ParadiseLand
  • 🏝️ParadiseLand
  • ⚙️Misc
    • 🤖Installation
    • ⛰️Create your worlds
    • 👁️Default custom biomes
    • 🌳Schematics
      • ⛏️Create a new schematic
    • ⌨️Commands
      • help command
      • Info command
      • Teleport command
      • Schematic command
    • 🚰Changelog
  • ⚙️main config
  • ⬆️Plugin updates
  • 🌿Common generator properties
  • 📥Extensions
  • 📚World database
  • ⚠️Danger zone
  • ⚙️generator config
    • 🌿The generator config file
    • 🔧Properties
      • Starting height
      • Preventions
      • List of custom biomes
      • Layers (floating islands)
      • Temperature and climate
      • Temporary world generation
  • ⚙️Custom biomes
    • 🌿The biome config file
    • 🔧Properties
      • Biome name
      • Weighting
      • Base version
      • Climate
      • Surfaces
        • Frequency
        • Block types
        • Snow
        • Ice spikes
        • Lakes
        • Falling water & lava sources
        • Scattered things
        • Trails
          • Bridges
        • Crops
      • Minecraft biomes
      • Vanilla trees
      • Schematics
        • Custom trees
      • Plantains
      • Vines
      • Caves
      • Light
      • Rivers
      • Ores
      • Entities
  • ⚙️Extensions
    • 🛠️Biome Manager plugin
    • 🛠️Items adder plugin
    • 🛠️Oraxen plugin
  • ⚙️Troubles
    • ‼️Paper thread dump
    • ⚠️Tile entity warning
    • 💡Light glitches
  • ❣️Credits
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  • Properties
  • Name
  • Entra height
  • Noise scale (x, y, z)
  • Noise amplitude
  • Solid block threshold
  • River type
  • Generate caves
  • Generate trails
  • Samples
  • Noise amplitude = 256
  • Noise amplitude = 1
  1. generator config
  2. Properties

Layers (floating islands)

Please note that understanding this property might be a bit challenging, as it involves knowledge of a noise algorithm (in this case, Perlin Noise).

This list contains different layers that generate islands with varying shapes.

layers:
-   enabled: true
    name: fat_large_layer
    extraHeight: 0
    noiseScaleX: 32.0
    noiseScaleY: 32.0
    noiseScaleZ: 32.0
    noiseAmplitude: 256.0
    solidBlockThreshold: 0.0
    riverType: WATER
    generateCaves: true
    generateTrails: true
-   enabled: true
    name: thin_large_layer
    extraHeight: 0
    noiseScaleX: 32.0
    noiseScaleY: 64.0
    noiseScaleZ: 32.0
    noiseAmplitude: 128.0
    solidBlockThreshold: 75.0
    riverType: WATER
    generateCaves: true
    generateTrails: true
-   enabled: true
    name: thin_tiny_layer
    extraHeight: 64
    noiseScaleX: 64.0
    noiseScaleY: 64.0
    noiseScaleZ: 64.0
    noiseAmplitude: 128.0
    solidBlockThreshold: 99.9
    riverType: NONE
    generateCaves: false
    generateTrails: false

A layer is essentially the configuration used to generate the blobs that represent the floating islands. In this case, there are three layers named: fat_large_layer, thin_large_layer, and thin_tiny_layer.

NOTE: I use the term "blob" to represent an island that you can think of as a horizontal lava lamp bubble.

You cannot edit already generated worlds by adding or removing layers. Starting from ParadiseLand BETA 1.3.0, when a world is generated, it registers all these layers that can be used. If you remove a layer from this list, an already-generated world will add a dummy layer, and if you add a new one, it will be ignored.

Properties

Name

A unique internal name for this layer (not exposed externally).

Entra height

This property adds additional height to the islands. The value range is from 0 to 64, with the default set at 0.

Noise scale (x, y, z)

Scale of Perlin noise in the X, Y, and Z coordinates.

The 'noise scale' controls how far apart spatial variations in the noise are.

Imagine looking at the generated islands. Decreasing the noise scales spreads out the generated blobs, creating a broader landscape with larger, smoother, and more regular features. Conversely, increasing the noise scale gives you smaller, jagged, and rugged blobs.

For example: assuming a 'noiseAmplitude' of 1, adjusting these values affects the size of the generated islands. It's recommended to avoid values close to 1, as that can lead to a flat world.

Noise amplitude

This value controls the range of value changes between nearby points in the noise.

In simple terms, a smaller value leads to more pronounced changes between points, creating distinct features. If the amplitude is far from zero, the generated islands will be smoother and broader; on the other hand, higher values result in narrower and more concentrated features.

My advice is to keep this value at 256.

Solid block threshold

The default threshold is 0. During generation, each block corresponds to a value; blocks are placed if their value surpasses this threshold.

NOTE: The threshold can be negative, potentially resulting in larger generated features.

River type

Generate caves

Set it to 'true' if you want to generate caves on this layer.

Generate trails

Set it to 'true' if you want to generate trails on this layer.


Samples

Note that the values of the other properties are set to their default values.

Noise amplitude = 256

Layer config
Result

A thick flat layer from both above and below.

An empty layer with no blocks placed.

A massive, very large, and flat layer with a rounded shape at the bottom.

This is the default fat_large_layer layer configuration.

Islands connected by various holes (resembling Swiss cheese), similar to 3D Perlin noise.

Similar to the previous configuration, but the islands are smaller, a little bit far away, and irregular. It appears as though they have shrunk and drawn closer together.

Similar to the previous one, but with slightly more pronounced features.

Noise amplitude = 1

It's worth noting that with a low noise amplitude value, you can generate a flat world at height 0.

Layer config
Result

A thick flat layer from both above and below.

A massive and flat layer with a rounded shape at the bottom.

PreviousList of custom biomesNextTemperature and climate

Last updated 1 year ago

Value
Description
Value
Description
Value
Description
⚙️
🔧

NONE

No rivers

WATER

Water rivers

LAVA

Lava rivers

noiseScaleX: 1
noiseScaleY: 1
noiseScaleZ: 1
noiseAmplitude: 256.0
noiseScaleX: 1
noiseScaleY: 16
noiseScaleZ: 1
noiseAmplitude: 256.0
noiseScaleX: 16
noiseScaleY: 16
noiseScaleZ: 16
noiseAmplitude: 256.0
noiseScaleX: 32
noiseScaleY: 32
noiseScaleZ: 32
noiseAmplitude: 256.0
noiseScaleX: 64
noiseScaleY: 64
noiseScaleZ: 64
noiseAmplitude: 256.0
noiseScaleX: 128
noiseScaleY: 128
noiseScaleZ: 128
noiseAmplitude: 256.0
noiseScaleX: 256
noiseScaleY: 256
noiseScaleZ: 256
noiseAmplitude: 256.0
noiseScaleX: 1
noiseScaleY: 1
noiseScaleZ: 1
noiseAmplitude: 1
noiseScaleX: 16
noiseScaleY: 16
noiseScaleZ: 16
noiseAmplitude: 1
Lava lamp from Wikipedia