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pack.yml
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id: SkylandicPack
author: C_Corp2002
version: 1.0.0
structures:
locatable:
minecraft:desert_pyramid: DESERT
minecraft:stronghold: STRONGHOLD
minecraft:pillager_outpost: OUTPOST
minecraft:swamp_hut: SWAMP
minecraft:monument: MONUMENT
minecraft:igloo: IGLOO
minecraft:jungle_pyramid: JUNGLE
minecraft:ruined_portal: RUINED_PORTAL
minecraft:village: VILLAGE
minecraft:mineshaft: MINESHAFT
blend:
terrain:
step: 5
elevation: 3
beta:
carving: false
vanilla:
mobs: true
variables:
terrainBase: 0
terrainHeight: 0
floatingIslandBase: 100
floatingIslandTopHeight: 25
floatingIslandBottomHeight: 75
noise:
noise2:
type: FBm
dimensions: 2
octaves: 4
function:
type: OpenSimplex2
frequency: 0.0075
noise3:
type: FBm
dimensions: 3
octaves: 4
function:
type: OpenSimplex2
frequency: 0.0075
rand:
dimensions: 3
type: WhiteNoise
desert:
type: DomainWarp
dimensions: 2
amplitude: 25
function:
type: Cellular
frequency: 0.015
return: Distance
warp:
frquency: 0.015
type: OpenSimplex2
mesa:
type: "DOMAINWARP"
amplitude: 15
warp:
type: "OPENSIMPLEX2S"
frequency: 0.02
function:
type: "CELLULAR"
return: "Distance"
frequency: 0.015
mesaMask: # Essentially a white noise mask for the mesa function.
type: LINEAR
min: -4 # [0.2 ... 1]
max: 1
function:
type: "DOMAINWARP"
amplitude: 15
warp:
type: "OPENSIMPLEX2S"
frequency: 0.02
function:
type: "CELLULAR"
return: "CellValue"
frequency: 0.015
noiseC:
dimensions: 2
type: Cellular
frequency: 0.25
return: NoiseLookup
lookup:
type: FBm
octaves: 4
function:
type: OpenSimplex2
frequency: 0.02
bubble: # Bubbly noise
dimensions: 2
type: LINEAR
min: -0.75
max: -1
function:
type: CLAMP
min: -1
max: -0.6
function:
type: Cellular
frequency: 0.075
return: Distance2Add
variables:
base: 63
terrainBase: 0
terrainHeight: 0
floatingIslandBase: 150
floatingIslandTopHeight: 10
floatingIslandBottomHeight: 50
biomes:
type: PIPELINE
biome: OASIS
resolution: 4
blend:
amplitude: 1.75
noise:
type: OpenSimplex2
frequency: 0.12
image:
name: map.jpg
align: NONE
pipeline:
initial-size: 4
source:
type: NOISE
biomes:
OCEAN: 5 #Change this number higher or lower to raise and lower the amount of void.
PLAINS: 3 #Change this number higher or lower to raise and lower the amount of sky islands.
noise:
type: FBm
function:
type: OpenSimplex2
frequency: 0.04
stages:
- mutate: # OCEAN climate distribution
type: REPLACE
from: "BIOME:OCEAN"
to:
- "COLD_OCEAN_DEEP": 6
- "OCEAN_DEEP": 8
- "WARM_OCEAN_DEEP": 12
noise: &climate # This noise will be used elsewhere for climate.
type: OpenSimplex2 # Use Simplex, so hot cannot be directly next to cold.
salt: 2
frequency: 0.025
- mutate: # Land climate distribution
type: REPLACE
from: "BIOME:PLAINS"
to:
- TUNDRA: 4 # Super cold biomes
- TAIGA: 2 # Taiga buffer zone
- PLAINS: 8 # Temperate biomes
- JUNGLE: 12 # Warm biomes
noise: *climate # Use climate noise
- mutate:
type: REPLACE
from: "BIOME:WARM_OCEAN_DEEP"
to:
- "WARM_OCEAN_DEEP": 1
- "LUKEWARM_OCEAN_DEEP": 8
noise:
type: WhiteNoise
salt: 21
- mutate: # Randomize Cold/Frozen oceans.
type: REPLACE
from: "BIOME:COLD_OCEAN_DEEP"
to:
- "COLD_OCEAN_DEEP": 4
- "OCEAN_DEEP": 1
noise:
type: WhiteNoise
salt: 21
- mutate: # Humidity distribution of warm biomes
type: REPLACE
from: "BIOME:JUNGLE"
to:
- JUNGLE: 3
- SAVANNA: 2
- DESERT: 4
noise:
type: OpenSimplex2 # Use Simplex, so wet cannot be directly next to dry.
salt: 5
frequency: 0.0325
- mutate: # Neutral warm biomes.
type: REPLACE
from: "BIOME:SAVANNA"
to:
- FOREST: 2
- PLAINS: 3
noise: &biome-distribute
type: Cellular # Use cellular to increase biome size.
