaranteed a trader. Verified on 7 Days to Die 3.1.0 (b13).
ADDED
- Summit: a terrain brush that paints all three raise levels inside each other. Hills at the edge, Mountains within, Peak at the center, in one stroke - the shape a good-looking mountain wants, which until now meant painting the same spot three times with three brushes at three sizes. Brush size sets the outer edge and the rings follow it: a 10px brush gives about 10 / 8 / 4. The rings use the brush SHAPE rather than always being circles, so a square brush gives a stepped mesa. Dragging lays a RIDGE - a continuous spine of Peak with the lower bands falling away either side - because Summit only ever raises what is already there. (It has to: a drag stamps again every frame and the stamps overlap, so writing flat meant each new stroke's outer Hills ring wiped the Peak the one before it had just laid down.) The Eraser still clears it.
- The Wilderness Only brush paints a POI density. Ctrl+scroll cycles Sparse / Normal / Dense / Packed, and the canvas washes each one at a different strength so you can see which is which. A packed pocket of farmsteads in one valley and empty country everywhere else is now one map. Areas painted before this existed read as Normal, exactly as they behaved. What it does underneath, because it explains the limits: the game decides wilderness POIs as one count per biome for the whole map, then spends it on randomly chosen tiles - and its picker is biased toward the front of a list sorted by distance from the nearest town, which is why wilderness POIs cluster out in the wilds. Biome Brush reorders that list so your denser areas sit nearer the front, and scales the total count to pay for what the painted levels ask for. Both halves are needed: r…
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📦 このMODを含むコレクション (全1件)

このMODが採用されている Nexus コレクション(人気順)。まとめて導入したい人の入口に。

MOD 解説

生成される前に、自分の世界を描き込みましょう。「Biome Brush」を使えば、ランダム生成画面にブラシが追加されます。マップ上にバイオーム、リアルな水や川、地形の標高を描き込んだり、独自の都市(サイズや建物のティアを設定可能)を配置したり、スポーンポイントを設置したりできます。

原文(英語)を表示

Paint your world before it generates. Biome Brush adds a brush right into the Random Gen screen: paint biomes, real water and rivers, and terrain elevation onto the map, drop in your own cities (with a size and a building tier), place spawn

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