minecraft server init

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Scripting:
Calling a function:
A function can be called by putting the function call before a pair of () brackets containing any required variables.
Examples:
printDocumentation(true)
addBiomePrinter(0, 500, 500, 20, -5000, -5000, false)
setMinHeight(0)
doSomething()
Calling a function on a local variable:
A function can be called on a local variable by putting the local variable name followed by a period before the function call.
Examples:
genLayer.addData("deep_ocean", "jungle", null, 1, "jungle", 5)
Creating a local variable:
A local variable can be created by putting the desired name of your variable before an equals character and calling a function which returns something.
Generally this will be a Constructor. A Constructor requires that "new" is put before the function call. What Constructors are available depends on the
type of script file you're writing in.
Examples:
MyVariable = new GenLayerIsland(1)
data = new HillData()
genLayer4 = magnify(1000, genLayer3, 2)
genLayer = new GenLayerTouching(1000, genLayer)
tempGenLayer = new GenLayerHeatZ(1, ["desert", "extreme_hills", "forest", "extreme_hills", "desert", "plains"])
Config presets:
A preset can be created by creating a folder in the folder /config/dimensionalcontrol/presets/ named what you want your preset to be called. Your folder can then
be filled with config files the same way as the /config/dimensionalcontrol folder.
Presets can be chosen on the client side in the world creation screen, which will have a new button which functions like the WorldType button. Presets can be
chosen on the server side by adding the 'dc_preset' to your servers properties file. Once a preset is chosen for a world, it cannot be changed without editing
the DimensionalControlPreset.txt file in the save.
If no presets exist, no preset is chosen, or the "default" preset is chosen, configs will be read directly from the /config/dimensionalcontrol folder.
null:
null is the Java representation of nothing. It can be used when you need to fill a variable space, but don't want to put anything there.
Variable types:
array:
A list of variables within square brackets, seperated by commas.
Examples:
[0]
[1, 5, 6, 1]
["This", "Is", "A", "String", "Array"]
int:
A number with no decimals. Cannot be null.
Examples:
0
1
3534636435435
-6437556435
42
long:
A number that can handle decimals. Cannot be null.
Examples:
0
1
-6437556435
42
0.0
-10.7834343
57344343.67345543
String:
A string of characters. Must start and end with ".
Examples:
"this is a string"
"this is another string"
"36j4;5kjf09utjwtgjfjap'fj;4tfjf;j';jgds;gjdslf"
NON_NULL_BIOME_ID:
A String or int representing a biome ID. Cannot be null.
Examples:
"ocean"
0
"jungle"
21
"mutated_extreme_hills_with_trees"
162
BIOME_ID_ARRAY:
An int, String, int array or String array used to represent biome IDs. May be null.
Examples:
0
"ocean"
[0, 21, 162]
["ocean", "jungle", "mutated_extreme_hills_with_trees"]
null
NON_NULL_BIOME_ID_ARRAY:
An int, String, int array or String array used to represent biome IDs. Cannot be null.
Examples:
0
"ocean"
[0, 21, 162]
["ocean", "jungle", "mutated_extreme_hills_with_trees"]
GenLayer:
A GenLayer object. Will generally be being held as a local variable. May not be null.
Examples:
insertYourLocalVariableName

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This file is for basic mod options. It does nothing to modify dimensions. Dimensions
can be traversed using custom portals or with the command /tpdim dimension <x> <y>
<z>. If DimensionalControl.cfg does not exist, default configs and documentation
will be printed.
printDocumentation:
Arguments:
boolean
Default Values:
true
Notes:
Used to set whether DimensionalControl should print config documentation.
printDefaultConfigs:
Arguments:
boolean
Default Values:
true
Notes:
Used to set whether DC should print default config files. This will replace files. Always backup first!

