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- setSingleBiome("minecraft:void")
- setCloudHeight(-1)
- //Creates a new SkyIslandType. The argument is a biome id.
- magical_forest = new SkyIslandType("thaumcraft:magical_forest")
- magical_forest.generateVillages(10)
- //Ocean biomes
- oceanCoralium = new SkyIslandType("minecraft:ocean")
- oceanCoralium.setBlockInRange(<abyssalcraft:coraliumore>, 0.0~0.2)
- oceanCoralium.setBlockInRange(<minecraft:gravel>, 0.21~0.24)
- oceanCoralium.setBlockInRange(<minecraft:clay>, 0.62~0.65)
- //Makes the island have more water on average
- oceanCoralium.setWaterPercentage(0.6)
- darklands_forest = new SkyIslandType("abyssalcraft:darklands_forest")
- darklands_plains = new SkyIslandType("abyssalcraft:darklands_plains")
- darklands_hills = new SkyIslandType("abyssalcraft:darklands_hills")
- darklands_mountains = new SkyIslandType("abyssalcraft:darklands_mountains")
- infested_swamp = new SkyIslandType("abyssalcraft:coralium_infested_swamp")
- forest = new SkyIslandType("minecraft:forest")
- forest.generateVillages(10)
- cold_taiga = new SkyIslandType("minecraft:taiga_cold")
- desert = new SkyIslandType("minecraft:desert")
- desert.generateMineshafts(5)
- desert.generateVillages(10)
- mesa = new SkyIslandType("minecraft:mesa")
- mesa.generateMineshafts(5)
- jungle = new SkyIslandType("minecraft:jungle")
- plains = new SkyIslandType("minecraft:plains")
- plains.generateVillages(10)
- taiga = new SkyIslandType("minecraft:taiga")
- swamp = new SkyIslandType("minecraft:swampland")
- mushroom = new SkyIslandType("minecraft:mushroom_island")
- ice_plains = new SkyIslandType("minecraft:ice_flats")
- savanna = new SkyIslandType("minecraft:savanna")
- savanna.generateMineshafts(5)
- savanna.generateVillages(10)
- roofed_forest = new SkyIslandType("minecraft:roofed_forest")
- roofed_forest.generateVillages(10)
- redwood_taiga = new SkyIslandType("minecraft:redwood_taiga")
- redwood_taiga.generateVillages(10)
- skyIslands = new SkyIslandGenerator()
- skyIslands.setRegionSize(29)
- addGenerator(skyIslands)
- //Adds sky islands. Arguments are radius, number of times to attempt to generate in each region, and whether each island should choose a random type (true), or if types should be used in order (false).
- large = skyIslands.addSkyIslands(150, 1, true)
- //Adds a SkyIslandType to the island generator.
- large.addType(oceanCoralium)
- large.addType(forest)
- large.addType(cold_taiga)
- large.addType(desert)
- large.addType(mesa)
- large.addType(jungle)
- large.addType(plains)
- large.addType(taiga)
- large.addType(swamp)
- large.addType(mushroom)
- large.addType(ice_plains)
- large.addType(savanna)
- large.addType(roofed_forest)
- large.addType(redwood_taiga)
- large.addType(magical_forest)
- large.addType(darklands_plains)
- large.addType(darklands_forest)
- large.addType(darklands_hills)
- large.addType(darklands_mountains)
- large.addType(infested_swamp)
- medium = skyIslands.addSkyIslands(100, 32, true)
- medium.addType(oceanCoralium)
- medium.addType(forest)
- medium.addType(cold_taiga)
- medium.addType(desert)
- medium.addType(mesa)
- medium.addType(jungle)
- medium.addType(plains)
- medium.addType(taiga)
- medium.addType(swamp)
- medium.addType(mushroom)
- medium.addType(ice_plains)
- medium.addType(savanna)
- medium.addType(roofed_forest)
- medium.addType(redwood_taiga)
- medium.addType(magical_forest)
- medium.addType(darklands_plains)
- medium.addType(darklands_forest)
- medium.addType(darklands_hills)
- medium.addType(darklands_mountains)
- medium.addType(infested_swamp)
- small = skyIslands.addSkyIslands(50, 64, true)
- small.addType(forest)
- small.addType(cold_taiga)
- small.addType(desert)
- small.addType(mesa)
- small.addType(jungle)
- small.addType(plains)
- small.addType(taiga)
- small.addType(swamp)
- small.addType(mushroom)
- small.addType(ice_plains)
- small.addType(savanna)
- small.addType(roofed_forest)
- small.addType(redwood_taiga)
- small.addType(magical_forest)
- small.addType(darklands_plains)
- small.addType(darklands_forest)
- small.addType(darklands_hills)
- small.addType(darklands_mountains)
- small.addType(infested_swamp)
- tiny = skyIslands.addSkyIslands(25, 128, true)
- tiny.addType(forest)
- tiny.addType(cold_taiga)
- tiny.addType(desert)
- tiny.addType(mesa)
- tiny.addType(jungle)
- tiny.addType(plains)
- tiny.addType(taiga)
- tiny.addType(swamp)
- tiny.addType(mushroom)
- tiny.addType(ice_plains)
- tiny.addType(savanna)
- tiny.addType(roofed_forest)
- tiny.addType(redwood_taiga)
- tiny.addType(magical_forest)
- tiny.addType(darklands_plains)
- tiny.addType(darklands_forest)
- tiny.addType(darklands_hills)
- tiny.addType(darklands_mountains)
- tiny.addType(infested_swamp)
- sky = setSkyRenderer()
- //top, bottom, north, south, east, west
- night = sky.addSkybox("test:textures/skybox/night.png")
- day = sky.addSkybox("test:textures/skybox/day.png")
- //Celestial angle range, opacity range
- //Sunset
- day.addAlpha(0.19904304~0.29625022, 1~0)
- //Night
- day.addAlpha(0.29625022~0.719889, 0~0)
- //Sunrise
- day.addAlpha(0.719889~0.8037514, 0~1)
- //Lazy method for adding a sun and moon since I don't want to make the effort for proper custom ones yet.
- sky.addSunMoon()
- //Fog
- //Day
- addFogColor(#2F80C1)
- //Sunset
- addFogColor(#22053c, 0.19904304~0.29625022, 0~1)
- //Night
- addFogColor(#22053c, 0.29625022~0.719889, 1~1)
- //Sunrise
- addFogColor(#22053c, 0.719889~0.8037514, 1~0)
- captureTeleports()
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