Biomes and vegetation
A biome determines what grows on a stretch of terrain: trees, grass, rocks.
The biome bake
Computing the terrain produces biomes along with the relief. This is the step that gives your world its natural look.
Since version 0.8 biome computations have been rebuilt: rendering is noticeably better and the load on your machine is lower.
Refining after the bake
Two tools let you retouch baked terrain, in real time since 0.8.
Sculpting
Sculpting is for finishing touches: rounding an edge, digging a cave entrance, levelling a building site.
Sculpting inflates your save files
It is CPU-heavy and noticeably increases the size of your saves. For a major relief change, go back to your landforms and run another bake: it's faster and much lighter.
Biome painting
Painting changes what grows: turning a patch of forest into a clearing, exposing rock on a slope, clearing ground for a village.
Vegetation and performance
Vegetation generation is the heaviest operation in Menyr. Two behaviours worth knowing:
- Detail vegetation (grass, pebbles, twigs) appears after trees have generated across the whole map
- It only appears around the player, not across the entire map
On some machines its generation can cause stutters. Caching is planned soon, which will considerably lower the CPU cost.
Controlling vegetation
Since biome painting arrived, placing an asset no longer clears vegetation around it automatically. That gives you full control: clear the area with biome painting if you want it clear.