Class EnvironmentAttributes
java.lang.Object
dev.wyck.wrapper.environment.attribute.EnvironmentAttributes
A registry of wrapped environment attribute suppliers,
which provide access to the various attributes that can be defined for biomes.
- Since:
- 1.1.0
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Field Summary
FieldsModifier and TypeFieldDescriptionstatic final FriendlyColorSupplierDefines both the ambient light tint and brightness This light is applied to the world at 0 light levels.static final EnvironmentAttributeSupplier<ParticleCatalog> Particles that spawn randomly around the camera where probability is the chance to spawn a particle in an empty spacestatic final EnvironmentAttributeSupplier<AmbientSounds> Controls ambient sounds that are played around the camera.static final EnvironmentAttributeSupplier<Activity> Controls the default AI activity of baby villagers.static final EnvironmentAttributeSupplier<BackgroundMusic> The background music to play.static final EnvironmentAttributeSupplier<BedRule> Controls behavior of interacting with beds.static final EnvironmentAttributeSupplier<Boolean> When true, bees will pathfind to beehives and not exit (except when the Hive is broken or next to fire).static final FriendlyColorSupplierTint of the block light.static final EnvironmentAttributeSupplier<Boolean> Whether patrols can spawn when the global skylight is greater than 11.static final EnvironmentAttributeSupplier<Boolean> Whether a player with Raid Omen can start a raid.static final EnvironmentAttributeSupplier<Float> Chance of a cat dropping a gift when the player wakes up.static final FriendlyColorSupplierOpacity of the clouds.static final EnvironmentAttributeSupplier<Float> Distance in blocks when the fog affecting the clouds reaches maximum density.static final EnvironmentAttributeSupplier<Float> Height of the cloudsstatic final EnvironmentAttributeSupplier<Boolean> When true, a creaking heart will become active.static final EnvironmentAttributeSupplier<ParticleOptions> The particle generated by downward pointed dripstone when no liquid is above.static final EnvironmentAttributeSupplier<TriState> How eyeblossoms should behave.static final EnvironmentAttributeSupplier<Boolean> Whether lava should spread faster and further, and have a stronger pushing force on entities.static final EnvironmentAttributeSupplier<Boolean> Whether a firefly bush plays ambient sounds when not under an opaque block.static final FriendlyColorSupplierColor of the fog when underwater (also affected by time of day, weather, and potion effects)static final EnvironmentAttributeSupplier<Float> Distance in blocks when the fog affecting the clouds reaches maximum density.static final EnvironmentAttributeSupplier<Float> Distance in blocks from where the fog starts to have an effect.static final EnvironmentAttributeSupplier<Boolean> Whether fire should burn out more quickly.static final EnvironmentAttributeSupplier<Boolean> Whether monsters burn when exposed to the sky.static final EnvironmentAttributeSupplier<Float> Position of the moon in degrees from east to west.static final EnvironmentAttributeSupplier<MoonPhase> Phase of the moon.static final EnvironmentAttributeSupplier<Float> Volume of the music.static final EnvironmentAttributeSupplier<Boolean> Whether a nether portal can spawn zombified piglins.static final FriendlyColorSupplierUsed similarly to ambient light color When the night vision effect is active, a per-component maximum of visual/night_vision_color and visual/ambient_light_color is used as ambient color.static final EnvironmentAttributeSupplier<Boolean> Whether piglins and hoglins zombify.static final EnvironmentAttributeSupplier<Boolean> Whether a respawn anchor can be used to set spawn.static final FriendlyColorSupplierColor of the sky (also affected by time of day and weather)static final EnvironmentAttributeSupplier<Float> Distance in blocks when the fog affecting the sky reaches maximum density.static final FriendlyColorSupplierColor of the skylight.static final EnvironmentAttributeSupplier<Float> Visual brightness of the skylight.static final EnvironmentAttributeSupplier<Float> The internal skylight level (inversely known as the "darkening" skylight level), not the actual skylight level.static final