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The main purpose of this file is to register new dimensions and set script configs
for them. It is also where WorldInfo scripts and BiomePrinters are set.
setPortal:
Arguments:
byte, int, int, String
Usage:
portal ID, first dimension ID, second dimension ID, block ID
Notes:
Sets the portal of the provided id to be made of the provided block and travel between the two provided dimensions. Portal ID can be set to anything between -128 and 127
addBiomePrinter:
Arguments:
int, int, int, int, int, int
Usage:
dimension ID, height, width, spacing, startX, startZ
Notes:
Used to add a biome printer for the selected dimension. I suggest 500 height, 500 width, 10 spacing, 0 startX, 0 startZ for most cases. This can take a long time, or even run the game out of memory in extreme cases, if the size is set too high. Images are saved to config/dimensionalcontrol/output and overwrite eachother.
addBiomePrinter:
Arguments:
int, int, int, int, int, int, boolean
Usage:
dimension ID, height, width, spacing, startX, startZ, overwrite
Notes:
Used to add a biome printer for the selected dimension. I suggest 500 height, 500 width, 10 spacing, 0 startX, 0 startZ for most cases. This can take a long time, or even run the game out of memory in extreme cases, if the size is set too high. Images are saved to config/dimensionalcontrol/output and overwrite eachother if overwrite is set to true.
setPortalIgniter:
Arguments:
String
Usage:
item ID
Notes:
Sets the portal igniter. This is the item that will be used to ignite any custom portals.
addDimension:
Arguments:
int
Usage:
dimension ID
Notes:
Used to add a dimension with this id using the default overworld WorldProvider.
setScriptForDimension:
Arguments:
int, String
Usage:
dimension ID, script name
Notes:
Sets the dimension script for the provided dimensionID. The script will be searched for in config/dimensionalcontrol/dimensions/.
setGlobalWorldInfo:
Arguments:
String
Usage:
script name
Notes:
Sets the script to be used for global world info options.
setWorldInfoForDimension:
Arguments:
String, int
Usage:
script name, dimension ID
Notes:
Sets the script to be used for the provided dimensions world info options.

