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@Timberjaw
Created September 12, 2011 10:42
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Dungeonator Notes - Biomes
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
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