surface
is one of the distribution types provided by CoFH
World. It distributes features on the surface. It does so by
randomly picking X and Z coordinates and placing features on top of the highest
blocks at those coordinates.
When using this distribution type, the feature type
cluster
is used by default, and the value
material
of feature type
configurations is set to
stone,
dirt, grass
blocks,
sand,
gravel,
snow,
air and
water (and all variations of these
blocks) by default. Note that air is included because air blocks must be
replaced when generating features on the surface.
When using this distribution type, the following values may be added to the feature entry.
Name | Type | Default | Description |
---|---|---|---|
material (optional) |
Block ID / array of block IDs |
(Same as default material value of
feature type configurations,
described above)
|
The type(s) of block that features may be placed on top of.
A feature will only be generated at randomly chosen X and Z
coordinates if the type of the highest block at those
coordinates is specified here. Otherwise, the feature is
skipped, but still counts towards the value cluster-count
of the
feature entry.
|
follow-terrain (optional) |
Boolean | false |
If false , only ‘terrain’ blocks count when finding the
highest block at randomly chosen X and Z coordinates. Blocks
that make up trees, as well as ‘replaceable’ blocks such as
small plants and fluids, are ignored. If true , any block
counts when finding the highest block.(Yes, the effects of true and false are the wrong way
around. It’s kept this way for now to not break existing
configurations.)
|
Coming soon…