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GenLayerIsland:
This is the base layer used by vanilla for the Overworld chain. It pseudo-randomly places ocean and plains on an approximately 9-1 ratio.
Constructor:
Arguments:
long
Argument Usage:
layer base seed
GenLayerFuzzyZoom:
Zooms the parent layer, effectively increasing its size. This version is more random than GenLayerZoom
Constructor:
Arguments:
long, GenLayer
Argument Usage:
layer base seed, parent layer
GenLayerAddIsland:
Pseudo-randomly adds islands. Can be made up of any biome ids already in the chain.
Constructor:
Arguments:
long, GenLayer
Argument Usage:
layer base seed, parent layer
GenLayerZoom:
Zooms the parent layer, effectively increasing its size.
Constructor:
Arguments:
long, GenLayer
Argument Usage:
layer base seed, parent layer
GenLayerRemoveTooMuchOcean:
Removes "excess" ocean biomes. If a biome position is ocean and all 4 biomes around it are ocean, the biome is changed to plains.
Constructor:
Arguments:
long, GenLayer
Argument Usage:
layer base seed, parent layer
GenLayerAddSnow:
Part of the vanilla heat map generation. Responsible for adding cold/icy heat levels. Pseudo-randomly replaces biome ids other than 0 with id 4, 3 or 1.
Constructor:
Arguments:
long, GenLayer
Argument Usage:
layer base seed, parent layer
GenLayerEdge:
Part of the vanilla heat map generation. Depending on which mode it's constructed with, does different things. Overall the point is making sure there are no heat ids surrounded by
unacceptable heat ids. Such as hot being surrounded by icy.
Constructor:
Arguments:
long, GenLayer, GenLayerEdgeMode
Argument Usage:
layer base seed, parent layer, edge mode
Notes:
Mode options are automatically added as local variables under the names Edge_Mode_Cool_Warm, Edge_Mode_Heat_Ice and Edge_Mode_Special.
GenLayerAddMushroomIsland:
Pseudo-randomly adds mushroom islands. If an ocean biome is surrounded by ocean, there is a 1/100 chance for it to be changed to a mushroom island.
Constructor:
Arguments:
long, GenLayer
Argument Usage:
layer base seed, parent layer
GenLayerDeepOcean:
Adds deep ocean biomes. If an ocean biome is surrounded by ocean, it is changed to deep ocean.
Constructor:
Arguments:
long, GenLayer
Argument Usage:
layer base seed, parent layer
GenLayerRiverInit:
Generates pseudo-random gibberish to be used for placing rivers and hills. No gibberish is generated for oceans.
Constructor:
Arguments:
long, GenLayer
Argument Usage:
layer base seed, parent layer
GenLayerBiome:
Replaces the heat map from the parent layer with a pseudo-random weighted biome map.
Constructor:
Arguments:
long, GenLayer, WorldType, String
Argument Usage:
layer base seed, parent layer, world type object, generator string
Notes:
The WorldType object is automatically added as a local variable named worldType. The generator String is automatically added as a local variable named generatorString.
GenLayerBiomeEdge:
Attempts to place acceptable biomes between unacceptable biomes. For instance, if desert and ice plains are touching, an extreme hills with trees is placed.
Constructor:
Arguments:
long, GenLayer
Argument Usage:
layer base seed, parent layer
GenLayerHills:
Uses the initialization layer to pseudo-randomly place hill biomes and other biome mutations.
Constructor:
Arguments:
long, GenLayer, GenLayer
Argument Usage:
layer base seed, biome parent layer, hill/river initialization parent layer
Notes:
The first layer is the normal biome map, and the second is the hill/river initialization layer.
GenLayerRiver:
Uses the initialization layer to create a river map.
Constructor:
Arguments:
long, GenLayer
Argument Usage:
layer base seed, river initialization parent layer
GenLayerSmooth:
Attempts to "smooth" things. I won't pretend to understand well enough to explain better.
Constructor:
Arguments:
long, GenLayer
Argument Usage:
layer base seed, parent layer
GenLayerRareBiome:
Pseudo-randomly replaces plains biomes with mutated_plains biomes. Otherwise known as a sunflower plains. 1/57 chance.
Constructor:
Arguments:
long, GenLayer
Argument Usage:
layer base seed, parent layer
GenLayerShore:
Adds shore biomes between ocean and land biomes.
Constructor:
Arguments:
long, GenLayer
Argument Usage:
layer base seed, parent layer
GenLayerRiverMix:
Combines the biome map and river map, adding river biomes depending on what biome it is.
Constructor:
Arguments:
long, GenLayer, GenLayer
Argument Usage:
layer base seed, biome map parent layer, river map parent layer
GenLayerVoronoiZoom:
Zooms the parent layer, effectively increasing its size. This version creates the most extreme changes of all the zoom layers.
Constructor:
Arguments:
long, GenLayer
Argument Usage:
layer base seed, parent layer

