minecraft server init
This commit is contained in:
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A copy of the vanilla GenLayerAddMushroomIsland with an optional disable. I can't
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think of a single reason to use this rather than just not adding the layer.
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Constructor:
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Arguments:
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long, GenLayer
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Argument Usage:
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base layer seed, parent layer
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Notes:
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Constructs the layer with the seed and parent.
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shouldDisableMushroomIslandLayer:
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Arguments:
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boolean
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Default Values:
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false
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Notes:
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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
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you want a single base biome, such as in the Jungle_Islands preset example.
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Constructor:
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Arguments:
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long
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Argument Usage:
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layer base seed
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Notes:
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Constructs the layer with the single biome set to 0/"Ocean".
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Constructor:
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Arguments:
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long, Non_Null_Biome_ID
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Argument Usage:
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layer base seed, biome ID
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Notes:
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Constructs the layer and sets the biome it will fill the world with.
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setBiome:
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Arguments:
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Non_Null_Biome_ID
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Usage:
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biome ID
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Notes:
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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
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pseudo-random weighted biome map.
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Constructor:
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Arguments:
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long, GenLayer
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Argument Usage:
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base layer seed, parent layer
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Notes:
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Constructs the layer with its seed and parent layer.
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addBiome:
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Arguments:
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String, Non_Null_Biome_ID, int
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Usage:
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biome type, biome ID, weight
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Notes:
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Adds the provided biome id to the provided type with the provided weight. Type options are "Ocean", "Desert", "Warm", "Cool", "Icy".
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addBiome:
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Arguments:
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String, Non_Null_Biome_ID
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Usage:
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biome type, biome ID
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Notes:
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Adds the provided biome id to the provided type with a weight of 1. Type options are "Ocean", "Desert", "Warm", "Cool", "Icy"
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setSpecialBiome:
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Arguments:
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String, Non_Null_Biome_ID
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Usage:
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biome type, biome ID
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Notes:
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Sets the special biome for the provided type. Type options are "Ocean", "Desert", "Warm", "Cool", "Icy".
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setSpecialVariantChance:
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Arguments:
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String, int
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Usage:
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biome type, chance
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Notes:
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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".
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setSpecialVariantChance:
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Arguments:
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int
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Usage:
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chance
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Notes:
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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.
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setSpecialVariantBiome:
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Arguments:
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String, Non_Null_Biome_ID
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Usage:
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biome type, biome ID
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Notes:
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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
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neighbors with biomes that make more sense.
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Constructor:
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Arguments:
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long, GenLayer
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Argument Usage:
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base layer seed, parent layer
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Notes:
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Constructs the layer with its seed and parent layer.
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addBiomeEdge:
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Arguments:
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Non_Null_Biome_ID_Array, Biome_ID_Array, Biome_ID_Array, Non_Null_Biome_ID
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Usage:
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biome IDs, whitelist, blacklist, edge biome ID
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Notes:
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Adds a biome edge for the provided biomes with a whitelist/blacklist.
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addBiomeEdge:
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Arguments:
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Non_Null_Biome_ID_Array, Non_Null_Biome_ID
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Usage:
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biome IDs, edge biome ID
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Notes:
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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
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first parent is in the whitelist, it's used, otherwise the biome from the second
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parent is used. This is useful for doing things like combining a heat map and a terrain
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map.
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Constructor:
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Arguments:
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long, GenLayer, GenLayer, Non_Null_Biome_ID_Array
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Argument Usage:
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base layer seed, first parent layer, second parent layer, whitelist
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Notes:
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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
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a single reason to use this rather than just not adding the layer.
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Constructor:
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Arguments:
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long, GenLayer
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Argument Usage:
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base layer seed, parent layer
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Notes:
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Constructs the layer with the seed and parent.
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disableDeepOceanLayer:
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Arguments:
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boolean
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Default Values:
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false
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Notes:
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Disables the layer
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A more configurable version of GenLayerBiomeDC. Replaces the heat map with a pseudo-random
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weighted biome map. For the vanilla heat map, normally 1 is desert, 2 is warm, 3
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is cool, 4 is icy.
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Constructor:
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Arguments:
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long, GenLayer
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Argument Usage:
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base layer seed, parent
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Notes:
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Constructs the layer with the seed and parent.
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addBiome:
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Arguments:
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Non_Null_Biome_ID, Non_Null_Biome_ID, int
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Usage:
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heat ID, biome ID, weight
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Notes:
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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.
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addBiome:
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Arguments:
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Non_Null_Biome_ID, Non_Null_Biome_ID
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Usage:
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heat ID, biome ID
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Notes:
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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
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setSpecialBiome:
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Arguments:
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Non_Null_Biome_ID, Non_Null_Biome_ID
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Usage:
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heat ID, biome ID
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Notes:
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Sets the special biome for the provided heat id. What heat ids are available depends on the GenLayer used before this.
