added is_chunk_generated and docs on reset_chunk
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@@ -1874,61 +1874,6 @@ top('motion', x, y, z) => 63
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top('ocean_floor', x, y, z) => 41
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</pre>
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### `loaded(pos)`
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Boolean function, true if the block is accessible for the game mechanics. Normally `scarpet` doesn't check if operates
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on loaded area - the game will automatically load missing blocks. We see this as advantage. Vanilla `fill/clone`
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commands only check the specified corners for loadness.
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To check if block is truly loaded, I mean in memory, use `generation_status(x) != null`, as chunks can still be loaded
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outside of the playable area, just are not used any of the game mechanics processes.
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<pre>
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loaded(pos(players())) => 1
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loaded(100000,100,1000000) => 0
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</pre>
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### `(Deprecated) loaded_ep(pos)`
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Boolean function, true if the block is loaded and entity processing, as per 1.13.2
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Deprecated as of scarpet 1.6, use `loaded_status(x) > 0`, or just `loaded(x)` with the same effect
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### `loaded_status(pos)`
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Returns loaded status as per new 1.14 chunk ticket system, 0 for inaccessible, 1 for border chunk, 2 for ticking,
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3 for entity ticking
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### `generation_status(pos), generation_status(pos, true)`
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Returns generation status as per new 1.14 chunk ticket system. Can return any value from several available but chunks
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can only be valid in a few states: `full`, `features`, `liquid_carvers`, and `structure_starts`. Returns `null`
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if the chunk is not in memory unless called with optional `true`.
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### `structures(pos), structures(pos, structure_name)`
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Returns structure information for a given block position. Note that structure information is the same for all the
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blocks from the same chunk. `structures` function can be called with a block, or a block and a structure name. In
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the first case it returns a map of structures at a given position, keyed by structure name, with values indicating
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the bounding box of the structure - a pair of two 3-value coords (see examples). When called with an extra structure
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name, returns list of components for that structure, with their name, direction and two sets of coordinates
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indicating the bounding box of the structure piece.
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### `structure_references(pos), structure_references(pos, structure_name)`
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Returns structure information that a chunk with a given block position is part of. `structure_references` function
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can be called with a block, or a block and a structure name. In the first case it returns a list of structure names
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that give chunk belongs to. When called with an extra structure name, returns list of positions pointing to the
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lowest block position in chunks that hold structure starts for these structures. You can query that chunk structures
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then to get its bounding boxes.
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### `set_structure(pos, structure_name), set_structure(pos, structure_name, null)`
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Creates or removes structure information of a structure associated with a chunk of `pos`. Unlike `plop`, blocks are
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not placed in the world, only structure information is set. For the game this is a fully functional structure even
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if blocks are not set. To remove structure a given point is in, use `structure_references` to find where current
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structure starts.
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### `suffocates(pos)`
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Boolean function, true if the block causes suffocation.
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@@ -2064,6 +2009,190 @@ Returns the map colour of a block at position. One of:
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* `green_terracotta`
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* `red_terracotta`
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* `black_terracotta`
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### `loaded(pos)`
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Boolean function, true if the block is accessible for the game mechanics. Normally `scarpet` doesn't check if operates
|
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on loaded area - the game will automatically load missing blocks. We see this as advantage. Vanilla `fill/clone`
|
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commands only check the specified corners for loadness.
|
||||
|
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To check if block is truly loaded, I mean in memory, use `generation_status(x) != null`, as chunks can still be loaded
|
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outside of the playable area, just are not used any of the game mechanics processes.
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<pre>
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loaded(pos(players())) => 1
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loaded(100000,100,1000000) => 0
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</pre>
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### `(Deprecated) loaded_ep(pos)`
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Boolean function, true if the block is loaded and entity processing, as per 1.13.2
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Deprecated as of scarpet 1.6, use `loaded_status(x) > 0`, or just `loaded(x)` with the same effect
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### `loaded_status(pos)`
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Returns loaded status as per new 1.14 chunk ticket system, 0 for inaccessible, 1 for border chunk, 2 for ticking,
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3 for entity ticking
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### `is_chunk_generated(pos)`, `is_chunk_generated(pos, force)`
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Returns `true` if the region file for the chunk exists,
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`false` otherwise. If optional force is `true` it will also check if the chunk has a non-empty entry in its region file
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Can be used to assess if the chunk has been touched by the game or not.
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`generation_status(pos, false)` only works on currently loaded chunks, and `generation_status(pos, true)` will create
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an empty loaded chunk, even if it is not needed, so `is_chunk_generated` can be used as a efficient proxy to determine
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if the chunk physically exists.
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Running `is_chunk_generated` is has no effects on the world, but since it is an external file operation, it is
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considerably more expensive (unless area is loaded) than other generation and loaded checks.
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### `generation_status(pos), generation_status(pos, true)`
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Returns generation status as per the ticket system. Can return any value from several available but chunks
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can only be stable in a few states: `full`, `features`, `liquid_carvers`, and `structure_starts`. Returns `null`
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if the chunk is not in memory unless called with optional `true`.