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The role of a BiomeProvider is to handle the generation of the dimensions biome map.
This particular type uses a layer based system to generate a complex biome map in
the same way as the vanilla Overworld.
addBiome:
Arguments:
String, Non_Null_Biome_ID, int
Usage:
biome type, biome id, weight
Notes:
Adds the provided biome id to the provided type with the provided weight. Type options are "Ocean", "Desert", "Warm", "Cool", "Icy".
addBiome:
Arguments:
String, Non_Null_Biome_ID
Usage:
biome type, biome id
Notes:
Adds the provided biome id to the provided type with a weight of 1. Type options are "Ocean", "Desert", "Warm", "Cool", "Icy".
addBiomeEdge:
Arguments:
Non_Null_Biome_ID_Array, Non_Null_Biome_ID
Usage:
target biome IDs, edge biome ID
Notes:
Adds a biome edge for the provided biomes with no whitelist or blacklist.
addBiomeEdge:
Arguments:
Non_Null_Biome_ID_Array, Biome_ID_Array, Biome_ID_Array, Non_Null_Biome_ID
Usage:
target biome IDs, whitelist, blacklist, edge biome ID
Notes:
Adds a biome edge for the provided biomes with a whitelist and blacklist.
setBiomeSize:
Arguments:
int
Usage:
biome size
Notes:
Sets the biome size.
setOceanSize:
Arguments:
String
Usage:
ocean size ID
Default Values:
Default
Notes:
Sets the ocean size for the dimension. Options are "Small", "Default", "Large".
setMutation:
Arguments:
Non_Null_Biome_ID, Non_Null_Biome_ID
Usage:
base biome ID, mutation biome ID
Notes:
Sets the mutation biome for the provided biomeID.
setSpecialBiome:
Arguments:
String, Non_Null_Biome_ID
Usage:
biome type, special biome ID
Notes:
Sets the special biome for the provided type. Type options are "Ocean", "Desert", "Warm", "Cool", "Icy".
setHill:
Arguments:
Non_Null_Biome_ID, Non_Null_Biome_ID_Array
Usage:
base biome ID, hill biome IDs
Notes:
Sets the hill biomes for the provided biomeID.
setRiverBiome:
Arguments:
Non_Null_Biome_ID, Non_Null_Biome_ID
Usage:
base biome ID, river biome ID
Notes:
Sets the river biome for the provided biomeID.
addBiomeShore:
Arguments:
Non_Null_Biome_ID_Array, Biome_ID_Array, Biome_ID_Array, Non_Null_Biome_ID
Usage:
target biome IDs, whitelist, blacklist, shore biome ID
Notes:
Adds a biome shore for the provided biomes with a whitelist and blacklist.
addBiomeShore:
Arguments:
Non_Null_Biome_ID_Array, Non_Null_Biome_ID
Usage:
target biome IDs, shore biome ID
Notes:
Adds a biome shore for the provided biomes with no whitelist or blacklist.
disableDeepOceanLayer:
Arguments:
None
Notes:
Disables the deep ocean layer.
setSpecialVariantChance:
Arguments:
int
Usage:
chance
Notes:
Sets the global chance for the special variant biome to be used. The chance is 1 in the provided number.
setSpecialVariantChance:
Arguments:
String, int
Usage:
biome type, chance
Notes:
Sets the chance for the special variant biome to be used for the provided type. The chance is 1 in the provided number. Type options are "Ocean", "Desert", "Warm", "Cool", "Icy".
setSpecialVariantBiome:
Arguments:
String, Non_Null_Biome_ID
Usage:
biome type, special variant biome ID
Notes:
Sets the special variant biome for the provided type. Type options are "Ocean", "Desert", "Warm", "Cool", "Icy".
disableMushroomIslandLayer:
Arguments:
None
Notes:
Disables the mushroom island layer.

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The role of a BiomeProvider is to handle the generation of the dimensions biome map.
This particular type allows for the creation of a layer based biome mapping system
that allows for extreme configuration. The most important concept to keep in mind
when building a BiomeProvider, is scale. Every zoom/magify increases the relative
size of all GenLayers before it in the chain. This allows for things to be done on
an extremely large scale at the top of the chain, and a very small scale at the bottom
of the chain. This is extremely complicated, please see default configs for some
examples.
setGenLayers:
Arguments:
Genlayer, Genlayer
Usage:
genlayer, zoomed genlayer
Notes:
Sets the Genlayer chain for this BiomeProvider. The second layer should be the same as the first layer, but with an added GenLayerVoronoiZoom on the end. The first one is used for the lerped terrain generation, the second is used for the detailed biome map.
magnify:
Arguments:
long, Genlayer, int
Usage:
seed offset, genlayer to zoom, zoom count
Notes:
Adds zoom count GenLayerZoom layers to the provided GenLayer. This is just a helper method to quickly add multiple GenLayerZoom layers at once.

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The role of a BiomeProvider is to handle the generation of the dimensions biome map.
This particular type uses only a single biome, and is what is used for the Nether
and the End.
setBiome:
Arguments:
Non_Null_Biome_ID
Usage:
biome ID
Notes:
Sets the single biome to be used for this BiomeProvider as the provided biome ID.

