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Add frozen fungi and scarlet sanctuary biomes
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biomes: | ||
type: SINGLE | ||
biome: TUNDRA_TRACKS # The singular biome that will be used. | ||
biome: SCARLET_SANCTUARY # The singular biome that will be used. |
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id: EQ_TILTED_PLATEAU | ||
type: BIOME | ||
abstract: true | ||
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vars: &variables | ||
base: 71 | ||
height: 10 | ||
cellDist: ${customization.yml:biomeSpread.cellDistance} | ||
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terrain: | ||
sampler: | ||
dimensions: 3 | ||
type: EXPRESSION | ||
variables: *variables | ||
expression: | | ||
cliffify(-y + base + height * surfaceOffset(x,z) | ||
+ (biomeTilt(x - 2, z - 2) + 0.5) * 55, -1) | ||
+ (wallAddition(x,y,z) + 1) * 2 | ||
functions: | ||
cliffify: | ||
arguments: [x, border] | ||
expression: | | ||
if (x > border, | ||
if (x > 6, max(0.06428571 + 1.2975*(x / 3 + 5) - 0.1223214*(x / 3 + 5)^2, 0.1), max(0.06428571 + 1.2975*x - 0.1223214*x^2, 0.1)), | ||
x) | ||
samplers: | ||
wallAddition: | ||
dimensions: 3 | ||
type: OPEN_SIMPLEX_2S | ||
frequency: 0.09 | ||
biomeTilt: | ||
dimensions: 2 | ||
type: DOMAIN_WARP | ||
warp: | ||
type: OPEN_SIMPLEX_2 | ||
frequency: 0.05 | ||
amplitude: 7 | ||
sampler: | ||
dimensions: 2 | ||
type: CELLULAR | ||
return: OffsetNoiseLookup | ||
jitter: ${customization.yml:biomeSpread.cellJitter} | ||
frequency: 1 / ${customization.yml:biomeSpread.cellDistance} | ||
lookup: | ||
dimensions: 2 | ||
type: EXPRESSION | ||
variables: *variables | ||
expression: | | ||
x / cellDist + z / cellDist * 0.7 | ||
biomeDist: | ||
dimensions: 2 | ||
type: CELLULAR | ||
return: Distance | ||
jitter: ${customization.yml:biomeSpread.cellJitter} | ||
frequency: 1 / ${customization.yml:biomeSpread.cellDistance} | ||
surfaceOffset: | ||
dimensions: 2 | ||
type: FBM | ||
sampler: | ||
type: OPEN_SIMPLEX_2S | ||
frequency: 0.006 | ||
octaves: 3 | ||
lacunarity: 2 | ||
gain: 0.5 |
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id: FROZEN_FUNGI_RIVER | ||
type: BIOME | ||
extends: | ||
- MOUNTAIN_RIVER_FROZEN | ||
- EQ_GLOBAL_RIVER | ||
- FROZEN_FUNGI | ||
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original-noise: &originalNoise $biomes/rearth/base/eq_tilted_plateau.yml:terrain.sampler # Original noise to be turned into river | ||
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vars: &variables | ||
ceilingHeight: 80 # Base Y level of the ceiling | ||
ceilingVariation: 4 # How many blocks upwards ceiling height can vary | ||
originalStrength: 1 # How much the original noise contributes to ceiling shape | ||
ceilingSpikeVar: 18 # How many blocks down ceiling spikes will go | ||
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floorHeight: 42 # Base Y level of the floor | ||
floorVariation: 0 # How many blocks* upwards floor height can vary | ||
floorSpikeBias: 1 # How biased spikes are to going up or down, greater = more upwards | ||
floorStrength: 0.5 # Strength of negation above the floor, used for carving adjacent biomes | ||
floorSpikeVar: 18 # How many blocks* upwards spikes will come up from the floor | ||
# * Gets factored by floorStrength | ||
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terrain: | ||
sampler: | ||
type: EXPRESSION | ||
dimensions: 3 | ||
expression: | | ||
if(y > ceilingHeight + ceilingVariation, parentEq(x, y, z), // If y above carved area, use parent eq | ||
if(y < floorHeight, bottomEq(x, y, z), // If y below carved area, use bottom eq | ||
max(parentEq(x, y, z) - topEq(x, y, z), bottomEq(x, y, z)) // Otherwise combine top and bottom together | ||