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### `structures(pos), structures(pos, structure_name)`
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Returns structure information for a given block position. Note that structure information is the same for all the
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blocks from the same chunk. `structures` function can be called with a block, or a block and a structure name. In
|
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the first case it returns a map of structures at a given position, keyed by structure name, with values indicating
|
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the bounding box of the structure - a pair of two 3-value coords (see examples). When called with an extra structure
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name, returns list of components for that structure, with their name, direction and two sets of coordinates
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indicating the bounding box of the structure piece.
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### `structure_references(pos), structure_references(pos, structure_name)`
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Returns structure information that a chunk with a given block position is part of. `structure_references` function
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can be called with a block, or a block and a structure name. In the first case it returns a list of structure names
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that give chunk belongs to. When called with an extra structure name, returns list of positions pointing to the
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lowest block position in chunks that hold structure starts for these structures. You can query that chunk structures
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then to get its bounding boxes.
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### `set_structure(pos, structure_name), set_structure(pos, structure_name, null)`
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Creates or removes structure information of a structure associated with a chunk of `pos`. Unlike `plop`, blocks are
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not placed in the world, only structure information is set. For the game this is a fully functional structure even
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if blocks are not set. To remove structure a given point is in, use `structure_references` to find where current
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structure starts.
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### `plop(pos, what)`
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Plops a structure or a feature at a given `pos`, so block, triple position coordinates or a list of coordinates.
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To `what` gets plopped and exactly where it often depends on the feature or structure itself. For example, all
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structures are chunk aligned, and often span multiple chunks. Repeated calls to plop a structure in the same chunk
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would result either in the same structure generated on top of each other, or with different state, but same position.
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Most structures generate at specific altitudes, which are hardcoded, or with certain blocks around them. API will
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cancel all extra position / biome / random requirements for structure / feature placement, but some hardcoded
|
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limitations may still cause some of structures/features not to place. Some features require special blocks to be
|
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present, like coral -> water or ice spikes -> snow block, and for some features, like fossils, placement is all sorts
|
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of messed up. This can be partially avoided for structures by setting their structure information via `set_structure`,
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which sets it without looking into world blocks, and then use `plop` to fill it with blocks. This may, or may not work.
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All generated structures will retain their properties, like mob spawning, however in many cases the world / dimension
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itself has certain rules to spawn mobs, like plopping a nether fortress in the overworld will not spawn nether mobs,
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because nether mobs can spawn only in the nether, but plopped in the nether - will behave like a valid nether fortress.
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`plop` will not use world random number generator to generate structures and features, but its own. This has a benefit
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that they will generate properly randomly, not the same time every time.
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Structure list:
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* `monument`: Ocean Monument. Generates at fixed Y coordinate, surrounds itself with water.
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* `fortress`: Nether Fortress. Altitude varies, but its bounded by the code.
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* `mansion`: Woodland Mansion
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* `jungle_temple`: Jungle Temple
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* `desert_temple`: Desert Temple. Generates at fixed Y altitude.
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* `end_city`: End City with Shulkers
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* `igloo`: Igloo
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* `shipwreck`: Shipwreck, version1?
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* `shipwreck2`: Shipwreck, version2?
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* `witch_hut`
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* `ocean_ruin`, `ocean_ruin_small`, `ocean_ruin_tall`: Stone variants of ocean ruins.
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* `ocean_ruin_warm`, `ocean_ruin_warm_small`, `ocean_ruin_warm_tall`: Sandstone variants of ocean ruins.
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* `treasure`: A treasure chest. Yes, its a whole structure.
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* `pillager_outpost`: A pillager outpost.
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* `mineshaft`: A mineshaft.
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* `mineshaft_mesa`: A Mesa (Badlands) version of a mineshaft.
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* `village`: Plains, oak village.
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* `village_desert`: Desert, sandstone village.
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* `village_savanna`: Savanna, acacia village.
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* `village_taiga`: Taiga, spruce village.
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* `village_snowy`: Resolute, Canada.
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Feature list:
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* `oak`
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* `oak_beehive`: oak with a hive (1.15+).
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* `oak_large`: oak with branches.
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* `oak_large_beehive`: oak with branches and a beehive (1.15+).
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* `birch`
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* `birch_large`: tall variant of birch tree.
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* `shrub`: low bushes that grow in jungles.
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* `shrub_acacia`: low bush but configured with acacia (1.14 only)
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* `shrub_snowy`: low bush with white blocks (1.14 only)
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* `jungle`: a tree
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* `jungle_large`: 2x2 jungle tree
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* `spruce`
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* `spruce_large`: 2x2 spruce tree
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* `pine`: spruce with minimal leafage (1.15+)
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* `pine_large`: 2x2 spruce with minimal leafage (1.15+)
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* `spruce_matchstick`: see 1.15 pine (1.14 only).
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* `spruce_matchstick_large`: see 1.15 pine_large (1.14 only).
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* `dark_oak`
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* `acacia`
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* `oak_swamp`: oak with more leaves and vines.
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* `well`: desert well
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* `grass`: a few spots of tall grass
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* `grass_jungle`: little bushier grass feature (1.14 only)
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* `lush_grass`: grass with patchy ferns (1.15+)
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* `tall_grass`: 2-high grass patch (1.15+)
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* `fern`: a few random 2-high ferns
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* `cactus`: random cacti
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* `dead_bush`: a few random dead bushi
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* `fossils`: underground fossils, placement little wonky
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* `mushroom_brown`: large brown mushroom.