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The role of a BlockReplacement is to handle all instances where you need to replace
one block with another. For instance, it can be used to raise or lower the water
height, replace oceans with lava, replace leaves with diamond blocks, etc. The key
is using the correct GenerationPoint, so that the replacement is done at the right
time during generation.
addGenerationPoint:
Arguments:
String
Usage:
Generation_Point_ID
Notes:
Adds a generation point for this block replacement to be run at. Options in order of first to last occurance in generation are: "BIOME_BLOCK_REPLACEMENT", "POPULATE_CHUNK_PRE", "DECORATE_CHUNK_PRE", "DECORATE_CHUNK_POST", "POPULATE_CHUNK_POST", "WORLD_GENERATOR_FIRST", "WORLD_GENERATOR_LAST"

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This extends BlockReplacement. Therefore, any scripting methods in BlockReplacement
can be used for block replacements of this type. This is a basic block replacement
with a min and max height setting.
setReplacement:
Arguments:
String, int
Usage:
block ID, meta
Notes:
Sets the block replacement and meta.
setReplacement:
Arguments:
String
Usage:
block ID
Notes:
Sets the block replacement with a meta of 0.
setMaxHeight:
Arguments:
int
Usage:
height
Default Values:
256
Notes:
Sets the max height for this block replacement.
setMinHeight:
Arguments:
int
Usage:
height
Default Values:
0
Notes:
Sets the min height for this block replacement.
setBlockToReplace:
Arguments:
String
Usage:
block ID
Notes:
Sets the block to be replaced with a meta of 0.
setBlockToReplace:
Arguments:
String, int
Usage:
block ID, meta
Notes:
Sets the block and meta to be replaced.
addGenerationPoint:
Arguments:
String
Usage:
Generation_Point_ID
Notes:
Adds a generation point for this block replacement to be run at. Options in order of first to last occurance in generation are: "BIOME_BLOCK_REPLACEMENT", "POPULATE_CHUNK_PRE", "DECORATE_CHUNK_PRE", "DECORATE_CHUNK_POST", "POPULATE_CHUNK_POST", "WORLD_GENERATOR_FIRST", "WORLD_GENERATOR_LAST"

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The role of a ChunkGenerator is to handle all things related to terrain and structure
generation.
disableMapGen:
Arguments:
String
Usage:
Disables the provided MapGen type. Types are "CAVES", "CAVES_NETHER", "RAVINE", "END_CITY", "MINESHAFT", "NETHER_BRIDGE", "SCATTERED_FEATURE", "STRONGHOLD", "VILLAGE", "OCEAN_MONUMENT"

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This is where the main things can be configured for each dimension. WorldProvider,
ChunkGenerator, BiomeProvider and BlockReplacements.
setBiomeProvider:
Arguments:
String, String
Usage:
script name, BiomeProvider type
Notes:
Used to set the BiomeProvider script and BiomeProvider type. Neither option may be null. Type options are "SURFACE", "SINGLE", "CUSTOM_LIGHT", "CUSTOM_MEDIUM"
setWorldProvider:
Arguments:
String, String
Usage:
script name, WorldProvider type
Notes:
Used to set the WorldProvider script and WorldProvider type. Either option can be null. Type options are "Overworld", "Nether", "The End"
setChunkGenerator:
Arguments:
String, String
Usage:
script name, ChunkGenerator type
Notes:
Sets the ChunkGenerator script and ChunkGenerator type. The ChunkGenerator type can be null. Type options are "SURFACE", "FLAT", "HELL", "END", "VOID"
setChunkGeneratorType:
Arguments:
String
Usage:
ChunkProvider type
Notes:
Used to set the ChunkGenerator type. Type options are "SURFACE", "FLAT", "HELL", "END", "VOID"
addBlockReplacement:
Arguments:
String, String
Usage:
script name, BlockReplacement type
Notes:
Used to add a BlockReplacement script of the provided type. Type options are "Simple"
setWorldProviderScript:
Arguments:
String
Usage:
script name
Notes:
Used to set the WorldProvider script.
setWorldProviderType:
Arguments:
String
Usage:
WorldProvider type
Notes:
Sets the WorldProvider type. Options are "Overworld", "Nether", "The End"
setChunkGeneratorScript:
Arguments:
String
Usage:
script name
Notes:
Sets the ChunkGenerator script.

