Class Biomes.Biome
java.lang.Object
net.risingworld.api.definitions.Biomes.Biome
- Enclosing class:
Biomes
Biome (or sub-biome). Bound to a region, i.e each region contains various biomes. Biomes are assigned block-wise
-
Field Summary
FieldsModifier and TypeFieldDescriptionfloatintArray containing all plants which could spawn in this biome in coastal areas.ID for coast / beachesID for deep underground stoneID for dirtintDetermines how thick (in blocks) the dirt surface will beintDetermines optional vertical (Y) offset for plants and rocks.Rocks only subset of rockDefs (the rock spawn category also holds trunks, logs etc.), used for cave entrance bouldersID for grass.intDetermines how thick (in blocks) the grass surface will beintGround noise amplitude factor.intSecondary ground noise amplitude factor.Ground noise soil texture (i.e.Secondary ground noise soil texture (i.e.Ground noise grass texture (i.e.Secondary ground noise grass texture (i.e.Ground noise rock texture (i.e.Secondary ground noise rock texture (i.e.floatOptional scale factor for x and z factor when getting the noise.floatOptional scale factor for x and z factor when getting the secondary noise.intThreshold for ground noise to replace ground texture.intThreshold for secondary ground noise to replace ground texture.byteintfloatDetermines a maximum value for the snowiness/wetness (overrides the snowiness/wetness in this biome).intfloatDetermines a minimum value for the snowiness/wetness (overrides the snowiness/wetness in this biome).Name of the biomeintHow frequently does this biome spawn?intArray containing all plants which could spawn in this biome.Optional reference biome.intArray containing all rocks which could spawn in this biome.ID for exposed stone, i.e.intDetermines how thick (in blocks) the rock surface will bebooleanIf true, snow will be on top of very tall mountainsID for underground stone (below surface)intTemperature (celsius) inside this biomeintArray containing all trees which could spawn in this biome.intArray containing all underwater plants which could spawn in this biome.intID for underwater area (not sea ground which is always a fixed texture!)ID for water inside this biome (does not apply to ocean!) -
Method Summary
-
Field Details
-
id
public byte id -
name
Name of the biome -
occurrence
public int occurrenceHow frequently does this biome spawn? -
referencebiome
Optional reference biome. If set, the spawn definitions from the referenced biome are also used for this biome -
grasstexture
ID for grass. Already contains grass height value -
dirttexture
ID for dirt -
stonetexture
ID for underground stone (below surface) -
deepstonetexture
ID for deep underground stone -
rocktexture
ID for exposed stone, i.e. cliffs, mountains etc. -
coasttexture
ID for coast / beaches -
underwatertexture
ID for underwater area (not sea ground which is always a fixed texture!) -
watertexture
ID for water inside this biome (does not apply to ocean!) -
grassthickness
public int grassthicknessDetermines how thick (in blocks) the grass surface will be -
dirtthickness
public int dirtthicknessDetermines how thick (in blocks) the dirt surface will be -
rockthickness
public int rockthicknessDetermines how thick (in blocks) the rock surface will be -
minaltitude
public int minaltitude -
maxaltitude
public int maxaltitude -
plantcoverage
public int plantcoverage -
plantDefs
Array containing all plants which could spawn in this biome. There may be multiple entries of the same plant in this array, based on the "occurrence" setting in the database -
treecoverage
public int treecoverage -
treeDefs
Array containing all trees which could spawn in this biome. There may be multiple entries of the same tree in this array, based on the "occurrence" setting in the database -
underwatercoverage
public int underwatercoverage -
underwaterPlantDefs
Array containing all underwater plants which could spawn in this biome. There may be multiple entries of the same plant in this array, based on the "occurrence" setting in the database -
rockcoverage
public int rockcoverage -
rockDefs
Array containing all rocks which could spawn in this biome. There may be multiple entries of the same rock in this array, based on the "occurrence" setting in the database -
entranceRockDefs
Rocks only subset of rockDefs (the rock spawn category also holds trunks, logs etc.), used for cave entrance boulders -
coastcoverage
public int coastcoverage -
coastDefs
Array containing all plants which could spawn in this biome in coastal areas. There may be multiple entries of the same plant in this array, based on the "occurrence" setting in the database -
underwaterplantsurfacedist
public int underwaterplantsurfacedist -
elementoffset
public int elementoffsetDetermines optional vertical (Y) offset for plants and rocks. Default: 0. Only useful if you want plants to spawn above ground (in the air), or slightly below ground -
banditspawnchance
public float banditspawnchance -
temperature
public int temperatureTemperature (celsius) inside this biome -
snowymountains
public boolean snowymountainsIf true, snow will be on top of very tall mountains -
minsnowinesswetness
public float minsnowinesswetnessDetermines a minimum value for the snowiness/wetness (overrides the snowiness/wetness in this biome). By default -1 -
maxsnowinesswetness
public float maxsnowinesswetnessDetermines a maximum value for the snowiness/wetness (overrides the snowiness/wetness in this biome). By default 1 -
groundnoise
public int groundnoiseGround noise amplitude factor. 0 if no noise should be used. Higher values make noise more spikey, lower values softer -
groundnoisethreshold
public int groundnoisethresholdThreshold for ground noise to replace ground texture. Checks for greater values (i.e. replace if noise > threshold). To invert check (noise < threshold), use negative value -
groundnoisescale
public float groundnoisescaleOptional scale factor for x and z factor when getting the noise. Default is 1 -
groundnoisegrass
Ground noise grass texture (i.e. which material grass should be replaced with). If AIR (0), it is ignored -
groundnoisedirt
Ground noise soil texture (i.e. which material soil should be replaced with). If AIR (0), it is ignored -
groundnoiserock
Ground noise rock texture (i.e. which material surface stone should be replaced with). If AIR (0), it is ignored -
groundnoise2
public int groundnoise2Secondary ground noise amplitude factor. 0 if no noise should be used. Higher values make noise more spikey, lower values softer -
groundnoisethreshold2
public int groundnoisethreshold2Threshold for secondary ground noise to replace ground texture. Checks for greater values (i.e. replace if noise > threshold). To invert check (noise < threshold), use negative value -
groundnoisescale2
public float groundnoisescale2Optional scale factor for x and z factor when getting the secondary noise. Default is 1 -
groundnoisegrass2
Secondary ground noise grass texture (i.e. which material grass should be replaced with). If AIR (0), it is ignored -
groundnoisedirt2
Secondary ground noise soil texture (i.e. which material soil should be replaced with). If AIR (0), it is ignored -
groundnoiserock2
Secondary ground noise rock texture (i.e. which material surface stone should be replaced with). If AIR (0), it is ignored
-
-
Method Details
-
synchronize
public void synchronize()
-