EnvironmentAttributeSupplier<Boolean> Whether snow golems should take damage passively.static final EnvironmentAttributeSupplier<Float> Position of the sun in degrees from east to west.static final EnvironmentAttributeSupplier<Float> Brightness of the stars.static final EnvironmentAttributeSupplier<Float> Position of the sun in degrees from east to west.static final FriendlyColorSupplierColor and intensity of sunrise and sunset.static final EnvironmentAttributeSupplier<Float> Chance of additional slime spawn on the surface in biomes in the #allows_surface_slime_spawns tag.static final EnvironmentAttributeSupplier<Float> Chance for a turtle egg to progress to its next hatching state on a random tick.static final EnvironmentAttributeSupplier<Activity> Controls the default AI activity of villagers.static final EnvironmentAttributeSupplier<Boolean> Whether water can be placed from a bucket, or by melting ice, or whether a wet sponge will dry out.static final FriendlyColorSupplierColor of the fog when underwater (also affected by time of day, weather, and potion effects)static final EnvironmentAttributeSupplier<Float> Distance in blocks when the underwater fog reaches maximum density (also affected by how long the player has been underwater)static final EnvironmentAttributeSupplier<Float> Distance in blocks from where the underwater fog starts to have an effect. -
Method Summary
Modifier and TypeMethodDescriptionstatic @Nullable EnvironmentAttributeSupplier<?> Returns the supplier registered under the given NMS attribute id (e.g.static @Nullable EnvironmentAttributeSupplier<?> Returns the supplier whose constant name matches (e.g.static Collection<String> ids()All registered ids (excluding Unmapped).static Collection<EnvironmentAttributeSupplier<?>> values()All registered suppliers (excluding Unmapped).
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Field Details
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FOG_COLOR
Color of the fog when underwater (also affected by time of day, weather, and potion effects) -
FOG_START_DISTANCE
Distance in blocks from where the fog starts to have an effect. If negative, fog already exists at 0 distance. -
FOG_END_DISTANCE
Distance in blocks when the fog affecting the clouds reaches maximum density. (also affected by the cloud distance option) -
SKY_FOG_END_DISTANCE
Distance in blocks when the fog affecting the sky reaches maximum density. (also affected by the render distance) -
CLOUD_FOG_END_DISTANCE
Distance in blocks when the fog affecting the clouds reaches maximum density. (also affected by the cloud distance option) -
WATER_FOG_COLOR
Color of the fog when underwater (also affected by time of day, weather, and potion effects) -
WATER_FOG_START_DISTANCE
Distance in blocks from where the underwater fog starts to have an effect. If negative, fog already exists at 0 distance. (also affected by how long the player has been underwater) -
WATER_FOG_END_DISTANCE
Distance in blocks when the underwater fog reaches maximum density (also affected by how long the player has been underwater) -
SKY_COLOR
Color of the sky (also affected by time of day and weather) -
SUNRISE_SUNSET_COLOR
Color and intensity of sunrise and sunset. Only used with the overworld skybox type. -
CLOUD_COLOR
Opacity of the clouds. If fully transparent, Happy Ghast does not regenerate health faster when at cloud height. -
CLOUD_HEIGHT
Height of the clouds -
SUN_ANGLE
Position of the sun in degrees from east to west. 0 is directly up. Only used with the overworld skybox type. -
MOON_ANGLE
Position of the moon in degrees from east to west. 0 is directly up. Only used with the overworld skybox type. -
STAR_ANGLE
Position of the sun in degrees from east to west. Only used with the overworld skybox type. -
MOON_PHASE
Phase of the moon. Only used with the overworld skybox type. -
STAR_BRIGHTNESS
Brightness of the stars. 0.5 is the default night star brightness. Only used with the overworld skybox type. -
BLOCK_LIGHT_TINT
Tint of the block light. Block light color starts as dark gray at low light levels, becomes tinted by this attribute at medium levels, and turns white at high levels. By default, it provides the yellowish tint of torches. -
SKY_LIGHT_COLOR