) // This ensures no unnecessary calculations | ||
) // and saves some performance | ||
variables: *variables | ||
samplers: | ||
parentEq: *originalNoise | ||
topEq: # Top half of river - includes original terrain | ||
type: EXPRESSION | ||
dimensions: 3 | ||
expression: if(ceilingEq(x, y, z) > 0, (ceilingEq(x, y, z)^2)*(1/originalStrength), 0) | ||
variables: *variables | ||
samplers: | ||
ceilingEq: # Controls the shape of the ceiling | ||
type: EXPRESSION | ||
dimensions: 3 | ||
expression: -y + ceilingHeight + (noise(x, z)+1)/2 * ceilingVariation | ||
variables: *variables | ||
samplers: | ||
noise: | ||
dimensions: 2 | ||
type: OPEN_SIMPLEX_2 | ||
spikes: &spikes | ||
dimensions: 2 | ||
type: LINEAR | ||
min: -1 | ||
max: 0.2 | ||
sampler: | ||
type: CELLULAR | ||
frequency: 0.08 | ||
bottomEq: # Bottom half of river - makes up the river bed | ||
type: EXPRESSION | ||
dimensions: 3 | ||
expression: -y + floorHeight - if(y > floorHeight,floorStrength*(-(-y + floorHeight))^2,0) + (noise(x, z)+1)/2 * floorVariation | ||
variables: *variables | ||
samplers: | ||
noise: | ||
dimensions: 2 | ||
type: OPEN_SIMPLEX_2 | ||
frequency: 0.03 | ||
spikes: *spikes # Use same noise from ceiling spikes |
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id: SCARLET_SANCTUARY_RIVER | ||
type: BIOME | ||
extends: | ||
- RIVER | ||
- EQ_GLOBAL_RIVER | ||
- SCARLET_SANCTUARY | ||
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original-noise: &originalNoise $biomes/rearth/base/eq_tilted_plateau.yml:terrain.sampler # Original noise to be turned into river | ||
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vars: &variables | ||
ceilingHeight: 80 # Base Y level of the ceiling | ||
ceilingVariation: 4 # How many blocks upwards ceiling height can vary | ||
originalStrength: 1 # How much the original noise contributes to ceiling shape | ||
ceilingSpikeVar: 18 # How many blocks down ceiling spikes will go | ||
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floorHeight: 42 # Base Y level of the floor | ||
floorVariation: 0 # How many blocks* upwards floor height can vary | ||
floorSpikeBias: 1 # How biased spikes are to going up or down, greater = more upwards | ||
floorStrength: 0.5 # Strength of negation above the floor, used for carving adjacent biomes | ||
floorSpikeVar: 18 # How many blocks* upwards spikes will come up from the floor | ||
# * Gets factored by floorStrength | ||
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terrain: | ||
sampler: | ||
type: EXPRESSION | ||
dimensions: 3 | ||
expression: | | ||
if(y > ceilingHeight + ceilingVariation, parentEq(x, y, z), // If y above carved area, use parent eq | ||
if(y < floorHeight, bottomEq(x, y, z), // If y below carved area, use bottom eq | ||
max(parentEq(x, y, z) - topEq(x, y, z), bottomEq(x, y, z)) // Otherwise combine top and bottom together | ||
) // This ensures no unnecessary calculations | ||
) // and saves some performance | ||
variables: *variables | ||
samplers: | ||
parentEq: *originalNoise | ||
topEq: # Top half of river - includes original terrain | ||
type: EXPRESSION | ||
dimensions: 3 | ||
expression: if(ceilingEq(x, y, z) > 0, (ceilingEq(x, y, z)^2)*(1/originalStrength), 0) | ||
variables: *variables | ||
samplers: | ||
ceilingEq: # Controls the shape of the ceiling | ||
type: EXPRESSION | ||
dimensions: 3 | ||
expression: -y + ceilingHeight + (noise(x, z)+1)/2 * ceilingVariation | ||
variables: *variables | ||
samplers: | ||
noise: | ||
dimensions: 2 | ||
type: OPEN_SIMPLEX_2 | ||
spikes: &spikes | ||
dimensions: 2 | ||
type: LINEAR | ||
min: -1 | ||
max: 0.2 | ||
sampler: | ||
type: CELLULAR | ||
frequency: 0.08 | ||
bottomEq: # Bottom half of river - makes up the river bed | ||
type: EXPRESSION | ||
dimensions: 3 | ||
