Class Biomes.Biome

java.lang.Object
net.risingworld.api.definitions.Biomes.Biome
Enclosing class:
Biomes

public final class Biomes.Biome extends Object
Biome (or sub-biome). Bound to a region, i.e each region contains various biomes. Biomes are assigned block-wise
  • Field Details

    • id

      public byte id
    • name

      public String name
      Name of the biome
    • occurrence

      public int occurrence
      How frequently does this biome spawn?
    • referencebiome

      public String referencebiome
      Optional reference biome. If set, the spawn definitions from the referenced biome are also used for this biome
    • grasstexture

      public Biomes.Terrain grasstexture
      ID for grass. Already contains grass height value
    • dirttexture

      public Biomes.Terrain dirttexture
      ID for dirt
    • stonetexture

      public Biomes.Terrain stonetexture
      ID for underground stone (below surface)
    • deepstonetexture

      public Biomes.Terrain deepstonetexture
      ID for deep underground stone
    • rocktexture

      public Biomes.Terrain rocktexture
      ID for exposed stone, i.e. cliffs, mountains etc.
    • coasttexture

      public Biomes.Terrain coasttexture
      ID for coast / beaches
    • underwatertexture

      public Biomes.Terrain underwatertexture
      ID for underwater area (not sea ground which is always a fixed texture!)
    • watertexture

      public Biomes.Terrain watertexture
      ID for water inside this biome (does not apply to ocean!)
    • grassthickness

      public int grassthickness
      Determines how thick (in blocks) the grass surface will be
    • dirtthickness

      public int dirtthickness
      Determines how thick (in blocks) the dirt surface will be
    • rockthickness

      public int rockthickness
      Determines how thick (in blocks) the rock surface will be
    • minaltitude

      public int minaltitude
    • maxaltitude

      public int maxaltitude
    • plantcoverage

      public int plantcoverage
    • plantDefs

      public Plants.PlantDefinition[] 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

      public Plants.PlantDefinition[] 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

      public Plants.PlantDefinition[] 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

      public Plants.PlantDefinition[] 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

      public Plants.PlantDefinition[] 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

      public Plants.PlantDefinition[] 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 elementoffset
      Determines 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 temperature
      Temperature (celsius) inside this biome
    • snowymountains

      public boolean snowymountains
      If true, snow will be on top of very tall mountains
    • minsnowinesswetness

      public float minsnowinesswetness
      Determines a minimum value for the snowiness/wetness (overrides the snowiness/wetness in this biome). By default -1
    • maxsnowinesswetness

      public float maxsnowinesswetness
      Determines a maximum value for the snowiness/wetness (overrides the snowiness/wetness in this biome). By default 1
    • groundnoise

      public int groundnoise
      Ground noise amplitude factor. 0 if no noise should be used. Higher values make noise more spikey, lower values softer
    • groundnoisethreshold

      public int groundnoisethreshold
      Threshold 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 groundnoisescale
      Optional scale factor for x and z factor when getting the noise. Default is 1
    • groundnoisegrass

      public Biomes.Terrain groundnoisegrass
      Ground noise grass texture (i.e. which material grass should be replaced with). If AIR (0), it is ignored
    • groundnoisedirt

      public Biomes.Terrain groundnoisedirt
      Ground noise soil texture (i.e. which material soil should be replaced with). If AIR (0), it is ignored
    • groundnoiserock

      public Biomes.Terrain groundnoiserock
      Ground noise rock texture (i.e. which material surface stone should be replaced with). If AIR (0), it is ignored
    • groundnoise2

      public int groundnoise2
      Secondary ground noise amplitude factor. 0 if no noise should be used. Higher values make noise more spikey, lower values softer
    • groundnoisethreshold2

      public int groundnoisethreshold2
      Threshold 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 groundnoisescale2
      Optional scale factor for x and z factor when getting the secondary noise. Default is 1
    • groundnoisegrass2

      public Biomes.Terrain groundnoisegrass2
      Secondary ground noise grass texture (i.e. which material grass should be replaced with). If AIR (0), it is ignored
    • groundnoisedirt2

      public Biomes.Terrain groundnoisedirt2
      Secondary ground noise soil texture (i.e. which material soil should be replaced with). If AIR (0), it is ignored
    • groundnoiserock2

      public Biomes.Terrain 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()