- type: biomeTemplate
  id: Charonic
  layers:
    # tiles
    - !type:BiomeTileLayer
      threshold: -1.00
      tile: FloorPlanetDirtTwilight
    - !type:BiomeTileLayer
      threshold: -0.40
      tile: FloorPlanetGrassyDirtTwilight
      noise:
        seed: 0
        frequency: 0.03
        fractalType: None
    - !type:BiomeTileLayer
      threshold: -0.00
      tile: FloorPlanetGrassBlue
      noise:
        seed: 0
        frequency: 0.03
        fractalType: None
    # rocks
    - !type:BiomeDecalLayer
      allowedTiles:
        - FloorPlanetDirtTwilight
        - FloorPlanetGrassyDirtTwilight
        - FloorPlanetGrassBlue
      threshold: 0.9
      divisions: 1
      noise:
        seed: 1
        frequency: 1
      decals:
        - Basalt1
        - Basalt2
        - Basalt3
        #- Basalt4 # pawprints
        - Basalt5
        - Basalt6
        - Basalt7
        - Basalt8
        #- Basalt9 # pawprints
    # rock entities
    - !type:BiomeEntityLayer
      threshold: 0.95
      noise:
        noiseType: OpenSimplex2
        frequency: 1
      allowedTiles:
        - FloorPlanetDirtTwilight
      entities:
        - FloraRockSolid
    # mushrooms (entities)
    - !type:BiomeEntityLayer
      threshold: 0.95
      noise:
        noiseType: OpenSimplex2
        frequency: 1
      allowedTiles:
        - FloorPlanetGrassBlue
      entities:
        - FloraMushroom
    # crystals
    - !type:BiomeEntityLayer
      threshold: 0.95
      noise:
        seed: 1
        noiseType: OpenSimplex2
        frequency: 0.25
      allowedTiles:
        - FloorPlanetGrassBlue
        - FloorPlanetGrassyDirtTwilight
        - FloorPlanetDirtTwilight
      entities:
        - CrystalPink
        - CrystalCyan
        - CrystalBlack
    # mushrooms (grass)
    - !type:BiomeDecalLayer
      allowedTiles:
        - FloorPlanetGrassBlue
      threshold: 0.55
      invert: true
      noise:
        seed: 1
        noiseType: OpenSimplex2
        fractalType: FBm
        frequency: 1
      decals:
        - Shroomc1
        - Shroomc2
        - Shroomd1
        - Shroomd2
    # mushrooms (all)
    - !type:BiomeDecalLayer
      allowedTiles:
        - FloorPlanetGrassBlue
        - FloorPlanetGrassyDirtTwilight
        - FloorPlanetDirtTwilight
      threshold: 0.65
      invert: true
      noise:
        seed: 2
        noiseType: OpenSimplex2
        fractalType: FBm
        frequency: 1
      decals:
        - Shroomb1
        - Shroomb2
        - Shroomb3
    # mushrooms (dirt)
    - !type:BiomeDecalLayer
      allowedTiles:
        - FloorPlanetDirtTwilight
      threshold: 0.70
      invert: true
      noise:
        seed: 3
        noiseType: OpenSimplex2
        fractalType: FBm
        frequency: 1
      decals:
        - Shrooma1
        - Shrooma2
        - Shrooma3
    # trees
    - !type:BiomeEntityLayer
      threshold: 0.45
      noise:
        seed: 0
        noiseType: OpenSimplex2
        fractalType: FBm
        frequency: 2
      allowedTiles:
        - FloorPlanetGrassBlue
        - FloorPlanetGrassyDirtTwilight
      entities:
        - FloraTreeDeadPurple
        - ShadowTree
        - FloraTreeLargeDark
        - LightTree
    # resource trees
    - !type:BiomeEntityLayer
      threshold: 0.60
      noise:
        noiseType: OpenSimplex2
        fractalType: FBm
        frequency: 2.25
      allowedTiles:
      #  - FloorPlanetGrassBlue
        - FloorPlanetGrassyDirtTwilight
        - FloorPlanetDirtTwilight
      entities:
        - FloraTreeHollowBase
    # rock formations
    - !type:BiomeEntityLayer
      allowedTiles:
        - FloorPlanetGrassBlue
        - FloorPlanetGrassyDirtTwilight
        - FloorPlanetDirtTwilight
      threshold: -0.15
      noise:
        seed: 0
        noiseType: Cellular
        frequency: 0.05
        lacunarity: 2.5
        fractalType: FBm
        octaves: 5
        cellularDistanceFunction: Euclidean
        cellularReturnType: Distance2
      entities:
        - WallRockChromite
    # mute toxin rivers
    - !type:BiomeEntityLayer
      allowedTiles:
        - FloorPlanetGrassBlue