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A copy of the vanilla GenLayerAddMushroomIsland with an optional disable. I can't
think of a single reason to use this rather than just not adding the layer.
Constructor:
Arguments:
long, GenLayer
Argument Usage:
base layer seed, parent layer
Notes:
Constructs the layer with the seed and parent.
shouldDisableMushroomIslandLayer:
Arguments:
boolean
Default Values:
false
Notes:
Sets whether the layer should be disabled

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A layer to be used as a base to fill the world with a single biome. Good for when
you want a single base biome, such as in the Jungle_Islands preset example.
Constructor:
Arguments:
long
Argument Usage:
layer base seed
Notes:
Constructs the layer with the single biome set to 0/"Ocean".
Constructor:
Arguments:
long, Non_Null_Biome_ID
Argument Usage:
layer base seed, biome ID
Notes:
Constructs the layer and sets the biome it will fill the world with.
setBiome:
Arguments:
Non_Null_Biome_ID
Usage:
biome ID
Notes:
Sets the biome this layer will fill the world with.

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A configurable version of the vanilla GenLayerBiome. Replaces the heat map with a
pseudo-random weighted biome map.
Constructor:
Arguments:
long, GenLayer
Argument Usage:
base layer seed, parent layer
Notes:
Constructs the layer with its seed and parent layer.
addBiome:
Arguments:
String, Non_Null_Biome_ID, int
Usage:
biome type, biome ID, weight
Notes:
Adds the provided biome id to the provided type with the provided weight. Type options are "Ocean", "Desert", "Warm", "Cool", "Icy".
addBiome:
Arguments:
String, Non_Null_Biome_ID
Usage:
biome type, biome ID
Notes:
Adds the provided biome id to the provided type with a weight of 1. Type options are "Ocean", "Desert", "Warm", "Cool", "Icy"
setSpecialBiome:
Arguments:
String, Non_Null_Biome_ID
Usage:
biome type, biome ID
Notes:
Sets the special biome for the provided type. Type options are "Ocean", "Desert", "Warm", "Cool", "Icy".
setSpecialVariantChance:
Arguments:
String, int
Usage:
biome type, chance
Notes:
Sets the chance for the special variant biome to be used for the provided type. The chance is 1 in the provided number. Type options are "Ocean", "Desert", "Warm", "Cool", "Icy".
setSpecialVariantChance:
Arguments:
int
Usage:
chance
Notes:
Sets the global chance for the special variant biome to be used. This will set the chance for all types. Set this before you set specific ones or it will overwrite. The chance is 1 in the provided number.
setSpecialVariantBiome:
Arguments:
String, Non_Null_Biome_ID
Usage:
biome type, biome ID
Notes:
Sets the special variant biome for the provided type. Type options are "Ocean", "Desert", "Warm", "Cool", "Icy".

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A configurable version of the vanilla GenLayerBiomeEdge. Replaces biomes with objectionable
neighbors with biomes that make more sense.
Constructor:
Arguments:
long, GenLayer
Argument Usage:
base layer seed, parent layer
Notes:
Constructs the layer with its seed and parent layer.
addBiomeEdge:
Arguments:
Non_Null_Biome_ID_Array, Biome_ID_Array, Biome_ID_Array, Non_Null_Biome_ID
Usage:
biome IDs, whitelist, blacklist, edge biome ID
Notes:
Adds a biome edge for the provided biomes with a whitelist/blacklist.
addBiomeEdge:
Arguments:
Non_Null_Biome_ID_Array, Non_Null_Biome_ID
Usage:
biome IDs, edge biome ID
Notes:
Adds a biome edge for the provided biomes with no whitelist or blacklist.

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A layer used to combine two parent layers using a whitelist. If the biome from the
first parent is in the whitelist, it's used, otherwise the biome from the second
parent is used. This is useful for doing things like combining a heat map and a terrain
map.
Constructor:
Arguments:
long, GenLayer, GenLayer, Non_Null_Biome_ID_Array
Argument Usage:
base layer seed, first parent layer, second parent layer, whitelist
Notes:
Constructs the layer with its seed, parent layers and whitelist.