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* `mushroom_red`: large red mushroom.
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* `ice_spike`: ice spike. Require snow block below to place.
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* `glowstone`: glowstone cluster. Required netherrack above it.
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* `melon`: a patch of melons
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* `melon_pile`: a pile of melons (1.15+)
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* `pumpkin`: a patch of pumpkins
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* `pumpkin_pile`: a pile of pumpkins (1.15+)
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* `sugarcane`
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* `lilypad`
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* `dungeon`: Dungeon. These are hard to place, and fail often.
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* `iceberg`: Iceberg. Generate at sea level.
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* `iceberg_blue`: Blue ice iceberg.
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* `lake`
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* `lava_lake`
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* `end_island`
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* `chorus`: Chorus plant. Require endstone to place.
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* `sea_grass`: a patch of sea grass. Require water.
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* `sea_grass_river`: a variant.
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* `kelp`
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* `coral_tree, coral_mushroom, coral_claw`: various coral types, random color.
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* `coral`: random coral structure. Require water to spawn.
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* `sea_pickle`
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* `boulder`: A rocky, mossy formation from a giant taiga biome. Doesn't update client properly, needs relogging.
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### `reset_chunk(pos)`, `reset_chunk(from_pos, to_pos)`, `reset_chunk(l(pos, ...))`
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Removes and resets the chunk, all chunks in the specified area or all chunks in a list at once, removing all previous
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blocks and entities, and replacing it with a new generation. For all currently loaded chunks, they will be brought
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to their current generation status, and updated to the player. All chunks that are not in the loaded area, will only
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be generated to the `'structure_starts'` status, allowing to generate them fully as players are visiting them.
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Chunks in the area that has not been touched yet by the game will not be generated / regenerated.
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It returns a `map` with a report indicating how many chunks were affected, and how long each step took:
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* `requested_chunks`: total number of chunks in the requested area or list
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* `affected_chunks`: number of chunks that will be removed / regenerated
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* `loaded_chunks`: number of currently loaded chunks in the requested area / list
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* `layer_count_<status>`: number of chunks for which a `<status>` generation step has been performed
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* `layer_time_<status>`: cumulative time for all chunks spent on generating `<status>` step
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# Iterating over larger areas of blocks
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These functions help scan larger areas of blocks without using generic loop functions, like nested `loop`.
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@@ -2929,108 +3058,7 @@ For the options of `entry`, consult your statistics page, or give it a guess.
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The call will return `null` if the statistics options are incorrect, or player didn't get these in their history.
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If the player encountered the statistic, or game created for him empty one, it will return a number.
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Scarpet will not affect the entries of the statistics, even if it is just creating empty ones. With `null` response
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it could either mean your input is wrong, or statistic has effectively a value of `0`.
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### `plop(pos, what)`
|
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|
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Plops a structure or a feature at a given `pos`, so block, triple position coordinates or a list of coordinates.
|
||||
To `what` gets plopped and exactly where it often depends on the feature or structure itself. For example, all
|
||||
structures are chunk aligned, and often span multiple chunks. Repeated calls to plop a structure in the same chunk
|
||||
would result either in the same structure generated on top of each other, or with different state, but same position.
|
||||
Most structures generate at specific altitudes, which are hardcoded, or with certain blocks around them. API will
|
||||
cancel all extra position / biome / random requirements for structure / feature placement, but some hardcoded
|
||||
limitations may still cause some of structures/features not to place. Some features require special blocks to be
|
||||
present, like coral -> water or ice spikes -> snow block, and for some features, like fossils, placement is all sorts
|
||||
of messed up. This can be partially avoided for structures by setting their structure information via `set_structure`,
|
||||
which sets it without looking into world blocks, and then use `plop` to fill it with blocks. This may, or may not work.
|
||||
|
||||
All generated structures will retain their properties, like mob spawning, however in many cases the world / dimension
|
||||
itself has certain rules to spawn mobs, like plopping a nether fortress in the overworld will not spawn nether mobs,
|
||||
because nether mobs can spawn only in the nether, but plopped in the nether - will behave like a valid nether fortress.
|
||||
|
||||
`plop` will not use world random number generator to generate structures and features, but its own. This has a benefit
|
||||
that they will generate properly randomly, not the same time every time.
|
||||
|
||||
Structure list:
|
||||
|
||||
* `monument`: Ocean Monument. Generates at fixed Y coordinate, surrounds itself with water.
|
||||
* `fortress`: Nether Fortress. Altitude varies, but its bounded by the code.
|
||||
* `mansion`: Woodland Mansion
|
||||
* `jungle_temple`: Jungle Temple
|
||||
* `desert_temple`: Desert Temple. Generates at fixed Y altitude.
|
||||
* `end_city`: End City with Shulkers
|
||||
* `igloo`: Igloo
|
||||
* `shipwreck`: Shipwreck, version1?
|
||||
* `shipwreck2`: Shipwreck, version2?
|
||||
* `witch_hut`
|
||||
* `ocean_ruin`, `ocean_ruin_small`, `ocean_ruin_tall`: Stone variants of ocean ruins.
|
||||
* `ocean_ruin_warm`, `ocean_ruin_warm_small`, `ocean_ruin_warm_tall`: Sandstone variants of ocean ruins.