return: CellValue
frequency: 0.25
salt: 6
- mutate: # Dry warm biomes
type: REPLACE
from: "BIOME:DESERT"
to:
- MESA: 1
- DESERT: 3
- SAVANNA: 2
- ARID_MOUNTAINS: 1
noise: *biome-distribute
- mutate: # Wet warm biomes
type: REPLACE
from: "BIOME:JUNGLE"
to:
- JUNGLE: 4
- MOUNTAINS_JUNGLE: 2
- ROCKY_TALL_FOREST: 2
- SWAMP: 2
noise: *biome-distribute
- mutate: # Distribution of neutral temperature biomes.
type: REPLACE
from: "BIOME:PLAINS"
to:
- FOREST: 20
- BIRCH_FOREST: 8
- PLAINS: 24
- CRAG: 1
- DARK_FOREST: 8
- SUNFLOWER_PLAINS: 6
- CRAG: 4
- MOUNTAINS_PRETTY: 6
noise: *biome-distribute
- mutate: # Distribution of cold biomes.
type: REPLACE
from: "BIOME:TUNDRA"
to:
- TAIGA: 16
- SNOWY_TAIGA: 8
- MOUNTAINS_STONE: 8
- TUNDRA: 6
- YELLOWSTONE: 1
noise: *biome-distribute
- expand:
type: FRACTAL
noise:
type: WhiteNoise
salt: 11
- mutate: # Wet warm biomes
type: REPLACE
from: "BIOME:JUNGLE"
to:
- JUNGLE: 6
- BAMBOO_JUNGLE: 1
noise:
type: Cellular # Use cellular to increase biome size.
return: CellValue
frequency: 0.5
salt: 6
- mutate: # Dry warm biomes
type: REPLACE
from: "BIOME:DESERT"
to:
- DESERT: 19
- OASIS: 1
noise:
type: Cellular # Use cellular to increase biome size.
return: CellValue
frequency: 0.4
salt: 7
- mutate: # Border deep OCEAN with normal ocean.
type: BORDER_LIST
from: LAND
replace:
WARM_OCEAN_DEEP: OCEAN
LUKEWARM_OCEAN_DEEP: OCEAN
COLD_OCEAN_DEEP: OCEAN
WARM_OCEAN_DEEP: OCEAN
default-replace: OCEAN_DEEP
default-to: OCEAN
noise:
type: Constant
- mutate: # Randomize Cold/Frozen oceans.
type: REPLACE
from: "BIOME:OCEAN_DEEP"
to:
- "OCEAN_DEEP": 7
- "MUSHROOM": 1
noise:
type: Cellular
frequency: 0.2
return: CellValue
salt: 21
- expand:
type: FRACTAL
noise:
type: WhiteNoise
salt: 11
- mutate:
type: SMOOTH
noise:
type: WhiteNoise
salt: 182
- expand:
type: FRACTAL
noise:
type: WhiteNoise
salt: 16
- mutate: # Mushroom beaches.
type: BORDER
from: OCEAN
replace: LAND_MUSHROOM
to:
- MUSHROOM_BEACH: 1
noise:
type: Constant
- mutate: # Generate beaches at land/OCEAN border.
type: BORDER
from: OCEAN
replace: LAND
to:
- BEACH: 1
noise:
type: Constant
- expand:
type: FRACTAL
noise:
type: WhiteNoise
salt: 14
- mutate: # Regular OCEAN around mushroom biomes, to prevent steep drop-off.
type: BORDER
from: BIOME:MUSHROOM_BEACH
replace: OCEAN_DEEP
to:
- OCEAN: 1
noise:
type: Constant
- mutate:
type: SMOOTH
noise:
type: WhiteNoise
salt: 18
- mutate: # Erode OCEANs.
type: REPLACE_LIST
to:
MOUNTAINS_JUNGLE:
- SELF: 1
- OCEAN: 8
MOUNTAINS_STONE:
- SELF: 1
- OCEAN: 8
MOUNTAINS_PRETTY:
- SELF: 1
- OCEAN: 8
SKY_ISLANDS:
- SELF: 1
- OCEAN: 8
default-from: "OCEAN_ERODE"
default-to:
- SELF: 1
- OCEAN: 8
noise:
type: EXPRESSION
equation: "if(noise(x/width, z/width) > 0,1,-1)"
variables:
width: 4.5
functions:
noise:
type: "KERNEL"
function:
type: EXPRESSION
equation: "if(noise(x, z) > 0, 1, 0)"
functions:
noise:
type: DOMAINWARP
function:
type: OPENSIMPLEX2
frequency: 0.03
warp:
type: OPENSIMPLEX2
frequency: 0.075
amplitude: 3
kernel:
- [ -1, -1, -1 ]
- [ -1, 8, -1 ]
- [ -1, -1, -1 ]
- mutate:
type: SMOOTH
noise:
type: WhiteNoise
salt: 18
- mutate:
type: SMOOTH
noise:
type: WhiteNoise
salt: 19