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A copy of the vanilla GenLayerDeepOcean with an optional disable. I can't think of
a single reason to use this rather than just not adding the layer.
Constructor:
Arguments:
long, GenLayer
Argument Usage:
base layer seed, parent layer
Notes:
Constructs the layer with the seed and parent.
disableDeepOceanLayer:
Arguments:
boolean
Default Values:
false
Notes:
Disables the layer

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A more configurable version of GenLayerBiomeDC. Replaces the heat map with a pseudo-random
weighted biome map. For the vanilla heat map, normally 1 is desert, 2 is warm, 3
is cool, 4 is icy.
Constructor:
Arguments:
long, GenLayer
Argument Usage:
base layer seed, parent
Notes:
Constructs the layer with the seed and parent.
addBiome:
Arguments:
Non_Null_Biome_ID, Non_Null_Biome_ID, int
Usage:
heat ID, biome ID, weight
Notes:
Adds the provided biome id to the provided heat id with the provided weight. What heat ids are available depends on the GenLayer used before this.
addBiome:
Arguments:
Non_Null_Biome_ID, Non_Null_Biome_ID
Usage:
heat ID, biome ID
Notes:
Adds the provided biome id to the provided heat id with a weight of 1. What heat ids are available depends on the GenLayer used before this
setSpecialBiome:
Arguments:
Non_Null_Biome_ID, Non_Null_Biome_ID
Usage:
heat ID, biome ID
Notes:
Sets the special biome for the provided heat id. What heat ids are available depends on the GenLayer used before this.
setSpecialVariantChance:
Arguments:
Non_Null_Biome_ID, int
Usage:
heat ID, chance
Notes:
Sets the chance for the special variant biome to be used for the provided heat id. The chance is 1 in the provided number. What heat ids are available depends on the GenLayer used before this.
setSpecialVariantChance:
Arguments:
int
Usage:
chance
Notes:
Sets the global chance for the special variant biome to be used. This will set the chance for all heat ids. Set this before you set specific ones or it will overwrite. The chance is 1 in the provided number.
setSpecialVariantBiome:
Arguments:
Non_Null_Biome_ID, Non_Null_Biome_ID
Usage:
heat ID, biome ID
Notes:
Sets the special variant biome for the provided heat id. What heat ids are available depends on the GenLayer used before this.

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This GenLayer is used to create a repeating set of ids on the Z axis based upon an
array. This is mainly used to create a semi-realistic wrapping heat map.
Constructor:
Arguments:
long
Argument Usage:
seed
Notes:
Constructors the layer, setting the seed to be used.
Constructor:
Arguments:
long, Non_Null_Biome_ID_Array
Argument Usage:
seed, heat array
Notes:
Constructors the layer, setting the seed and heat array to be used.
setHeatArray:
Arguments:
Non_Null_Biome_ID_Array
Usage:
heat array
Notes:
Sets the heat array the layer will use.

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A configurable version of the vanilla GenLayerHills. Pseudo-randomly adds hill and
mutated biomes to existing biomes.
Constructor:
Arguments:
long, GenLayer, GenLayer
Argument Usage:
layer base seed, first parent, second parent
Notes:
Constructs the layer with its seed and parent layers. The first layer is the normal biome map, and the second is the hill/river initialization layer.
setMutation:
Arguments:
Non_Null_Biome_ID, Non_Null_Biome_ID
Usage:
biome ID, mutation biome ID
Notes:
Sets the mutation biome for the provided biomeID.
setHill:
Arguments:
Non_Null_Biome_ID, Non_Null_Biome_ID_Array
Usage:
Sets the hill biomes for the provided biomeID.

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A configurable version of the vanilla GenLayerRemoveTooMuchOcean. Removes "excess"
ocean biomes.
Constructor:
Arguments:
long, GenLayer
Argument Usage:
base layer seed, parent layer
Notes:
Constructs the layer with its base seed and parent layer.
setOceanSize:
Arguments:
String
Usage:
ocean size
Notes:
Sets the ocean size for the layer. Options are "Small", "Large", "Default". Small replaces all ocean with plains, large does nothing, default does vanilla removal behavior.