|
||||
* `treasure`: A treasure chest. Yes, its a whole structure.
|
||||
* `pillager_outpost`: A pillager outpost.
|
||||
* `mineshaft`: A mineshaft.
|
||||
* `mineshaft_mesa`: A Mesa (Badlands) version of a mineshaft.
|
||||
* `village`: Plains, oak village.
|
||||
* `village_desert`: Desert, sandstone village.
|
||||
* `village_savanna`: Savanna, acacia village.
|
||||
* `village_taiga`: Taiga, spruce village.
|
||||
* `village_snowy`: Resolute, Canada.
|
||||
|
||||
Feature list:
|
||||
|
||||
* `oak`
|
||||
* `oak_beehive`: oak with a hive (1.15+).
|
||||
* `oak_large`: oak with branches.
|
||||
* `oak_large_beehive`: oak with branches and a beehive (1.15+).
|
||||
* `birch`
|
||||
* `birch_large`: tall variant of birch tree.
|
||||
* `shrub`: low bushes that grow in jungles.
|
||||
* `shrub_acacia`: low bush but configured with acacia (1.14 only)
|
||||
* `shrub_snowy`: low bush with white blocks (1.14 only)
|
||||
* `jungle`: a tree
|
||||
* `jungle_large`: 2x2 jungle tree
|
||||
* `spruce`
|
||||
* `spruce_large`: 2x2 spruce tree
|
||||
* `pine`: spruce with minimal leafage (1.15+)
|
||||
* `pine_large`: 2x2 spruce with minimal leafage (1.15+)
|
||||
* `spruce_matchstick`: see 1.15 pine (1.14 only).
|
||||
* `spruce_matchstick_large`: see 1.15 pine_large (1.14 only).
|
||||
* `dark_oak`
|
||||
* `acacia`
|
||||
* `oak_swamp`: oak with more leaves and vines.
|
||||
* `well`: desert well
|
||||
* `grass`: a few spots of tall grass
|
||||
* `grass_jungle`: little bushier grass feature (1.14 only)
|
||||
* `lush_grass`: grass with patchy ferns (1.15+)
|
||||
* `tall_grass`: 2-high grass patch (1.15+)
|
||||
* `fern`: a few random 2-high ferns
|
||||
* `cactus`: random cacti
|
||||
* `dead_bush`: a few random dead bushi
|
||||
* `fossils`: underground fossils, placement little wonky
|
||||
* `mushroom_brown`: large brown mushroom.
|
||||
* `mushroom_red`: large red mushroom.
|
||||
* `ice_spike`: ice spike. Require snow block below to place.
|
||||
* `glowstone`: glowstone cluster. Required netherrack above it.
|
||||
* `melon`: a patch of melons
|
||||
* `melon_pile`: a pile of melons (1.15+)
|
||||
* `pumpkin`: a patch of pumpkins
|
||||
* `pumpkin_pile`: a pile of pumpkins (1.15+)
|
||||
* `sugarcane`
|
||||
* `lilypad`
|
||||
* `dungeon`: Dungeon. These are hard to place, and fail often.
|
||||
* `iceberg`: Iceberg. Generate at sea level.
|
||||
* `iceberg_blue`: Blue ice iceberg.
|
||||
* `lake`
|
||||
* `lava_lake`
|
||||
* `end_island`
|
||||
* `chorus`: Chorus plant. Require endstone to place.
|
||||
* `sea_grass`: a patch of sea grass. Require water.
|
||||
* `sea_grass_river`: a variant.
|
||||
* `kelp`
|
||||
* `coral_tree, coral_mushroom, coral_claw`: various coral types, random color.
|
||||
* `coral`: random coral structure. Require water to spawn.
|
||||
* `sea_pickle`
|
||||
* `boulder`: A rocky, mossy formation from a giant taiga biome. Doesn't update client properly, needs relogging.
|
||||
# `/script run` command
|
||||
it could either mean your input is wrong, or statistic has effectively a value of `0`.# `/script run` command
|
||||
|
||||
Primary way to input commands. The command executes in the context, position, and dimension of the executing player,
|
||||
commandblock, etc... The command receives 4 variables, `x`, `y`, `z` and `p` indicating position and
|
||||
|
||||
@@ -143,104 +143,4 @@ For the options of `entry`, consult your statistics page, or give it a guess.
|
||||
The call will return `null` if the statistics options are incorrect, or player didn't get these in their history.
|
||||
If the player encountered the statistic, or game created for him empty one, it will return a number.
|
||||
Scarpet will not affect the entries of the statistics, even if it is just creating empty ones. With `null` response
|
||||
it could either mean your input is wrong, or statistic has effectively a value of `0`.
|
||||
|
||||
### `plop(pos, what)`
|
||||
|
||||
Plops a structure or a feature at a given `pos`, so block, triple position coordinates or a list of coordinates.
|
||||
To `what` gets plopped and exactly where it often depends on the feature or structure itself. For example, all
|
||||
structures are chunk aligned, and often span multiple chunks. Repeated calls to plop a structure in the same chunk
|
||||
would result either in the same structure generated on top of each other, or with different state, but same position.
