![]() The height of the border between Surface and Underground layers is S (Y = S).the positive direction of X and Y axis is "left to right" and "top to bottom", respectively). The coordinates of the top-left tile in the world is (0,0), while the coordinates of the bottom-right tile is ( mX, mY), where mX is the world width and mY is the world height (i.e.To better describe the size of the zone, we first set a coordinate system to describe tile location in a world: (all values below are calculated in tiles) ![]() Internally, the Aether biome will be considered a 200×200 rectangular area centered on the valid tile (the bottom-right tile of the four center tiles is the center), and no other structures will overlap with it. If the area passes the check, then the tile is considered valid, and the Aether biome will be generated centered on the tile. There must be no Ebonstone or Crimstone Blocks in the area (unless in a Don't dig up world).The borders of the area must be at least 50 tiles away from the world's borders.The game will generate the Aether by randomly selecting a tile in a zone (see below for technical info about this zone's size) then check a 211×211 to 249×249 (size is determined randomly) rectangular area centered on the chosen tile for the following: The Aether always generates on the same side of the world as the Jungle. The green area will try to generate it first, then the yellow area if that fails. ![]() Large world areas where the Aether can generate. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |