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Timberjaw edited this page Dec 7, 2011 · 1 revision

Biomes are the primary procedural component of the Dungeonator. They break up the maze-like dungeon spaces with more natural areas or other unpredictable features. Biomes can vary in size. Like room sets, the biome bounds should be determined in advance so that the room coordinates can be reserved.

This information is preliminary and subject to change.

General Characteristics

  1. Semi-arbitrary cuboid volume measured in multiples of room size (X/Z of 16, Y of 8)
  2. Ground, ceiling, and walls obscuring Dungeon interiors
  3. Tunnels/doorways selectively carved out to match adjacent Rooms
  4. Generally concave ground area
  5. Biome 'bleed' into surrounding rooms to smooth transition: dirt, snow, etc

Biomes

  • Cave (Tunnels) - ores (iron, gold, diamond), mushrooms, silverfish
  • Cave (Caverns) - ores (iron, gold, diamond), mushrooms, silverfish
  • Shaft - nothing
  • Forest (Temperate) - ores (iron), trees (standard/birch), mushrooms, melons, pumpkins, lakes, giant mushrooms, passive mobs
  • Forest (Arctic) - ores (iron), trees (pine), mushrooms, snow, frozen lakes, giant mushrooms, passive mobs
  • Forest (Swamp) - ores (iron), trees (swamp), mushrooms, pumpkins, lakes, giant mushrooms, passive mobs
  • Forest (Mushroom) - ores (iron), giant mushrooms, mushrooms, melons, pumpkins, lakes, passive mobs
  • Aquatic - squid, treasure
  • Desert - cactus, dead scrub, skeletons, silverfish, treasure
  • Grassland - melons, pumpkins, lakes, passive mobs
  • Frost - ores (lapis, diamond), ice, snow, frozen lakes, zombies, endermen, skeletons
  • Fire - ores (redstone, diamond), lava, fire, ghasts, zombie pigmen, skeletons
  • Maze - treasure, zombies, spiders, endermen, skeletons
  • Mine - treasure, ores (all), hostile mobs
  • Road - hostile mobs
  • River - squid
  • Settlement (Active) - homes, shops (merchants) [Note: "traveling salesman" room outside of biomes?]
  • Settlement (Dead) - hostile mobs, treasure
  • City - (Active) homes, shops (merchants), castle
  • City (Dead) - hostile mobs, treasure

Populators (max 32X/32Z)

  • Tree (basic/large/birch/pine)
  • Giant Mushroom
  • Vegetation (Flowers/Grass/Dead Scrub/Melons/Pumpkins/Mushrooms)
  • Lake
  • Ore
  • Silverfish blocks
  • Camp (recent/destroyed) - campfire, tents
  • Farm (recent/destroyed) - farmhouse, field, fences

Lighting

  • Biome-dependent glowstone & lava

Depth

  • All: Cave, Mine, Road, River, Shaft
  • High: Forest (Temperate, Arctic), Frost, Settlement, Grassland
  • Mid: Forest (Swamp), Aquatic, Grassland, Frost (rare), Maze (rare), Fire (rare), Settlement, City, Desert
  • Low: Fire, Maze, Forest (Mushroom), Desert

Technical:

  • Table 'biomes': id,biome_type,x,y,z,size_x,size_y,size_z
  • Add biome specifier to reserved rooms table as alternate to library id
  • Surface thickness: Minimum 1 block. Maximum is the smaller of ((relevant biome dimension / 4) + 2), 10