# planet_generator

## Vars | |

biome_table | Effectively a 2D array of biomes, organized by heat categories, then humidity. Note that the heat categories are NOT all equal-size. |
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birth_limit | If an open (dead) cell has greater than this many neighbors, it become closed (alive). |

cave_area | The area instance that will be used for all cave biomes. |

cave_area_type | The type of the area that will be used for all cave biomes. |

cave_biome_table | A 2D array of "cave" biomes that generate at "heights" above the mountain_height variable. Like normal biomes, they are organized by heat, then humidity; however, they do NOT use the same heat categories as the normal biome table does. |

death_limit | If a closed (alive) cell has fewer than this many neighbors, it will become open (dead). |

initial_closed_chance | Chance for a cell in the cavegen cellular automaton to start closed |

mountain_height | If a turf's perlin-calculated "height" is above this value, a cave biome will be used to generate it. For best results, avoid values around 0.5; basic perlin noise can create noticeable straight-line artifacts around the midpoint value. A value of 1 or greater disables caves entirely. |

perlin_zoom | Higher values of this variable result in larger biomes. |

primary_area | The area instance that will be used for all non-cave biomes. |

primary_area_type | The type of the area that will be used for all non-cave biomes. |

smoothing_iterations | |

## Procs | |

get_biome | Checks the turf biome cache for the biome of the passed turf; if none is found, it is generated. |

## Var Details

### biome_table

Effectively a 2D array of biomes, organized by heat categories, then humidity. Note that the heat categories are NOT all equal-size.

### birth_limit

If an open (dead) cell has greater than this many neighbors, it become closed (alive).

### cave_area

The area instance that will be used for all cave biomes.

### cave_area_type

The type of the area that will be used for all cave biomes.

### cave_biome_table

A 2D array of "cave" biomes that generate at "heights" above the mountain_height variable. Like normal biomes, they are organized by heat, then humidity; however, they do NOT use the same heat categories as the normal biome table does.

### death_limit

If a closed (alive) cell has fewer than this many neighbors, it will become open (dead).

### initial_closed_chance

Chance for a cell in the cavegen cellular automaton to start closed

### mountain_height

If a turf's perlin-calculated "height" is above this value, a cave biome will be used to generate it. For best results, avoid values around 0.5; basic perlin noise can create noticeable straight-line artifacts around the midpoint value. A value of 1 or greater disables caves entirely.

### perlin_zoom

Higher values of this variable result in larger biomes.

### primary_area

The area instance that will be used for all non-cave biomes.

### primary_area_type

The type of the area that will be used for all non-cave biomes.

### smoothing_iterations

## Proc Details

### get_biome

Checks the turf biome cache for the biome of the passed turf; if none is found, it is generated.