|
||||
Most structures generate at specific altitudes, which are hardcoded, or with certain blocks around them. API will
|
||||
cancel all extra position / biome / random requirements for structure / feature placement, but some hardcoded
|
||||
limitations may still cause some of structures/features not to place. Some features require special blocks to be
|
||||
present, like coral -> water or ice spikes -> snow block, and for some features, like fossils, placement is all sorts
|
||||
of messed up. This can be partially avoided for structures by setting their structure information via `set_structure`,
|
||||
which sets it without looking into world blocks, and then use `plop` to fill it with blocks. This may, or may not work.
|
||||
|
||||
All generated structures will retain their properties, like mob spawning, however in many cases the world / dimension
|
||||
itself has certain rules to spawn mobs, like plopping a nether fortress in the overworld will not spawn nether mobs,
|
||||
because nether mobs can spawn only in the nether, but plopped in the nether - will behave like a valid nether fortress.
|
||||
|
||||
`plop` will not use world random number generator to generate structures and features, but its own. This has a benefit
|
||||
that they will generate properly randomly, not the same time every time.
|
||||
|
||||
Structure list:
|
||||
|
||||
* `monument`: Ocean Monument. Generates at fixed Y coordinate, surrounds itself with water.
|
||||
* `fortress`: Nether Fortress. Altitude varies, but its bounded by the code.
|
||||
* `mansion`: Woodland Mansion
|
||||
* `jungle_temple`: Jungle Temple
|
||||
* `desert_temple`: Desert Temple. Generates at fixed Y altitude.
|
||||
* `end_city`: End City with Shulkers
|
||||
* `igloo`: Igloo
|
||||
* `shipwreck`: Shipwreck, version1?
|
||||
* `shipwreck2`: Shipwreck, version2?
|
||||
* `witch_hut`
|
||||
* `ocean_ruin`, `ocean_ruin_small`, `ocean_ruin_tall`: Stone variants of ocean ruins.
|
||||
* `ocean_ruin_warm`, `ocean_ruin_warm_small`, `ocean_ruin_warm_tall`: Sandstone variants of ocean ruins.
|
||||
* `treasure`: A treasure chest. Yes, its a whole structure.
|
||||
* `pillager_outpost`: A pillager outpost.
|
||||
* `mineshaft`: A mineshaft.
|
||||
* `mineshaft_mesa`: A Mesa (Badlands) version of a mineshaft.
|
||||
* `village`: Plains, oak village.
|
||||
* `village_desert`: Desert, sandstone village.
|
||||
* `village_savanna`: Savanna, acacia village.
|
||||
* `village_taiga`: Taiga, spruce village.
|
||||
* `village_snowy`: Resolute, Canada.
|
||||
|
||||
Feature list:
|
||||
|
||||
* `oak`
|
||||
* `oak_beehive`: oak with a hive (1.15+).
|
||||
* `oak_large`: oak with branches.
|
||||
* `oak_large_beehive`: oak with branches and a beehive (1.15+).
|
||||
* `birch`
|
||||
* `birch_large`: tall variant of birch tree.
|
||||
* `shrub`: low bushes that grow in jungles.
|
||||
* `shrub_acacia`: low bush but configured with acacia (1.14 only)
|
||||
* `shrub_snowy`: low bush with white blocks (1.14 only)
|
||||
* `jungle`: a tree
|
||||
* `jungle_large`: 2x2 jungle tree
|
||||
* `spruce`
|
||||
* `spruce_large`: 2x2 spruce tree
|
||||
* `pine`: spruce with minimal leafage (1.15+)
|
||||
* `pine_large`: 2x2 spruce with minimal leafage (1.15+)
|
||||
* `spruce_matchstick`: see 1.15 pine (1.14 only).
|
||||
* `spruce_matchstick_large`: see 1.15 pine_large (1.14 only).
|
||||
* `dark_oak`
|
||||
* `acacia`
|
||||
* `oak_swamp`: oak with more leaves and vines.
|
||||
* `well`: desert well
|
||||
* `grass`: a few spots of tall grass
|
||||
* `grass_jungle`: little bushier grass feature (1.14 only)
|
||||
* `lush_grass`: grass with patchy ferns (1.15+)
|
||||
* `tall_grass`: 2-high grass patch (1.15+)
|
||||
* `fern`: a few random 2-high ferns
|
||||
* `cactus`: random cacti
|
||||
* `dead_bush`: a few random dead bushi
|
||||
* `fossils`: underground fossils, placement little wonky
|
||||
* `mushroom_brown`: large brown mushroom.
|
||||
* `mushroom_red`: large red mushroom.
|
||||
* `ice_spike`: ice spike. Require snow block below to place.
|
||||
* `glowstone`: glowstone cluster. Required netherrack above it.
|
||||
* `melon`: a patch of melons
|
||||
* `melon_pile`: a pile of melons (1.15+)
|
||||
* `pumpkin`: a patch of pumpkins
|
||||
* `pumpkin_pile`: a pile of pumpkins (1.15+)
|
||||
* `sugarcane`
|
||||
* `lilypad`
|
||||
* `dungeon`: Dungeon. These are hard to place, and fail often.
|
||||
* `iceberg`: Iceberg. Generate at sea level.
|
||||
* `iceberg_blue`: Blue ice iceberg.
|
||||
* `lake`
|
||||
* `lava_lake`
|
||||
* `end_island`
|
||||
* `chorus`: Chorus plant. Require endstone to place.
