Biome Converter
A 3 × 3 tower four tiers high around a Seed of Place: quickdust folds it into one device, a window to choose the place, feeding with distillate and flux, growth up to 128 blocks and three grown places — the Threadwood, the Halo Meadow, the Simmering Dell.
The Biome Converter retunes the flux of the land: around it another place slowly grows — with other grass, trees, creatures
and deeds. The circle grows up to 128 blocks from the heart, its edge is soft, F3 shows the new place at once. This is the only way
the three grown places appear — they never spawn in the world on their own. Codex entries —
Biome Converter,
The Threadwood,
The Halo Meadow and
The Simmering Dell.




The tower
The heart is the device item
Biome Converter (the Seed of Place), a middle-tier Confluence. A 3 × 3 tower four
tiers high is laid around it:
| Tier | Corners | Edges | Middle |
|---|---|---|---|
| footing | block of speculum | Flowstone Bricks (or Flowstone) | soil: grass, dirt, podzol, moss, mud |
| bowl, lower | Lumenash Log | glass, a niche in front | the heart |
| bowl, upper | Lumenash Log | glass | empty (or a siphon) |
| crown | block of speculum | Flowstone Bricks |
The niche faces the way the heart faces (when placed — toward you). The plan with a ghost is on the
Biome Converter
page.
Fold it with quickdust. Sprinkle
Quickdust on the heart or any block of a finished tower — it folds into one
device with its own model: a glass bowl with a bronze rune belt, an opal druse on the crown, an islet of the new place turning in
the bowl. Only a folded tower grows. Not finished — a mod line names what's missing. Break any part — the tower falls back into
the very blocks that went into it.
The window
Empty hand through the niche (or on any part) — the window. On the left is the mirror of place: 128 blocks around the heart, the grown part in the new place's color, a thin ring — the limit. On the right — the native place, the places you can grow (each with the runes of its feed), the feed in the heart and the buttons Grow, Rest, Restore. While a growth owns something, another target can't be chosen — restore first.
Feed and progress
- Feed —
Shift (change) and two currents of the new place. Vessels and Gyres within 6 blocks give them, and
a siphon from above through the crown. The heart holds up to 16 shares of each. - Cost: a share of each current per 8 biome cells, plus 0.25 flux of the heart's chunk per cell. Speed — at most 1.5 cells a second.
- The whole circle to the limit (about 2,420 cells) is about 27 minutes of well-fed work, about 300 shares of each feed current and about 600 flux. You don't have to grow to the end: Rest stops the growth at any radius. A grove of radius 32 is about 25 shares of each, radius 64 — about 100.
- Restore — the same path back to the heart: the native place, its grass and trees; feed — one Shift and flux.
- A broken heart: its feed goes into the chunk as murk, the growth stops, what has grown stays. A new heart in the same spot picks the growth up.
- It grows only in the Overworld.
How it grows
- The growth starts as an even circle at the heart, then its edge becomes uneven, lobed, with a band about 14 blocks wide where cells of the old and the new place mix. The game blends grass and water colors itself — the transition is soft.
- Natural trees at the front go into flux (no drops), grass and flowers become the new place's plants, its trees and flowers rise, and in an almost grown chunk its creatures are born.
- Never touched: buildings, paths, farmland, fences, the player's crops and saplings, log cabins and trees touching buildings, water and its bed, seas and oceans. Ground right next to a building changes like everywhere else. The biome itself is written on the whole circle — under the tower and under a house too.
- Two Converters don't argue: a cell belongs to the growth that came first.
Three grown places
| Place | Feed | Mood | Why grow it |
|---|---|---|---|
| Threadwood | dusk under a closed canopy, current threads hang from the crowns | skeins wind twice as fast; Glowsilk and Current Hanks; Fray flows in the place | |
| Halo Meadow | a warm dawn, pale gold grass, motes of light | no monsters, no phantoms, no raids; murk burns away by itself | |
| Simmering Dell | a moist turquoise hollow, warm springs steaming | the Crucible and Brewing Tower make half the murk; Bottle Gourds; Sinterstone |
A place's harvest can't be carried off. Bottle Gourds ripen only in the Dell, Pearlberries only on the Meadow, Glow Cocoon silk grows back only in the Threadwood. A sapling or a bush can be planted anywhere — they grow, but give no harvest away from their place. The places' creatures spawn only in their own place. The places' pages are in the Biomes reference, their creatures in the Bestiary.
Threadwood
- Deeds of the place: a skein in the Threadwood winds its own thread twice as fast — the best place to hang your skeins;
Fray flows in the place (Flux Workbench recipes on Fray — without shards). Bed — 120. - Resources:
Glowsilk — with shears from a
Glow Cocoon (2 strands, the silk grows back in
20–30 minutes);
Current Hank — shed by the Reeler every 5–10 minutes, Shift to feed any
growth;
Tangled Thread — from the Tangle that binds at night under the canopy; the
Threadcap mushroom. - Things:
Weavecloth →
Silk Spindle (rewinding skeins without loss and twice as fast) and
Tow Sash (10 % thrift: artifice and casting are cheaper).
Halo Meadow
- Deeds of the place: no monsters spawn on the meadow — neither the mod's, nor the game's, nor other mods'; no patrols, raids or
sieges, phantoms don't come down. The chunk's murk burns away by itself — 0.1 a second: a workshop doesn't get murky, mire recedes.
Lattice flows in the place. Bed — 140, the highest in the Overworld. - Resources:
Pearlberry (Halo for the Crucible with every berry),
Ringhorn Velvet — shed by the
Ringhorn,
Lumen Feather — from Lumen Larks, the
Ringbloom flower. - Thing:
Halo Wreath — a boon to the Confluence: 4 % of the time the result comes out double, and calm +4.
Simmering Dell
- Deeds of the place: quiet brewing — in the Crucible the clash of opposite Springs carries off half as much, the murk of the Crucible and the Brewing Tower is halved. All four Springs flow in the place. Bed — 100.
- Resources:
Bottle Gourd — hangs under the Gourdwood's leaves, Brew 4 (Brew for every Crucible potion without
the Nether);
Sinterstone — the crust of warm springs, heat for the Crucible without fire, anywhere;
Newt Eye — from the Brew Newt; the
Simmerbloom flower. - Thing:
Gourd Flask — three sips of one potion in one slot: thrown into the Crucible instead of a bottle, it
takes sip after sip.
A place pays for its own growth. A Reeler gives 6–12 Hanks an hour — Shift for the next growth; a Gourdwood gives a gourd every ten minutes. Grow a small grove, and its harvest feeds the next circle.
What next
- Biomes — all the mod's places, the grown ones too.
- Devices and machines — flux, siphons and the vessels that feed the heart.
- Current Circles — the Calling Circle calls an animal of a grown place onto the circle.
