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Biomentry

Immersive and dynamic Titles when enter a new Biome

Автор: Lye5906обновлён 20 авг. 2025 г.
Декор

Описание

📌 About Biomentry

Biomentry is not just a biome notifier – it’s a full immersion system for Minecraft.
It makes each biome feel alive, unique, and reactive.

From animated titles and ambient sounds to advanced conditional rules, Biomentry connects the environment to the player’s journey — whether they’re crossing deserts, exploring lush caves, or wandering in modded dimensions.

Perfect for RPG, adventure, survival, and storytelling servers, Biomentry turns exploration into an experience.


✨ Core Features

📍 Intelligent Biome Detection

  • Real-time detection above ground and underground.
  • Enhanced with custom logic for accurate cave recognition (light levels, block density, sky access, Y-level, structures).
  • Supports special cave biomes: lush_caves, deep_dark, dripstone_caves.

🕳️ Advanced Cave Detection

A multi-criteria scoring system determines whether a player is truly in a cave, factoring in:

  • ambient light level,
  • block density around the player,
  • sky access,
  • Y-level and natural structure context.

This allows accurate detection even in artificial caves or open ravines.


🖥️ Immersive Visual Notifications

  • Animated titles & subtitles (fade, typewriter, etc.) on biome entry.
  • Customizable styles per biome or biome group.
  • Biome grouping to reduce message spam (e.g., forests, oceans).

🔊 Ambient Sounds

  • Unique looping sounds per biome:
    • Desert camels
    • Jungle parrots
    • Swamp frogs
    • Mountain winds
  • Goodbye repetitive rain noise → hello immersion.

⚙️ Player Customization

  • /biomentry toggle → Enable/disable notifications.
  • /biomentry language <en|fr> → Change language.
  • Preferences saved per player for full control.

🛡️ Region & Server Integration

  • WorldGuard support → disable notifications in spawn, arenas, safe zones, or custom areas.
  • Multi-language ready → English & French included; templates for German, Russian, Spanish.
  • Optimized performance → smart caching reduces redundant calculations.

🔥 New in v0.3 – Sappling Update

1️⃣ Advanced Condition System

  • Brand-new conditions.yml unlocks deep customization:
    • Triggers → biome entry, surface vs cave, time of day, player stats
    • Logic gates → combine and, or, not for complex rules
    • Conditions → permissions, health, armor, potion effects, world time
    • Actions → run commands, apply effects, grant temporary permissions, heal, give saturation

2️⃣ Custom Biome & Cave Support

  • Full support for modded and datapack biomes (Terralith, Biomes O’ Plenty, etc.).
  • Custom caves recognized automatically using in_cave: true/false.
  • Full biome ID usage (terralith:skylands) ensures conditions, sounds, and notifications apply to any biome, vanilla or modded.

3️⃣ Enhanced Immersion & Stability

  • Ambient sounds fully overhauled.
  • Smarter cave detection.
  • Reliable Boss Bars & notifications.
  • Bug fixes → condition actions now always execute correctly.

🚀 Why Biomentry?

Biomes in Minecraft are stories, atmospheres, and identities.
Biomentry gives them a voice.

Ideal for servers that want:

  • Immersion → RPG, semi-RP, adventure worlds
  • Storytelling tools → triggers when entering zones
  • Atmosphere → ambient sounds & visuals
  • Customization → advanced configs & player preferences

With Biomentry, every step into a new biome — surface or cave, vanilla or modded — feels like a new chapter.

Config files

config.yml
#configuration for Biomentry
# General settings
general:
  language: 'en'  # Plugin language: 'fr' (French) or 'en' (English)
  enableParticles: false # Enable or disable particle effects globally 
  enableCommands: false # Enable or disable command execution globally
  enableAmbientSounds: true # Enable or disable ambient sounds globally

# Title display settings
titleInfo:
  fadeIn: 10      # Fade-in time (in ticks)
  stay: 70        # Display duration (in ticks)
  fadeOut: 20     # Fade-out time (in ticks)
  animationType: 'fade'  # Animation type: 'fade', 'typewriter', or 'slide'
  typewriterSpeed: 2           # Typewriter speed (characters per tick)

# Priority system for display management
priority:
  enabled: true                    # Enable priority system
  level: 'medium'                  # Priority level: 'low', 'medium', 'high'
  pauseOnOtherPlugins: true        # Pause biome displays when other plugins show titles
  resumeDelay: 40                  # Delay (in ticks) before resuming after other plugin finishes
  checkInterval: 5                 # Interval (in ticks) to check for other plugin activities