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setSpecialVariantChance:
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Arguments:
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Non_Null_Biome_ID, int
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Usage:
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heat ID, chance
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Notes:
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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.
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setSpecialVariantChance:
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Arguments:
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int
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Usage:
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chance
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Notes:
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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.
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setSpecialVariantBiome:
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Arguments:
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Non_Null_Biome_ID, Non_Null_Biome_ID
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Usage:
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heat ID, biome ID
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Notes:
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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
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array. This is mainly used to create a semi-realistic wrapping heat map.
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Constructor:
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Arguments:
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long
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Argument Usage:
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seed
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Notes:
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Constructors the layer, setting the seed to be used.
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Constructor:
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Arguments:
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long, Non_Null_Biome_ID_Array
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Argument Usage:
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seed, heat array
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Notes:
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Constructors the layer, setting the seed and heat array to be used.
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setHeatArray:
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Arguments:
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Non_Null_Biome_ID_Array
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Usage:
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heat array
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Notes:
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Sets the heat array the layer will use.
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A configurable version of the vanilla GenLayerHills. Pseudo-randomly adds hill and
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mutated biomes to existing biomes.
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Constructor:
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Arguments:
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long, GenLayer, GenLayer
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Argument Usage:
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layer base seed, first parent, second parent
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Notes:
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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.
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setMutation:
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Arguments:
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Non_Null_Biome_ID, Non_Null_Biome_ID
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Usage:
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biome ID, mutation biome ID
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Notes:
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Sets the mutation biome for the provided biomeID.
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setHill:
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Arguments:
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Non_Null_Biome_ID, Non_Null_Biome_ID_Array
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Usage:
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Sets the hill biomes for the provided biomeID.
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A configurable version of the vanilla GenLayerRemoveTooMuchOcean. Removes "excess"
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ocean biomes.
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Constructor:
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Arguments:
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long, GenLayer
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Argument Usage:
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base layer seed, parent layer
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Notes:
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Constructs the layer with its base seed and parent layer.
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setOceanSize:
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Arguments:
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String
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Usage:
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ocean size
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Notes:
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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.
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Constructor:
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Arguments:
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long, GenLayer
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Argument Usage:
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base layer seed, parent layer
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Notes:
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Constructs the layer with its base seed and parent layer.
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Constructor:
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Arguments:
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long, GenLayer, Non_Null_Biome_ID
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Argument Usage:
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base layer seed, parent layer
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Notes:
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Constructs the layer with its base seed and parent layer and sets the replacement biome.
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setReplacement:
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Arguments:
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Non_Null_Biome_ID
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Usage:
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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
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map layer to set configurable river biomes for biomes.
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Constructor:
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Arguments:
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long, GenLayer, GenLayer
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Argument Usage:
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base layer seed, biome map parent layer, river map layer
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Notes:
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Constructs the layer, setting the base layer seed and parent layers.
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setRiverBiome:
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Arguments:
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Non_Null_Biome_ID, Non_Null_Biome_ID
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Usage:
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biome ID, river biome ID
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Notes:
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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
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layers. The idea is you set a biome or list of biomes, a list of biomes to look for
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around it, a required count of those biomes, a replacement biome and optionally a
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random chance. If the biome is found, touching >= count biomes from the list to look
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for, then it is replaced with the replacement biome. If using a chance, this has
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a 1/chance chance of happening. Check the Jungle_Islands preset for many commented
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examples.
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Constructor:
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Arguments:
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long, GenLayer
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Argument Usage:
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base layer seed, parent layer
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Notes:
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Constructs the layer with its base seed and parent layer.
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addData:
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Arguments:
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Non_Null_Biome_ID_Array, int, Non_Null_Biome_ID, int
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Usage:
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biome IDs, required count, replacement biome ID, chance
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Notes:
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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.
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addData:
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Arguments:
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Non_Null_Biome_ID_Array, Biome_ID_Array, Biome_ID_Array, int, Non_Null_Biome_ID
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Usage:
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biome IDs, whitelist, blacklist, required count, replacement biome ID
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Notes:
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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.
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addData:
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Arguments:
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Non_Null_Biome_ID_Array, Biome_ID_Array, Biome_ID_Array, int, Non_Null_Biome_ID, int
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Usage:
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biome IDs, whitelist, blacklist, required count, replacement biome ID, chance
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Notes:
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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.
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addData:
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Arguments:
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Non_Null_Biome_ID_Array, int, Non_Null_Biome_ID
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Usage:
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biome IDs, required count, replacement biome ID
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Notes:
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Sets biomes to check neighbors for, the required count of acceptable neighbors and the replacement biome ID.
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Reference in New Issue
Block a user