|
||||
* `sea_grass`: a patch of sea grass. Require water.
|
||||
* `sea_grass_river`: a variant.
|
||||
* `kelp`
|
||||
* `coral_tree, coral_mushroom, coral_claw`: various coral types, random color.
|
||||
* `coral`: random coral structure. Require water to spawn.
|
||||
* `sea_pickle`
|
||||
* `boulder`: A rocky, mossy formation from a giant taiga biome. Doesn't update client properly, needs relogging.
|
||||
it could either mean your input is wrong, or statistic has effectively a value of `0`.
|
||||
@@ -338,61 +338,6 @@ top('motion', x, y, z) => 63
|
||||
top('ocean_floor', x, y, z) => 41
|
||||
</pre>
|
||||
|
||||
### `loaded(pos)`
|
||||
|
||||
Boolean function, true if the block is accessible for the game mechanics. Normally `scarpet` doesn't check if operates
|
||||
on loaded area - the game will automatically load missing blocks. We see this as advantage. Vanilla `fill/clone`
|
||||
commands only check the specified corners for loadness.
|
||||
|
||||
To check if block is truly loaded, I mean in memory, use `generation_status(x) != null`, as chunks can still be loaded
|
||||
outside of the playable area, just are not used any of the game mechanics processes.
|
||||
|
||||
<pre>
|
||||
loaded(pos(players())) => 1
|
||||
loaded(100000,100,1000000) => 0
|
||||
</pre>
|
||||
|
||||
### `(Deprecated) loaded_ep(pos)`
|
||||
|
||||
Boolean function, true if the block is loaded and entity processing, as per 1.13.2
|
||||
|
||||
Deprecated as of scarpet 1.6, use `loaded_status(x) > 0`, or just `loaded(x)` with the same effect
|
||||
|
||||
### `loaded_status(pos)`
|
||||
|
||||
Returns loaded status as per new 1.14 chunk ticket system, 0 for inaccessible, 1 for border chunk, 2 for ticking,
|
||||
3 for entity ticking
|
||||
|
||||
### `generation_status(pos), generation_status(pos, true)`
|
||||
|
||||
Returns generation status as per new 1.14 chunk ticket system. Can return any value from several available but chunks
|
||||
can only be valid in a few states: `full`, `features`, `liquid_carvers`, and `structure_starts`. Returns `null`
|
||||
if the chunk is not in memory unless called with optional `true`.
|
||||
|
||||
### `structures(pos), structures(pos, structure_name)`
|
||||
|
||||
Returns structure information for a given block position. Note that structure information is the same for all the
|
||||
blocks from the same chunk. `structures` function can be called with a block, or a block and a structure name. In
|
||||
the first case it returns a map of structures at a given position, keyed by structure name, with values indicating
|
||||
the bounding box of the structure - a pair of two 3-value coords (see examples). When called with an extra structure
|
||||
name, returns list of components for that structure, with their name, direction and two sets of coordinates
|
||||
indicating the bounding box of the structure piece.
|
||||
|
||||
### `structure_references(pos), structure_references(pos, structure_name)`
|
||||
|
||||
Returns structure information that a chunk with a given block position is part of. `structure_references` function
|
||||
can be called with a block, or a block and a structure name. In the first case it returns a list of structure names
|
||||
that give chunk belongs to. When called with an extra structure name, returns list of positions pointing to the
|
||||
lowest block position in chunks that hold structure starts for these structures. You can query that chunk structures
|
||||
then to get its bounding boxes.
|
||||
|
||||
### `set_structure(pos, structure_name), set_structure(pos, structure_name, null)`
|
||||
|
||||
Creates or removes structure information of a structure associated with a chunk of `pos`. Unlike `plop`, blocks are
|
||||
not placed in the world, only structure information is set. For the game this is a fully functional structure even
|
||||
if blocks are not set. To remove structure a given point is in, use `structure_references` to find where current
|
||||
structure starts.
|
||||
|
||||
### `suffocates(pos)`
|
||||
|
||||
Boolean function, true if the block causes suffocation.
|
||||
@@ -528,3 +473,187 @@ Returns the map colour of a block at position. One of:
|
||||
* `green_terracotta`
|
||||
* `red_terracotta`
|
||||
* `black_terracotta`
|
||||
|
||||
|
||||
### `loaded(pos)`
|
||||
|
||||
Boolean function, true if the block is accessible for the game mechanics. Normally `scarpet` doesn't check if operates
|
||||
on loaded area - the game will automatically load missing blocks. We see this as advantage. Vanilla `fill/clone`
|
||||
commands only check the specified corners for loadness.
|
||||
|
||||
To check if block is truly loaded, I mean in memory, use `generation_status(x) != null`, as chunks can still be loaded
|
||||
outside of the playable area, just are not used any of the game mechanics processes.
