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These region tags are unused, and unreferenced,
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@ -102,10 +102,6 @@ public class IrisBiome extends IrisRegistrant implements IRare {
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private KList<IrisBlockDrops> blockDrops = new KList<>();
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@Desc("Reference loot tables in this area")
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private IrisLootReference loot = new IrisLootReference();
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@MinNumber(0.0001)
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@DependsOn({"biomeStyle", "biomeZoom", "biomeScatter"})
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@Desc("This zooms in the biome colors if multiple derivatives are chosen")
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private double biomeZoom = 1;
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@Desc("Layers no longer descend from the surface block, they descend from the max possible height the biome can produce (constant) creating mesa like layers.")
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private boolean lockLayers = false;
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@Desc("The max layers to iterate below the surface for locked layer biomes (mesa).")
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@ -93,10 +93,6 @@ public class IrisRegion extends IrisRegistrant implements IRare {
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@ArrayType(min = 1, type = IrisBlockDrops.class)
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@Desc("Define custom block drops for this region")
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private KList<IrisBlockDrops> blockDrops = new KList<>();
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@MinNumber(0.0001)
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@MaxNumber(1)
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@Desc("The shore ration (How much percent of land should be a shore)")
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private double shoreRatio = 0.13;
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@RegistryListResource(IrisSpawner.class)
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@ArrayType(min = 1, type = IrisObjectPlacement.class)
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@Desc("Objects define what schematics (iob files) iris will place in this region")
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@ -124,10 +120,6 @@ public class IrisRegion extends IrisRegistrant implements IRare {
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@MinNumber(0.0001)
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@Desc("How large cave biomes are in this region")
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private double caveBiomeZoom = 1;
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@MinNumber(0.0001)
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@MaxNumber(1)
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@Desc("The biome implosion ratio, how much to implode biomes into children (chance)")
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private double biomeImplosionRatio = 0.4;
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@Desc("Carving configuration for the dimension")
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private IrisCarving carving = new IrisCarving();
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@Desc("Configuration of fluid bodies such as rivers & lakes")
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@ -158,22 +150,6 @@ public class IrisRegion extends IrisRegistrant implements IRare {
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private IrisGeneratorStyle riverStyle = NoiseStyle.VASCULAR_THIN.style().zoomed(7.77);
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@Desc("The style of lakes")
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private IrisGeneratorStyle lakeStyle = NoiseStyle.CELLULAR_IRIS_THICK.style();
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@Desc("The style of river chances")
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private IrisGeneratorStyle riverChanceStyle = NoiseStyle.SIMPLEX.style().zoomed(4);
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@Desc("Generate lakes in this region")
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private boolean lakes = true;
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@Desc("Generate rivers in this region")
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private boolean rivers = true;
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@MinNumber(1)
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@Desc("Generate lakes in this region")
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private int lakeRarity = 22;
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@MinNumber(1)
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@Desc("Generate rivers in this region")
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private int riverRarity = 3;
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@MinNumber(0)
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@MaxNumber(1)
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@Desc("Generate rivers in this region")
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private double riverThickness = 0.1;
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@Desc("A color for visualizing this region with a color. I.e. #F13AF5. This will show up on the map.")
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private String color = null;
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@Desc("Collection of ores to be generated")
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