Class BiomeEffects

java.lang.Object
net.minecraft.world.biome.BiomeEffects

public class BiomeEffects
extends Object
  • Field Details

  • Constructor Details

  • Method Details

    • getFogColor

      @Environment(CLIENT) public int getFogColor()
    • getWaterColor

      @Environment(CLIENT) public int getWaterColor()
    • getWaterFogColor

      @Environment(CLIENT) public int getWaterFogColor()
    • getSkyColor

      @Environment(CLIENT) public int getSkyColor()
    • getFoliageColor

      @Environment(CLIENT) public Optional<Integer> getFoliageColor()
    • getGrassColor

      @Environment(CLIENT) public Optional<Integer> getGrassColor()
    • getGrassColorModifier

      @Environment(CLIENT) public BiomeEffects.GrassColorModifier getGrassColorModifier()
    • getParticleConfig

      @Environment(CLIENT) public Optional<BiomeParticleConfig> getParticleConfig()
    • getLoopSound

      @Environment(CLIENT) public Optional<SoundEvent> getLoopSound()
      Returns the loop sound.

      A loop sound is played continuously as an ambient sound whenever the player is in the biome with this effect.

    • getMoodSound

      @Environment(CLIENT) public Optional<BiomeMoodSound> getMoodSound()
      Returns the mood sound.

      A mood sound is played once every 6000 to 17999 ticks as an ambient sound whenever the player is in the biome with this effect and near a position that has 0 sky light and less than 7 combined light.

      Overworld biomes have the regular cave sound as their mood sound, while three nether biomes in 20w10a have their dedicated mood sounds.

    • getAdditionsSound

      @Environment(CLIENT) public Optional<BiomeAdditionsSound> getAdditionsSound()
      Returns the additions sound.

      An additions sound is played at 1.1% chance every tick as an ambient sound whenever the player is in the biome with this effect.

    • getMusic

      @Environment(CLIENT) public Optional<MusicSound> getMusic()