        - FloorPlanetGrassyDirtTwilight
        - FloorPlanetDirtTwilight
      threshold: 0.915
      noise:
        seed: 3
        noiseType: OpenSimplex2
        frequency: 0.005
        lacunarity: 1.50
        fractalType: Ridged
        octaves: 1
      entities:
      - FloorMuteWaterEntity
    # mute toxin pools
    - !type:BiomeEntityLayer
      allowedTiles:
        - FloorPlanetDirtTwilight
      threshold: 0.70
      noise:
        frequency: 0.05
        fractalType: None
      entities:
      - FloorMuteWaterEntity


# Snow
- type: biomeTemplate
  id: SnowPtarmigan
  layers:
    # Sparse vegetation
    - !type:BiomeDecalLayer
      allowedTiles:
      - FloorSnow
      divisions: 2
      threshold: -0.50
      noise:
        seed: 0
        noiseType: Cellular
        frequency: 1
      decals:
      - grasssnowa1
      - grasssnowa2
      - grasssnowa3
      - grasssnowb1
      - grasssnowb2
      - grasssnowb3
      - grasssnowc1
      - grasssnowc2
      - grasssnowc3
    # Dense, bland grass
    - !type:BiomeDecalLayer
      allowedTiles:
      - FloorSnow
      divisions: 1
      threshold: -0.35
      noise:
        seed: 0
        noiseType: Cellular
        frequency: 0.2
        fractalType: FBm
        octaves: 5
        lacunarity: 2
        cellularDistanceFunction: Euclidean
        cellularReturnType: Distance2
      decals:
      - grasssnow
      - grasssnow01
      - grasssnow02
      - grasssnow03
      - grasssnow04
      - grasssnow05
      - grasssnow06
      - grasssnow07
      - grasssnow08
      - grasssnow09
      - grasssnow10
      - grasssnow11
      - grasssnow12
      - grasssnow13
    # Little bit of colored grass
    - !type:BiomeDecalLayer
      allowedTiles:
      - FloorSnow
      divisions: 1
      threshold: -0.0
      noise:
        seed: 0
        noiseType: Cellular
        frequency: 1
        fractalType: None
        cellularDistanceFunction: Euclidean
        cellularReturnType: Distance2
      decals:
      - bushsnowa1
      - bushsnowa2
      - bushsnowa3
      - bushsnowb3
      - bushsnowb2
      - bushsnowb3
    - !type:BiomeEntityLayer
      threshold: 0.5
      noise:
        seed: 0
        noiseType: OpenSimplex2
        fractalType: FBm
        frequency: 2
      allowedTiles:
      - FloorSnow
      entities:
      - FloraTreeSnow
    # Rock formations
    - !type:BiomeEntityLayer
      allowedTiles:
      - FloorSnow
      threshold: -0.30
      noise:
        seed: 0
        noiseType: Cellular
        frequency: 0.05
        lacunarity: 2
        fractalType: FBm
        octaves: 5
        cellularDistanceFunction: Euclidean
        cellularReturnType: Distance2
      entities:
      - WallRockSnow
    # Ore Veins
    - !type:BiomeEntityLayer
      allowedTiles:
      - FloorSnow
      threshold: -0.18
      noise:
        seed: 0
        noiseType: Cellular
        frequency: 0.05
        lacunarity: 2.5
        fractalType: FBm
        octaves: 5
        cellularDistanceFunction: Euclidean
        cellularReturnType: Distance2
      entities:
      - RandomWallRockSnowOreSpawner
    # Ice tiles
    - !type:BiomeTileLayer
      tile: FloorIce
      threshold: -0.9
      noise:
        seed: 0
        noiseType: Cellular
        frequency: 0.03
        lacunarity: 2
        fractalType: FBm
        octaves: 5
        cellularDistanceFunction: Euclidean
        cellularReturnType: Distance2
    # Liquid plasma rivers. Ice moon baby
    - !type:BiomeEntityLayer
      allowedTiles:
      - FloorSnow
      - FloorIce
      threshold: 0.95
      noise:
        seed: 3
        noiseType: OpenSimplex2
        frequency: 0.003
        lacunarity: 1.50
        fractalType: Ridged
        octaves: 1
      entities:
      - FloorLiquidPlasmaEntity
    - !type:BiomeDummyLayer
      id: Loot
    - !type:BiomeTileLayer
      threshold: -0.7
      tile: FloorSnow
      noise:
        seed: 0
        frequency: 0.02
        fractalType: None

# making a special biome like this is purely a temporary stopgap;
# ideally we change Ptarmigan to use the mining planet system eventually,
# but that requires expertise I lack.
