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Groovy World
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world feature generator toolkit for groovyscript
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Runs entirely on the server. Also works in singleplayer.
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Groovy World provides a collection of tools for defining custom feature generators (ores, surface decorations, etc.) in GroovyScript.
You can register features with your own world generation logic in a closure:
mods.groovyworld.featureRegistry.addFeature("my_cool_feature") { rng, world, chunkMinX, chunkMinZ ->
// randomly place one diamond ore block somewhere in the chunk
world.setBlockState(
new BlockPos(chunkMinX + rng.nextInt(16), rng.nextInt(64), chunkMinZ + rng.nextInt(16)),
Blocks.DIAMOND_ORE.getDefaultState())
}
You can also assemble pieces of the Groovy World toolkit to quickly build more complex feature generators:
mods.groovyworld.featureRegistry.addFeature("my_awesome_feature", new FeatureBuilder()
// only generate the feature in dimension 0 (the overworld)
.setChunkFilter(ChunkFilters.dimension(0))
// try to place the feature 4 times per chunk
.setTriesPerChunk(4)
// distribute the feature uniformly between y=4 and y=32
.setDistribution(FeatureDistributions.uniformY(4, 32))
// only generate the feature if there is a stone block at the target position
.setBlockFilter(BlockFilters.naturalStone())
// paint a sphere of ore at the target position
.setPainter(Painters.brush(
BrushGeometries.sphere(2.5), // paint a sphere of radius 2.5
BlockFilters.naturalStone(), // only paint the ore over stone blocks
BlockPalettes.block(Blocks.DIAMOND_ORE, Blocks.GOLD_ORE))) // pick either diamond or gold for each ore
.build())
For more information and examples, check out the GitHub repository.
Groovy World provides a collection of tools for defining custom feature generators (ores, surface decorations, etc.) in GroovyScript.
You can register features with your own world generation logic in a closure:
mods.groovyworld.featureRegistry.addFeature("my_cool_feature") { rng, world, chunkMinX, chunkMinZ ->
// randomly place one diamond ore block somewhere in the chunk
world.setBlockState(
new BlockPos(chunkMinX + rng.nextInt(16), rng.nextInt(64), chunkMinZ + rng.nextInt(16)),
Blocks.DIAMOND_ORE.getDefaultState())
}
You can also assemble pieces of the Groovy World toolkit to quickly build more complex feature generators:
mods.groovyworld.featureRegistry.addFeature("my_awesome_feature", new FeatureBuilder()
// only generate the feature in dimension 0 (the overworld)
.setChunkFilter(ChunkFilters.dimension(0))
// try to place the feature 4 times per chunk
.setTriesPerChunk(4)
// distribute the feature uniformly between y=4 and y=32
.setDistribution(FeatureDistributions.uniformY(4, 32))
// only generate the feature if there is a stone block at the target position
.setBlockFilter(BlockFilters.naturalStone())
// paint a sphere of ore at the target position
.setPainter(Painters.brush(
BrushGeometries.sphere(2.5), // paint a sphere of radius 2.5
BlockFilters.naturalStone(), // only paint the ore over stone blocks
BlockPalettes.block(Blocks.DIAMOND_ORE, Blocks.GOLD_ORE))) // pick either diamond or gold for each ore
.build())
For more information and examples, check out the GitHub repository.
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