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Swirls
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@ -29,8 +29,8 @@ public class Settings
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public double heightFracture = 155;
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public double landScale = 0.25;
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public double landChance = 0.45;
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public double biomeEdgeScramble = 0; // 1550D
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public double roughness = 1.55;
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public double biomeEdgeScrambleScale = 1;
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public double heightMultiplier = 0.806;
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public double heightExponentBase = 1;
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public double heightExponentMultiplier = 1.41;
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@ -41,7 +41,7 @@ public class Settings
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public double caveScale = 1.45;
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public double biomeScale = 0.65;
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public boolean flatBedrock = true;
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public boolean genObjects = true;
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public boolean genObjects = false;
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public boolean genCarving = true;
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public boolean genCaverns = true;
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public boolean genCaves = true;
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@ -112,6 +112,7 @@ public class IrisGenerator extends ParallelChunkGenerator
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return;
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}
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//@builder
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this.world = world;
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rTerrain = new RNG(world.getSeed());
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glLNoise = new GenLayerLayeredNoise(this, world, random, rTerrain.nextParallelRNG(2));
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@ -123,7 +124,7 @@ public class IrisGenerator extends ParallelChunkGenerator
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glCliffs = new GenLayerCliffs(this, world, random, rTerrain.nextParallelRNG(9));
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scatterCache = new double[16][][];
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scatter = new CNG(rTerrain.nextParallelRNG(52), 1, 1).scale(10);
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//@done
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for(int i = 0; i < 16; i++)
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{
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scatterCache[i] = new double[16][];
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@ -135,8 +135,8 @@ public class GenLayerBiome extends GenLayer
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{
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double wx = Math.round((double) wxx * (Iris.settings.gen.horizontalZoom / 1.90476190476)) * Iris.settings.gen.biomeScale;
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double wz = Math.round((double) wzx * (Iris.settings.gen.horizontalZoom / 1.90476190476)) * Iris.settings.gen.biomeScale;
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double x = wx + (Iris.settings.gen.biomeEdgeScramble == 0 ? 0 : (fracture.noise(wz, wx) * Iris.settings.gen.biomeEdgeScramble));
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double z = wz - (Iris.settings.gen.biomeEdgeScramble == 0 ? 0 : (fracture.noise(wx, wz) * Iris.settings.gen.biomeEdgeScramble));
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double x = wx + ((fracture.noise(wx, wz) / 2D) * 200D * Iris.settings.gen.biomeEdgeScrambleScale);
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double z = wz - ((fracture.noise(wz, wx) / 2D) * 200D * Iris.settings.gen.biomeEdgeScrambleScale);
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if(real)
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{
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