minecraft server init

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2025-07-23 08:37:00 +03:00
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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.