Color of the skylight. Has no effect on blocks with a skylight of 0. This value is passed to the lightmap.fsh shader as SkyLightColor -
SKY_LIGHT_FACTOR
Visual brightness of the skylight. The skylight color is multiplied with this value and passed to the lightmap.fsh shader as SkyFactor -
NIGHT_VISION_COLOR
Used similarly to ambient light color When the night vision effect is active, a per-component maximum of visual/night_vision_color and visual/ambient_light_color is used as ambient color. Night Vision is not tinted by default. -
AMBIENT_LIGHT_COLOR
Defines both the ambient light tint and brightness This light is applied to the world at 0 light levels. Block and skylight are added on top of it. -
DEFAULT_DRIPSTONE_PARTICLE
@AsOf("1.1.0") public static final EnvironmentAttributeSupplier<ParticleOptions> DEFAULT_DRIPSTONE_PARTICLEThe particle generated by downward pointed dripstone when no liquid is above. -
AMBIENT_PARTICLES
Particles that spawn randomly around the camera where probability is the chance to spawn a particle in an empty space -
MUSIC_VOLUME
Volume of the music. Music volume will fade over time to this value. -
FIREFLY_BUSH_SOUNDS
Whether a firefly bush plays ambient sounds when not under an opaque block. -
SKY_LIGHT_LEVEL
The internal skylight level (inversely known as the "darkening" skylight level), not the actual skylight level. This affects mechanics such as monster spawning, daylight detector power, and ice melting. The visual effect is controlled by visual/sky_light_factor. -
CAN_START_RAID
Whether a player with Raid Omen can start a raid. -
WATER_EVAPORATES
Whether water can be placed from a bucket, or by melting ice, or whether a wet sponge will dry out. -
BED_RULE
Controls behavior of interacting with beds. -
RESPAWN_ANCHOR_WORKS
Whether a respawn anchor can be used to set spawn. If set to false, a respawn anchor explodes once used. -
NETHER_PORTAL_SPAWNS_PIGLIN
@AsOf("1.1.0") public static final EnvironmentAttributeSupplier<Boolean> NETHER_PORTAL_SPAWNS_PIGLINWhether a nether portal can spawn zombified piglins. -
FAST_LAVA
Whether lava should spread faster and further, and have a stronger pushing force on entities. -
INCREASED_FIRE_BURNOUT
Whether fire should burn out more quickly. -
TURTLE_EGG_HATCH_CHANCE
Chance for a turtle egg to progress to its next hatching state on a random tick. -
PIGLINS_ZOMBIFY
Whether piglins and hoglins zombify. -
SNOW_GOLEM_MELTS
Whether snow golems should take damage passively. -
CREAKING_ACTIVE
When true, a creaking heart will become active. When false, it will become inactive. -
SURFACE_SLIME_SPAWN_CHANCE
Chance of additional slime spawn on the surface in biomes in the #allows_surface_slime_spawns tag. -
CAT_WAKING_UP_GIFT_CHANCE
Chance of a cat dropping a gift when the player wakes up. -
BEES_STAY_IN_HIVE
When true, bees will pathfind to beehives and not exit (except when the Hive is broken or next to fire). -
MONSTERS_BURN
Whether monsters burn when exposed to the sky. -
CAN_PILLAGER_PATROL_SPAWN
Whether patrols can spawn when the global skylight is greater than 11. -
VILLAGER_ACTIVITY
Controls the default AI activity of villagers. Core, hide, idle, meet, panic, pre_raid, raid, rest, or work. Other activities are allowed causing the villager to do nothing. -
BABY_VILLAGER_ACTIVITY
Controls the default AI activity of baby villagers. Core, hide, idle, meet, panic, pre_raid, raid, rest, or work. Other activities are allowed causing the villager to do nothing. -
BACKGROUND_MUSIC
The background music to play. -
AMBIENT_SOUNDS
Controls ambient sounds that are played around the camera. -
EYEBLOSSOM_OPEN
How eyeblossoms should behave.True: eyeblossoms will open
False: eyeblossoms will close
Default: eyeblossom will stay in their current state
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Method Details
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byId
Returns the supplier registered under the given NMS attribute id (e.g."visual/fog_color"), or null if none exists. -
byName
Returns the supplier whose constant name matches (e.g."FOG_COLOR"), or null if none exists. -
values
All registered suppliers (excluding Unmapped). Iteration order matches declaration order. -
ids
All registered ids (excluding Unmapped). Iteration order matches declaration order.
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