|
||||
|
||||
<pre>
|
||||
loaded(pos(players())) => 1
|
||||
loaded(100000,100,1000000) => 0
|
||||
</pre>
|
||||
|
||||
### `(Deprecated) loaded_ep(pos)`
|
||||
|
||||
Boolean function, true if the block is loaded and entity processing, as per 1.13.2
|
||||
|
||||
Deprecated as of scarpet 1.6, use `loaded_status(x) > 0`, or just `loaded(x)` with the same effect
|
||||
|
||||
### `loaded_status(pos)`
|
||||
|
||||
Returns loaded status as per new 1.14 chunk ticket system, 0 for inaccessible, 1 for border chunk, 2 for ticking,
|
||||
3 for entity ticking
|
||||
|
||||
### `is_chunk_generated(pos)`, `is_chunk_generated(pos, force)`
|
||||
|
||||
Returns `true` if the region file for the chunk exists,
|
||||
`false` otherwise. If optional force is `true` it will also check if the chunk has a non-empty entry in its region file
|
||||
Can be used to assess if the chunk has been touched by the game or not.
|
||||
|
||||
`generation_status(pos, false)` only works on currently loaded chunks, and `generation_status(pos, true)` will create
|
||||
an empty loaded chunk, even if it is not needed, so `is_chunk_generated` can be used as a efficient proxy to determine
|
||||
if the chunk physically exists.
|
||||
|
||||
Running `is_chunk_generated` is has no effects on the world, but since it is an external file operation, it is
|
||||
considerably more expensive (unless area is loaded) than other generation and loaded checks.
|
||||
|
||||
### `generation_status(pos), generation_status(pos, true)`
|
||||
|
||||
Returns generation status as per the ticket system. Can return any value from several available but chunks
|
||||
can only be stable in a few states: `full`, `features`, `liquid_carvers`, and `structure_starts`. Returns `null`
|
||||
if the chunk is not in memory unless called with optional `true`.
|
||||
|
||||
### `structures(pos), structures(pos, structure_name)`
|
||||
|
||||
Returns structure information for a given block position. Note that structure information is the same for all the
|
||||
blocks from the same chunk. `structures` function can be called with a block, or a block and a structure name. In
|
||||
the first case it returns a map of structures at a given position, keyed by structure name, with values indicating
|
||||
the bounding box of the structure - a pair of two 3-value coords (see examples). When called with an extra structure
|
||||
name, returns list of components for that structure, with their name, direction and two sets of coordinates
|
||||
indicating the bounding box of the structure piece.
|
||||
|
||||
### `structure_references(pos), structure_references(pos, structure_name)`
|
||||
|
||||
Returns structure information that a chunk with a given block position is part of. `structure_references` function
|
||||
can be called with a block, or a block and a structure name. In the first case it returns a list of structure names
|
||||
that give chunk belongs to. When called with an extra structure name, returns list of positions pointing to the
|
||||
lowest block position in chunks that hold structure starts for these structures. You can query that chunk structures
|
||||
then to get its bounding boxes.
|
||||
|
||||
### `set_structure(pos, structure_name), set_structure(pos, structure_name, null)`
|
||||
|
||||
Creates or removes structure information of a structure associated with a chunk of `pos`. Unlike `plop`, blocks are
|
||||
not placed in the world, only structure information is set. For the game this is a fully functional structure even
|
||||
if blocks are not set. To remove structure a given point is in, use `structure_references` to find where current
|
||||
structure starts.
|
||||
|
||||
### `plop(pos, what)`
|
||||
|
||||
Plops a structure or a feature at a given `pos`, so block, triple position coordinates or a list of coordinates.
|
||||
To `what` gets plopped and exactly where it often depends on the feature or structure itself. For example, all
|
||||
structures are chunk aligned, and often span multiple chunks. Repeated calls to plop a structure in the same chunk
|
||||
would result either in the same structure generated on top of each other, or with different state, but same position.
|
||||
Most structures generate at specific altitudes, which are hardcoded, or with certain blocks around them. API will
|
||||
cancel all extra position / biome / random requirements for structure / feature placement, but some hardcoded
|
||||
limitations may still cause some of structures/features not to place. Some features require special blocks to be
|
||||
present, like coral -> water or ice spikes -> snow block, and for some features, like fossils, placement is all sorts
|
||||
of messed up. This can be partially avoided for structures by setting their structure information via `set_structure`,
|
||||
which sets it without looking into world blocks, and then use `plop` to fill it with blocks. This may, or may not work.
|
||||
|
||||
All generated structures will retain their properties, like mob spawning, however in many cases the world / dimension
|
||||
itself has certain rules to spawn mobs, like plopping a nether fortress in the overworld will not spawn nether mobs,
|
||||
because nether mobs can spawn only in the nether, but plopped in the nether - will behave like a valid nether fortress.
|
||||
|
||||
`plop` will not use world random number generator to generate structures and features, but its own. This has a benefit
|
||||
that they will generate properly randomly, not the same time every time.
|
||||
|
||||
Structure list:
|
||||
|
||||
* `monument`: Ocean Monument. Generates at fixed Y coordinate, surrounds itself with water.
|
||||
* `fortress`: Nether Fortress. Altitude varies, but its bounded by the code.
|
||||
* `mansion`: Woodland Mansion
|
||||
* `jungle_temple`: Jungle Temple
|
||||
* `desert_temple`: Desert Temple. Generates at fixed Y altitude.
|
||||
* `end_city`: End City with Shulkers
|
||||
* `igloo`: Igloo
|
||||
* `shipwreck`: Shipwreck, version1?
|
||||
* `shipwreck2`: Shipwreck, version2?
|
||||
* `witch_hut`
|
||||
* `ocean_ruin`, `ocean_ruin_small`, `ocean_ruin_tall`: Stone variants of ocean ruins.
