BiomeSpecialEffectsBuilder

Builder for a biome's BiomeSpecialEffects. The following settings are available:

  • fogColor - The color of the fog in this biome.

  • waterColor - The color of the water in this biome.

  • waterFogColor - The color of the water fog in this biome.

  • skyColor - The color of the sky in this biome.

  • foliageColorOverride - Overrides the foliage color of this biome. If null, the foliage color will be calculated based on the ClimateSettings.temperature and ClimateSettings.downfall settings of the ClimateSettings.

  • grassColorOverride - Overrides the grass color of this biome. If null, the grass color will be calculated based on the ClimateSettings.temperature and ClimateSettings.downfall settings of the ClimateSettings.

  • grassColorModifier - Adjusts the previously specified grass color before calculating the final grass color (See GrassColorModifier).

  • ambientParticleSettings - Ambient particles that will randomly spawn around the biome. If null, no ambient particles will be spawned.

  • ambientLoopSoundEvent - Ambient sound that will play in this biome.

  • ambientMoodSettings - Ambient mood sounds (also known as cave sounds) that will play in this biome. If you're unfamiliar with Minecraft's mood sound system, check out the Minecraft Wiki. If null, no ambient mood sounds will be played.

  • ambientAdditionsSettings - The ambient additions sound is a sound that will be played each tick at the probability defined at AmbientAdditionsSettings.tickChance. If null, no ambient additions sound will be played.

  • backgroundMusic - The background music that will play in this biome. If null, no background music will be played.

Functions

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fun ambientAdditionsSound(additionsSettings: AmbientAdditionsSettings)

Sets the ambientAdditionsSettings setting of the biome's special effects. This setting is used to add ambient sounds to the biome. The sound is played each tick at the probability defined at AmbientAdditionsSettings.tickChance.

fun ambientAdditionsSound(soundEvent: Holder<SoundEvent>, tickProbability: Double)
fun ambientAdditionsSound(soundEvent: SoundEvent, tickProbability: Double)

Sets the ambientAdditionsSettings setting of the biome's special effects to soundEvent with tickProbability.

fun ambientAdditionsSound(soundEventKey: ResourceKey<SoundEvent>, tickProbability: Double)

Sets the ambientAdditionsSettings setting of the biome's special effects to soundEventKey with tickProbability.

fun ambientAdditionsSound(soundEventId: ResourceLocation, tickProbability: Double)

Sets the ambientAdditionsSettings setting of the biome's special effects to soundEventId with tickProbability.

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fun ambientLoopSoundEvent(ambientLoopSoundEvent: Holder<SoundEvent>)
fun ambientLoopSoundEvent(ambientLoopSoundEvent: SoundEvent)

Sets the ambientLoopSoundEvent setting of the biome's special effects to ambientLoopSoundEvent.

fun ambientLoopSoundEvent(soundEventKey: ResourceKey<SoundEvent>)

Sets the ambientLoopSoundEvent setting of the biome's special effects via its ResourceKey.

fun ambientLoopSoundEvent(soundEventId: ResourceLocation)

Sets the ambientLoopSoundEvent setting of the biome's special effects via its ResourceLocation.

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Sets the ambientMoodSettings (also known as cave sounds) setting of the biome's special effects by using a AmbientMoodSoundBuilder. If you're unfamiliar with Minecraft's mood sound system, check out the Minecraft Wiki.

fun ambientMoodSound(moodSettings: AmbientMoodSettings)

Sets the ambientMoodSettings (also known as cave sounds) setting of the biome's special effects. If you're unfamiliar with Minecraft's mood sound system, check out the Minecraft Wiki.

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fun ambientParticles(ambientParticleSettings: AmbientParticleSettings)

Sets the ambientParticle setting of the biome's special effects. This setting is used to add ambient particles to the biome. The particles are spawned randomly in the air, and the probability of spawning each tick is determined by the AmbientParticleSettings.probability setting.

fun <T : ParticleOptions> ambientParticles(particle: ParticleType<T>, probability: Float, builder: ParticleBuilder<T>.() -> Unit = {})

Sets the ambientParticle setting of the biome's special effects by using a ParticleBuilder. This setting is used to add ambient particles to the biome. The particles are spawned randomly in the air, and the probability of spawning each tick is determined by the AmbientParticleSettings.probability setting.

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fun backgroundMusic(builder: MusicBuilder.() -> Unit)

Sets the backgroundMusic setting of the biome's special effects by using a MusicBuilder.

fun backgroundMusic(music: Music)

Sets the backgroundMusic setting of the biome's special effects. This setting is used to add background music to the biome.

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Sets the backgroundMusicVolume setting of the biome's special effects. This setting is used to adjust the volume of the background music.

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fun fogColor(color: Color)

Sets the fogColor setting of the biome's special effects via a Color instance.

fun fogColor(color: Int)

Sets the fogColor setting of the biome's special effects via an RGB value (e.g. 0xC0D8FF).

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fun foliageColor(color: Color)

Sets the foliageColorOverride and overrides the calculated foliage color of the biome via a Color instance.

fun foliageColor(color: Int)

Sets the foliageColorOverride and overrides the calculated foliage color of the biome via an RGB value (e.g. 0x0E8C00).

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fun grassColor(color: Color)

Sets the grassColorOverride and overrides the calculated grass color of the biome via a Color instance.

fun grassColor(color: Int)

Sets the grassColorOverride and overrides the calculated grass color of the biome via an RGB value (e.g. 0x0E8C00).

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fun grassColorModifier(grassColorModifier: BiomeSpecialEffects.GrassColorModifier)

Sets the grassColorModifier setting of the biome's special effects. This setting is used to modify the calculated grass color of the biome to better fit hardcoded vanilla biomes (dark forest and swamp).

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fun skyColor(color: Color)

Sets the skyColor setting of the biome's special effects via a Color instance.

fun skyColor(color: Int)

Sets the skyColor setting of the biome's special effects via an RGB value (e.g. 0x78A7FF).

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fun waterColor(color: Color)

Sets the waterColor setting of the biome's special effects via a Color instance.

fun waterColor(color: Int)

Sets the waterColor setting of the biome's special effects via an RGB value (e.g. 0x3F76E4).

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fun waterFogColor(color: Color)

Sets the waterFogColor setting of the biome's special effects via a Color instance.

fun waterFogColor(color: Int)

Sets the waterFogColor setting of the biome's special effects via an RGB value (e.g. 0x50533).