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. Ifnull
, the foliage color will be calculated based on the ClimateSettings.temperature and ClimateSettings.downfall settings of the ClimateSettings. Use defaultFoliageColor to set the override back tonull
.grassColorOverride
- Overrides the grass color of this biome. Ifnull
, the grass color will be calculated based on the ClimateSettings.temperature and ClimateSettings.downfall settings of the ClimateSettings. Use defaultGrassColor to set the override back tonull
.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. Ifnull
, no ambient particles will be spawned. Use disableAmbientParticles to set the setting back tonull
. For more information on particles, check out NMS-Utilities ParticleBuilder documentation.ambientLoopSoundEvent
- Ambient sound that will play in this biome. Ifnull
, no ambient sound will be played. Use disableAmbientLoopSoundEvent to set the setting back tonull
.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. Ifnull
, no ambient mood sounds will be played. Use disableAmbientMoodSound to set the setting back tonull
.ambientAdditionsSettings
- The ambient additions sound is a sound that will be played each tick at the probability defined at AmbientAdditionsSettings.tickChance. Ifnull
, no ambient additions sound will be played. Use disableAmbientAdditionsSound to set the setting back tonull
.backgroundMusic
- The background music that will play in this biome. Ifnull
, no background music will be played. Use disableBackgroundMusic to set the setting back tonull
.
Functions
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. To disable ambient sounds again, use disableAmbientAdditionsSound.
Sets the ambientAdditionsSettings
setting of the biome's special effects by creating a new AmbientAdditionsSettings instance out of the given soundEvent and tickProbability. The Holder can either already contain the SoundEvent, or be set later by the SoundEvent Registry. To disable ambient sounds again, use disableAmbientAdditionsSound.
Sets the ambientAdditionsSettings
setting of the biome's special effects by creating a new AmbientAdditionsSettings instance out of the given soundEventId and tickProbability. If the SoundEvent is not yet registered, an empty Holder will be created and the SoundEvent will be set later by the SoundEvent Registry. To disable ambient sounds again, use disableAmbientAdditionsSound.
Sets the ambientAdditionsSettings
setting of the biome's special effects by creating a new AmbientAdditionsSettings instance out of the given soundEvent and tickProbability. To disable ambient sounds again, use disableAmbientAdditionsSound.
Sets the ambientLoopSoundEvent
setting of the biome's special effects via a Holder that either already contains the SoundEvent, or is set later by the SoundEvent Registry. To disable ambient sounds again, use disableAmbientLoopSoundEvent.
Sets the ambientLoopSoundEvent
setting of the biome's special effects via its ResourceKey. If the SoundEvent is not yet registered, an empty Holder will be created and the SoundEvent will be set later by the SoundEvent Registry. To disable ambient sounds again, use disableAmbientLoopSoundEvent.
Sets the ambientLoopSoundEvent
setting of the biome's special effects via its ResourceLocation. If the SoundEvent is not yet registered, an empty Holder will be created and the SoundEvent will be set later by the SoundEvent Registry. To disable ambient sounds again, use disableAmbientLoopSoundEvent.
Sets the ambientLoopSoundEvent
setting of the biome's special effects. This setting is used to add ambient sounds to the biome. The sound is played randomly. To disable ambient sounds again, use disableAmbientLoopSoundEvent. To disable ambient sounds again, use disableAmbientLoopSoundEvent.
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. To disable ambient sounds again, use disableAmbientMoodSound.
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. To disable ambient sounds again, use disableAmbientMoodSound.
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. To disable ambient particles again, use disableAmbientParticles. For more information on particles, check out the NMS-Utilities ParticleBuilder documentation.
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. To disable ambient particles again, use disableAmbientParticles. For more information on particles, check out the NMS-Utilities ParticleBuilder documentation.
Sets the backgroundMusic
setting of the biome's special effects by using a MusicBuilder. To disable background music again, use disableBackgroundMusic.
Sets the backgroundMusic
setting of the biome's special effects. This setting is used to add background music to the biome. To disable background music again, use disableBackgroundMusic.
Resets the foliageColorOverride
setting back to null
, which will cause the foliage color to be calculated based on the ClimateSettings.temperature and ClimateSettings.downfall settings of the ClimateSettings.
Resets the grassColorOverride
setting back to null
, which will cause the grass color to be calculated based on the ClimateSettings.temperature and ClimateSettings.downfall settings of the ClimateSettings.
Sets the ambientAdditionsSettings
setting of the biome's special effects back to null
to disable ambient additions sounds.
Sets the ambientLoopSoundEvent
setting of the biome's special effects back to null
to disable ambient sounds.
Sets the ambientMoodSettings
(also known as cave sounds) setting of the biome's special effects back to null
to disable ambient sounds.
Sets the ambientParticle
setting of the biome's special effects back to null
to disable ambient particles.
Sets the backgroundMusic
setting of the biome's special effects back to null
to disable background music.
Sets the foliageColorOverride
and overrides the calculated foliage color of the biome via a Color instance. To reset the foliage color back to the default (null
), use defaultFoliageColor.
Sets the foliageColorOverride
and overrides the calculated foliage color of the biome via an RGB value (e.g. 0x0E8C00
). To reset the foliage color back to the default (null
), use defaultFoliageColor.
Sets the grassColorOverride
and overrides the calculated grass color of the biome via a Color instance. To reset the grass color back to the default (null
), use defaultGrassColor.
Sets the grassColorOverride
and overrides the calculated grass color of the biome via an RGB value (e.g. 0x0E8C00
). To reset the grass color back to the default (null
), use defaultGrassColor.
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).
Sets the waterColor
setting of the biome's special effects via a Color instance.
Sets the waterColor
setting of the biome's special effects via an RGB value (e.g. 0x3F76E4
).
Sets the waterFogColor
setting of the biome's special effects via a Color instance.
Sets the waterFogColor
setting of the biome's special effects via an RGB value (e.g. 0x50533
).