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A layer for replacing all biomes with a single biome.
Constructor:
Arguments:
long, GenLayer
Argument Usage:
base layer seed, parent layer
Notes:
Constructs the layer with its base seed and parent layer.
Constructor:
Arguments:
long, GenLayer, Non_Null_Biome_ID
Argument Usage:
base layer seed, parent layer
Notes:
Constructs the layer with its base seed and parent layer and sets the replacement biome.
setReplacement:
Arguments:
Non_Null_Biome_ID
Usage:
Sets the biome this layer will replace all biomes with

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A configurable version of the vanilla GenLayerRiverMix. Uses a biome map and a river
map layer to set configurable river biomes for biomes.
Constructor:
Arguments:
long, GenLayer, GenLayer
Argument Usage:
base layer seed, biome map parent layer, river map layer
Notes:
Constructs the layer, setting the base layer seed and parent layers.
setRiverBiome:
Arguments:
Non_Null_Biome_ID, Non_Null_Biome_ID
Usage:
biome ID, river biome ID
Notes:
Sets the river biome for the provided biomeID.

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This layer is meant to be a combined/improved version of the edge and mushroom island
layers. The idea is you set a biome or list of biomes, a list of biomes to look for
around it, a required count of those biomes, a replacement biome and optionally a
random chance. If the biome is found, touching >= count biomes from the list to look
for, then it is replaced with the replacement biome. If using a chance, this has
a 1/chance chance of happening. Check the Jungle_Islands preset for many commented
examples.
Constructor:
Arguments:
long, GenLayer
Argument Usage:
base layer seed, parent layer
Notes:
Constructs the layer with its base seed and parent layer.
addData:
Arguments:
Non_Null_Biome_ID_Array, int, Non_Null_Biome_ID, int
Usage:
biome IDs, required count, replacement biome ID, chance
Notes:
Sets the biomes to check neighbors for, the required count of acceptable neighbors, the replacement biome ID and a random chance. Chance for it to happen is 1/chance.
addData:
Arguments:
Non_Null_Biome_ID_Array, Biome_ID_Array, Biome_ID_Array, int, Non_Null_Biome_ID
Usage:
biome IDs, whitelist, blacklist, required count, replacement biome ID
Notes:
Sets the biomes to check neighbors for, the whitelist/blacklist, the required count of acceptable neighbors and the replacement biome. If there are at least requiredCount number of neighbors nearby that are in the whitelist/not in the blacklist, the biome is replaced with the replacement biome.
addData:
Arguments:
Non_Null_Biome_ID_Array, Biome_ID_Array, Biome_ID_Array, int, Non_Null_Biome_ID, int
Usage:
biome IDs, whitelist, blacklist, required count, replacement biome ID, chance
Notes:
Sets the biomes to check neighbors for, the whitelist/blacklist, the required count of acceptable neighbors, the replacement biome and a random chance. If there are at least requiredCount number of neighbors nearby that are in the whitelist/not in the blacklist, there is a 1/chance chance for the biome to be replaced with the replacement biome.
addData:
Arguments:
Non_Null_Biome_ID_Array, int, Non_Null_Biome_ID
Usage:
biome IDs, required count, replacement biome ID
Notes:
Sets biomes to check neighbors for, the required count of acceptable neighbors and the replacement biome ID.

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Not all options tested for dimension specific use. Some options may have unforseen
results when used dimension specific.
setSeed:
Arguments:
Long
Usage:
seed
Notes:
Sets the world seed.
setThundering:
Arguments:
Boolean
Notes:
Sets permanent thundering.
setWorldType:
Arguments:
String
Usage:
WorldType ID
Notes:
Sets the world type.
setDifficulty:
Arguments:
String
Usage:
difficulty
Notes:
Sets the difficulty. Options are "Peaceful", "Easy", "Normal", "Hard".
setRaining:
Arguments:
Boolean
Notes:
Sets permanent raining.
setCommandsAllowed:
Arguments:
Boolean
Notes:
Sets if commands are allowed.
setGeneratorOptions:
Arguments:
String
Usage:
vanilla generation options string
Notes:
Sets the generator options string. This is the string used by the vanilla Customized world type for customizing the world.
setMapFeaturesEnabled:
Arguments:
Boolean
Notes:
Sets if map features are enabled.
setDifficultyLocked:
Arguments:
Boolean
Notes:
Sets if the difficulty is locked.