Перейти к основному содержимому

Player Biome Overlay

Shows a biome to one player. Nothing is written to disk, no other player is affected, and removing the overlay restores the real world instantly.

This is the right tool for story moments: a forest that looks corrupted during a quest, a village frozen for one player, or a preview before committing a real paint.

Fields

FieldTypeDescription
operationAPPLY / CLEARShow the biome, or drop every overlay the player has
biomeVar<String>Biome key to show, e.g. typewriter:corrupted_forest. Ignored when clearing.
chunkRadiusVar<Int>Chunk radius around the player, clamped to 16

Behaviour

The overlay is re-applied whenever the server sends those chunks again, so it survives the player walking out of view distance and back. It is dropped when the player disconnects.

While an overlay is active, enter_biome_event, biome_audience, the biome facts and the biome variables all report the biome the player is being shown, not the one stored in the world. That keeps the fiction consistent: a player standing in a frozen wasteland triggers the frozen wasteland logic. Each of those entries carries a source option to force the real world instead, for cases where the actual geography is what matters.

Requirements

PacketEvents must be installed. Without it the action logs a warning and does nothing rather than failing silently.

Example

Corrupt the forest around the player for the duration of a quest, then restore it:

operation: APPLY
biome: typewriter:corrupted_forest
chunkRadius: 6

and on quest completion:

operation: CLEAR