Created
September 12, 2011 10:42
-
-
Save Timberjaw/1210991 to your computer and use it in GitHub Desktop.
Dungeonator Notes - Biomes
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Characteristics | |
1. Semi-arbitrary cuboid volume measured in multiples of room size (X/Z of 16, Y of 8) | |
2. Ground, ceiling, and walls obscuring Dungeon interiors | |
3. Tunnels/doorways selectively carved out to match adjacent Rooms | |
4. Generally concave ground area | |
5. Biome 'bleed' into surrounding rooms to smooth transition: dirt, snow, etc | |
Biomes | |
* Cave (Tunnels) - ores (iron, gold, diamond), mushrooms, silverfish | |
* Cave (Caverns) - ores (iron, gold, diamond), mushrooms, silverfish | |
* Shaft - nothing | |
* Forest (Temperate) - ores (iron), trees (standard/birch), mushrooms, melons, pumpkins, lakes, giant mushrooms, passive mobs | |
* Forest (Arctic) - ores (iron), trees (pine), mushrooms, snow, frozen lakes, giant mushrooms, passive mobs | |
* Forest (Swamp) - ores (iron), trees (swamp), mushrooms, pumpkins, lakes, giant mushrooms, passive mobs | |
* Forest (Mushroom) - ores (iron), giant mushrooms, mushrooms, melons, pumpkins, lakes, passive mobs | |
* Aquatic - squid, treasure | |
* Desert - cactus, dead scrub, skeletons, silverfish, treasure | |
* Grassland - melons, pumpkins, lakes, passive mobs | |
* Frost - ores (lapis, diamond), ice, snow, frozen lakes, zombies, endermen, skeletons | |
* Fire - ores (redstone, diamond), lava, fire, ghasts, zombie pigmen, skeletons | |
* Maze - treasure, zombies, spiders, endermen, skeletons | |
* Mine - treasure, ores (all), hostile mobs | |
* Road - hostile mobs | |
* River - squid | |
* Settlement (Active) - homes, shops (merchants) [Note: "traveling salesman" room outside of biomes?] | |
* Settlement (Dead) - hostile mobs, treasure | |
* City - (Active) homes, shops (merchants), castle | |
* City (Dead) - hostile mobs, treasure | |
Populators (max 32X/32Z) | |
* Tree (basic/large/birch/pine) | |
* Giant Mushroom | |
* Vegetation (Flowers/Grass/Dead Scrub/Melons/Pumpkins/Mushrooms) | |
* Lake | |
* Ore | |
* Silverfish blocks | |
* Camp (recent/destroyed) - campfire, tents | |
* Farm (recent/destroyed) - farmhouse, field, fences | |
Lighting | |
* Biome-dependent glowstone & lava | |
Depth | |
* All: Cave, Mine, Road, River, Shaft | |
* High: Forest (Temperate, Arctic), Frost, Settlement, Grassland | |
* Mid: Forest (Swamp), Aquatic, Grassland, Frost (rare), Maze (rare), Fire (rare), Settlement, City, Desert | |
* Low: Fire, Maze, Forest (Mushroom), Desert | |
Technical: | |
* Table 'biomes': id,biome_type,x,y,z,size_x,size_y,size_z | |
* Add biome specifier to reserved rooms table as alternate to library id | |
* Surface thickness: Minimum 1 block. Maximum is the smaller of ((relevant biome dimension / 4) + 2), 10 |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment