This file is for the options in dimension script files. These are the files referenced 
when registering dimensions in the Topography.txt file. These files can be placed 
anywhere in the config/topography folder, and must end in '.txt'.



addGenerator:
    Arguments:
        IGenerator
    Usage:
        generator
    Notes:
        Adds the generator to the dimension.

addBiomes:
    Arguments:
        Non_Null_Biome_ID_Array
    Usage:
        biomes to add
    Notes:
        Overrides the default biome mapping, and adds biomes to generate in the dimension with a weight of 10.

addBiomes:
    Arguments:
        Non_Null_Biome_ID_Array, int
    Usage:
        biomes to add, spawn weight
    Notes:
        Overrides the default biome mapping, and adds biomes to generate in the dimension with the provided weight.

setSpawnStructureSpacing:
    Arguments:
        int
    Usage:
        spacing
    Notes:
        Sets the space between spawn structures, in chunks. Default is 65.

useWorldTypeTerrain:
    Notes:
        Sets the dimension to use the ChunkGenerator from the WorldType. This handles all terrain/feature/decoration generation, and Topography features that do the same will not be useable.

useWorldTypeBiomes:
    Notes:
        Sets the dimension to use the BiomeProvider from the WorldType. This handles all biome mapping, and Topography features that do the same will not be useable.

setSpawnStructure:
    Arguments:
        String
    Usage:
        structure file path
    Notes:
        Sets the spawn structure for the dimension, at height 64. The file path is relative to the config/topography/structures folder and does not use the file extension.

setSpawnStructure:
    Arguments:
        String, int
    Usage:
        structure file path, height
    Notes:
        Sets the spawn structure for the dimension, at the provided height. The file path is relative to the config/topography/structures folder and does not use the file extension.

enableEnviromentalFog:
    Notes:
        Enables enviromental fog. This is the short distance spherical fog used in the nether in vanilla.

disableNetherPortal:
    Notes:
        Disables the creation of a nether portal in the dimension.

setBiomeProviderScript:
    Arguments:
        String
    Usage:
        script path
    Notes:
        Sets the script at the provided path to be used to generate the Biome Provider for the dimension.

enableRelightChecks:
    Notes:
        Enables a very large number of relight checks to be done on each chunk after generation is complete, spread out over a small number of ticks. This causes a very large amount of lag, but is required in dimensions like a lava based nether in order to get the lava to actually emit light.

generateNetherFortress:
    Notes:
        Adds nether fortresses to the dimension with rarity settings approximately the same as vanilla.

generateNetherFortress:
    Arguments:
        int, int, int
    Usage:
        spawn chance, area, random area
    Notes:
        Adds nether fortresses to the dimension. Once in every area*area chunk area there is a 1/spawn chance for a nether fortress to spawn, with a random*random area being used for randomly placing the fortress in the total area. Approximate vanilla values are 3, 16, 4.

setLightBrightnessTable:
    Arguments:
        float array
    Usage:
        brightness table
    Notes:
        Sets an array used for how bright light appears in the dimension. Does not effect the actual light level, just how bright that light appers in the rendering. This array must have 16 values between 0 and 1. In vanilla this is used in the nether to increase the brightness of low light values, making the dimension not as dark while also hiding the large number of lighting errors. The array used for the nether is [0.1, 0.11578947, 0.13333333, 0.15294117, 0.175, 0.20000002, 0.22857141, 0.26153848, 0.3, 0.34545457, 0.4, 0.46666667, 0.5500001, 0.6571429, 0.79999995, 1.0]

setCelestialAngle:
    Arguments:
        float
    Usage:
        celestial angle
    Notes:
        Sets a static celestial angle for the dimension. Useful for forcing it to always be day or not.

generateMineshaft:
    Notes:
        Adds mineshafts to the dimension.

disableRespawning:
    Notes:
        Disables respawning in the dimension.

overrideWeatherRenderer:
    Notes:
        Adds a custom WeatherRenderer for the dimension, and returns it.

setSkyRenderer:
    Notes:
        Sets a SkyRendererCustom for the dimension, and returns it.

generateVillage:
    Notes:
        Adds villages to the dimension.

generateTemple:
    Notes:
        Adds scattered features to the dimension. This includes swamp huts, igloos, desert pyramids and jungle pyramids.

generateStronghold:
    Notes:
        Adds strongholds to the dimension.

vaporizeWater:
    Notes:
        This enables the vanilla nether option to have water/ice evaporate when placed in the dimension.

disableSkylight:
    Notes:
        Disables the skylight in the dimension. Doesn't effect sky rendering, just makes it not emit light.

setSingleBiome:
    Arguments:
        Non_Null_Biome_ID
    Usage:
        biome id
    Notes:
        Sets a single biome for the dimension to be. Supports all types of biome id format.

disableSky:
    Notes:
        Disables all sky rendering in the dimension. No stars, no sun, no moon, just black.

disableClouds:
    Notes:
        Disables cloud rendering.

addFogColor:
    Arguments:
        int
    Usage:
        color
    Notes:
        Adds a fog color to the dimension with an alpha of 1 and full celestial angle bounds.

addFogColor:
    Arguments:
        int, MinMaxBounds, MinMaxBounds
    Usage:
        color, angle bounds, alpha for transition
    Notes:
        Adds a fog color to the dimension with the provided angle and alpha bounds.

generateEndCity:
    Notes:
        Adds end cities to the dimension with 3, 16, 4 rarity settings. It's nearly impossible to compare these settings to vanilla, so these are approximately the same as vanilla nether fortress.

generateEndCity:
    Arguments:
        int, int, int
    Usage:
        spawn chance, area, random area
    Notes:
        Adds end cities to the dimension. Once in every area*area chunk area there is a 1/spawn chance for an end city to spawn, with a random*random area being used for randomly placing the city in the total area.

generateMansion:
    Arguments:
        Generator
    Notes:
        Adds mansions to the dimension, using the supplied Generator to find acceptable spawn locations. It's suggested to use an OverworldGenerator.

generateMonument:
    Notes:
        Adds ocean monuments to the dimension.

captureTeleports:
    Notes:
        If this dimension has a spawn structure set, then when teleporting to the dimension, this option cancels the dimension change and has Topography transfer the player itself, placing them in the spawn position on the spawn structure.

addHills:
    Arguments:
        Non_Null_Biome_ID_Array, Non_Null_Biome_ID_Array
    Usage:
        biomes to add hills for, hills to add
    Notes:
        Overrides the default biome mapping, and adds hill biomes to the provided biomes. Hill biomes generate when a biome is mostly surrounded by itself. Must be using 'addBiomes' or 'addOceanBiomes' to add biomes to the dimension.

setCloudHeight:
    Arguments:
        int
    Usage:
        height
    Notes:
        Sets the cloud render height for the dimension.

addOceanBiomes:
    Arguments:
        Non_Null_Biome_ID_Array, int
    Usage:
        biomes to add, spawn weight
    Notes:
        Overrides the default biome mapping, and adds ocean biomes to generate in the dimension with the provided weight.

addOceanBiomes:
    Arguments:
        Non_Null_Biome_ID_Array
    Usage:
        biomes to add
    Notes:
        Overrides the default biome mapping, and adds ocean biomes to generate in the dimension with a weight of 10.

setRiver:
    Arguments:
        Non_Null_Biome_ID_Array, Non_Null_Biome_ID
    Usage:
        biomes to set river for, river to set
    Notes:
        Overrides the default biome mapping, and sets the river biome for the provided biomes. Rivers can be set as any biome. Must be using 'addBiomes' or 'addOceanBiomes' to add biomes to the dimension.

addEntityEffect:
    Arguments:
        int
    Usage:
        frequency
    Notes:
        Adds an EntityEffect to the dimension which runs every frequency ticks, and returns it.

addEntityEffect:
    Notes:
        Adds an EntityEffect with a frequency of 0 to the dimension, and returns it.