expression: -y + floorHeight - if(y > floorHeight,floorStrength*(-(-y + floorHeight))^2,0) + (noise(x, z)+1)/2 * floorVariation | ||
variables: *variables | ||
samplers: | ||
noise: | ||
dimensions: 2 | ||
type: OPEN_SIMPLEX_2 | ||
frequency: 0.03 | ||
spikes: *spikes # Use same noise from ceiling spikes |
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id: FROZEN_FUNGI | ||
type: BIOME | ||
vanilla: minecraft:mushroom_fields | ||
extends: [ EQ_TILTED_PLATEAU, CARVING_LAND, BASE ] | ||
color: $biomes/colors.yml:MUSHROOM_HILLS | ||
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tags: | ||
- USE_COLD_FUNGI_RIVER | ||
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colors: | ||
foliage: 0xa6e2ed | ||
grass: 0x2AB2C7 | ||
water: 0xA298E4 | ||
water-fog: 0x50533 | ||
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palette: | ||
- SHROOM_SNOW_MIX: 319 | ||
- MUDDY_BEACH: 63 | ||
- << meta.yml:palette-bottom | ||
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features: | ||
preprocessors: | ||
- POWDER_SNOW_DEPOSITS | ||
slabs: | ||
- SNOW_LAYERS | ||
trees: | ||
- COLD_FUNGI | ||
flora: | ||
- SMALL_MUSHROOMS | ||
landforms: | ||
- MOSSY_BOULDERS | ||
# - GIANT_BOULDERS | ||
# flora: | ||
# - GRASS | ||
# - TALL_GRASS | ||
# - CROSSING_STONE_VINES | ||
# - LARGE_LEAF_VINES_UNCOLORED | ||
# - TREE_VINES | ||
# - POPPY_PATCH | ||
# - FERNS | ||
# - DANDELION_PATCH | ||
# - SMALL_DRIPLEAF | ||
# - BIG_DRIPLEAF | ||
# - SMALL_MUSHROOMS | ||
# trees: | ||
# - DEAD_SWAMP_TREES | ||
# - DEAD_TREES_SPARSE | ||
# - LUSH_FOREST_TREES | ||
# - LARGE_MUSHROOMS |
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id: SCARLET_SANCTUARY | ||
type: BIOME | ||
vanilla: minecraft:forest | ||
extends: [ EQ_TILTED_PLATEAU, CARVING_LAND, BASE ] | ||
color: $biomes/colors.yml:BAMBOO_JUNGLE | ||
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tags: | ||
- USE_SCARLET_RIVER | ||
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colors: | ||
foliage: 0xEC5448 | ||
grass: 0x599c2c | ||
water: 0x5DB7EF | ||
water-fog: 0x14a2c5 | ||
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palette: | ||
- GRASS_DENSE_MOSSY: 319 | ||
- MUDDY_BEACH: 63 | ||
- << meta.yml:palette-bottom | ||
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features: | ||
landforms: | ||
- GIANT_BOULDERS | ||
flora: | ||
- GRASS | ||
- TALL_GRASS | ||
- CROSSING_STONE_VINES | ||
- LARGE_LEAF_VINES_UNCOLORED | ||
- TREE_VINES | ||
- POPPY_PATCH | ||
- FERNS | ||
- DANDELION_PATCH | ||
- SMALL_DRIPLEAF | ||
- BIG_DRIPLEAF | ||
- SMALL_MUSHROOMS | ||
trees: | ||
- DEAD_SWAMP_TREES | ||
- DEAD_TREES_SPARSE | ||
- LUSH_FOREST_TREES | ||
- LARGE_MUSHROOMS |
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id: GIANT_BOULDERS | ||
type: FEATURE | ||
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distributor: | ||
type: AND | ||
distributors: | ||
- type: PADDED_GRID | ||
width: 15 | ||
padding: 5 | ||
salt: 1923 | ||
- type: SAMPLER | ||
sampler: | ||
type: PROBABILITY | ||
sampler: | ||
type: OPEN_SIMPLEX_2 | ||
salt: 3119 | ||
frequency: 0.06 | ||
threshold: 0.15 | ||
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locator: | ||
type: AND | ||
locators: | ||
- type: SURFACE | ||
range: &range | ||
min: ${meta.yml:ocean-level} + 5 | ||
max: $meta.yml:top-y | ||
- type: PATTERN | ||
range: *range | ||
pattern: | ||
type: MATCH_SET | ||
blocks: $features/vegetation/meta.yml:plantable-blocks | ||
offset: -1 | ||
- type: ADJACENT_PATTERN | ||
range: *range | ||
match-all: true | ||
pattern: | ||
type: MATCH_AIR | ||
offset: 0 | ||
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structures: | ||
distribution: | ||
type: CONSTANT | ||
structures: big_boulder |
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