|
||||
* `ocean_ruin_warm`, `ocean_ruin_warm_small`, `ocean_ruin_warm_tall`: Sandstone variants of ocean ruins.
|
||||
* `treasure`: A treasure chest. Yes, its a whole structure.
|
||||
* `pillager_outpost`: A pillager outpost.
|
||||
* `mineshaft`: A mineshaft.
|
||||
* `mineshaft_mesa`: A Mesa (Badlands) version of a mineshaft.
|
||||
* `village`: Plains, oak village.
|
||||
* `village_desert`: Desert, sandstone village.
|
||||
* `village_savanna`: Savanna, acacia village.
|
||||
* `village_taiga`: Taiga, spruce village.
|
||||
* `village_snowy`: Resolute, Canada.
|
||||
|
||||
Feature list:
|
||||
|
||||
* `oak`
|
||||
* `oak_beehive`: oak with a hive (1.15+).
|
||||
* `oak_large`: oak with branches.
|
||||
* `oak_large_beehive`: oak with branches and a beehive (1.15+).
|
||||
* `birch`
|
||||
* `birch_large`: tall variant of birch tree.
|
||||
* `shrub`: low bushes that grow in jungles.
|
||||
* `shrub_acacia`: low bush but configured with acacia (1.14 only)
|
||||
* `shrub_snowy`: low bush with white blocks (1.14 only)
|
||||
* `jungle`: a tree
|
||||
* `jungle_large`: 2x2 jungle tree
|
||||
* `spruce`
|
||||
* `spruce_large`: 2x2 spruce tree
|
||||
* `pine`: spruce with minimal leafage (1.15+)
|
||||
* `pine_large`: 2x2 spruce with minimal leafage (1.15+)
|
||||
* `spruce_matchstick`: see 1.15 pine (1.14 only).
|
||||
* `spruce_matchstick_large`: see 1.15 pine_large (1.14 only).
|
||||
* `dark_oak`
|
||||
* `acacia`
|
||||
* `oak_swamp`: oak with more leaves and vines.
|
||||
* `well`: desert well
|
||||
* `grass`: a few spots of tall grass
|
||||
* `grass_jungle`: little bushier grass feature (1.14 only)
|
||||
* `lush_grass`: grass with patchy ferns (1.15+)
|
||||
* `tall_grass`: 2-high grass patch (1.15+)
|
||||
* `fern`: a few random 2-high ferns
|
||||
* `cactus`: random cacti
|
||||
* `dead_bush`: a few random dead bushi
|
||||
* `fossils`: underground fossils, placement little wonky
|
||||
* `mushroom_brown`: large brown mushroom.
|
||||
* `mushroom_red`: large red mushroom.
|
||||
* `ice_spike`: ice spike. Require snow block below to place.
|
||||
* `glowstone`: glowstone cluster. Required netherrack above it.
|
||||
* `melon`: a patch of melons
|
||||
* `melon_pile`: a pile of melons (1.15+)
|
||||
* `pumpkin`: a patch of pumpkins
|
||||
* `pumpkin_pile`: a pile of pumpkins (1.15+)
|
||||
* `sugarcane`
|
||||
* `lilypad`
|
||||
* `dungeon`: Dungeon. These are hard to place, and fail often.
|
||||
* `iceberg`: Iceberg. Generate at sea level.
|
||||
* `iceberg_blue`: Blue ice iceberg.
|
||||
* `lake`
|
||||
* `lava_lake`
|
||||
* `end_island`
|
||||
* `chorus`: Chorus plant. Require endstone to place.
|
||||
* `sea_grass`: a patch of sea grass. Require water.
|
||||
* `sea_grass_river`: a variant.
|
||||
* `kelp`
|
||||
* `coral_tree, coral_mushroom, coral_claw`: various coral types, random color.
|
||||
* `coral`: random coral structure. Require water to spawn.
|
||||
* `sea_pickle`
|
||||
* `boulder`: A rocky, mossy formation from a giant taiga biome. Doesn't update client properly, needs relogging.
|
||||
|
||||
### `reset_chunk(pos)`, `reset_chunk(from_pos, to_pos)`, `reset_chunk(l(pos, ...))`
|
||||
Removes and resets the chunk, all chunks in the specified area or all chunks in a list at once, removing all previous
|
||||
blocks and entities, and replacing it with a new generation. For all currently loaded chunks, they will be brought
|
||||
to their current generation status, and updated to the player. All chunks that are not in the loaded area, will only
|
||||
be generated to the `'structure_starts'` status, allowing to generate them fully as players are visiting them.
|
||||
Chunks in the area that has not been touched yet by the game will not be generated / regenerated.
|
||||
|
||||
It returns a `map` with a report indicating how many chunks were affected, and how long each step took:
|
||||
* `requested_chunks`: total number of chunks in the requested area or list
|
||||
* `affected_chunks`: number of chunks that will be removed / regenerated
|
||||
* `loaded_chunks`: number of currently loaded chunks in the requested area / list
|
||||
* `layer_count_<status>`: number of chunks for which a `<status>` generation step has been performed
|
||||
* `layer_time_<status>`: cumulative time for all chunks spent on generating `<status>` step
|
||||
|
||||
Reference in new issue
Block a user