# Biome groups – Biomes in the same group won’t trigger a notification 
# when transitioning between each other
biomeGroups:
  # Birch forests
  - ['birch_forest', 'old_growth_birch_forest']
  # Taigas
  - ['taiga', 'old_growth_spruce_taiga', 'old_growth_pine_taiga', 'snowy_taiga']
  # Dark forests
  - ['dark_forest']
  # Oceans
  - ['ocean', 'deep_ocean', 'warm_ocean', 'lukewarm_ocean', 'cold_ocean', 'frozen_ocean', 'deep_cold_ocean', 'deep_frozen_ocean', 'deep_lukewarm_ocean']
  # Deserts
  - ['desert']
  # Mountains and peaks
  - ['windswept_hills', 'windswept_forest', 'windswept_gravelly_hills', 'windswept_savanna', 'jagged_peaks', 'frozen_peaks', 'stony_peaks']
  # Caves
  - ['deep_dark', 'dripstone_caves', 'lush_caves']
  # Badlands
  - ['badlands', 'eroded_badlands', 'wooded_badlands']
  # Savannas
  - ['savanna', 'savanna_plateau', 'windswept_savanna']

# WorldGuard regions where notifications are disabled
disabledRegions:
  - spawn
  - safe_zone
  - pvp_arena

# List of worlds where the plugin is completely disabled (just exemple here)
disabled-worlds:
  - "a_minigame_world"
  - "world_the_end"
biomes.yml
# And extract of the biome configurations
# Here you define the BEHAVIOR of each biome.
# The actual text for titles and subtitles is in the language files.
biomes:
  plains:
    title: 'biomes.plains.title'
    subtitle: 'biomes.plains.subtitle'
    display: 'actionbar'
    animationType: 'typewriter'
    separator: ' | '
    sound: 'BLOCK_GRASS_BREAK'
    commands: []
    particle:
      type: "VILLAGER_HAPPY"
      count: 10
      offset: 0.5
      speed: 0.1
    bossBar:
      color: 'WHITE'
      style: 'SOLID'

    ambient_sound:
      sound: 'ambient.weather.rain'
      volume: 0.1
      pitch: 1.0
      delay: 200
  forest:
    title: 'biomes.forest.title'
    subtitle: 'biomes.forest.subtitle'
    display: 'actionbar'
    animationType: 'typewriter'
    separator: ' | '
    sound: 'BLOCK_CHERRY_WOOD_BREAK'
    commands: []
    particle:
      type: "VILLAGER_HAPPY"
      count: 10
      offset: 0.5
      speed: 0.1
    bossBar:
      color: 'WHITE'
      style: 'SOLID'

    ambient_sound:
      sound: 'ambient.weather.rain'
      volume: 0.1
      pitch: 1.0
      delay: 200
  dark_forest:
    title: 'biomes.dark_forest.title'
    subtitle: 'biomes.dark_forest.subtitle'
    display: 'actionbar'
    animationType: 'typewriter'
    separator: ' | '
    sound: 'AMBIENT_CAVE'
    commands: []
    particle:
      type: "VILLAGER_HAPPY"
      count: 10
      offset: 0.5
      speed: 0.1
    bossBar:
      color: 'WHITE'
      style: 'SOLID'

    ambient_sound:
      sound: 'ambient.weather.rain'
      volume: 0.1
      pitch: 1.0
      delay: 200
  birch_forest:
    title: 'biomes.birch_forest.title'
    subtitle: 'biomes.birch_forest.subtitle'
    display: 'actionbar'
    animationType: 'typewriter'
    separator: ' | '
    sound: 'BLOCK_CHERRY_WOOD_BREAK'
    commands: []
    particle:
      type: "VILLAGER_HAPPY"
      count: 10
      offset: 0.5
      speed: 0.1
    bossBar:
      color: 'WHITE'
      style: 'SOLID'

    ambient_sound:
      sound: 'ambient.weather.rain'
      volume: 0.1
      pitch: 1.0
      delay: 200
  old_growth_birch_forest:
    title: 'biomes.old_growth_birch_forest.title'
    subtitle: 'biomes.old_growth_birch_forest.subtitle'
    display: 'actionbar'
    animationType: 'typewriter'
    separator: ' | '
    sound: 'BLOCK_CHERRY_WOOD_BREAK'
    commands: []
    particle:
      type: "VILLAGER_HAPPY"
      count: 10
      offset: 0.5
      speed: 0.1
    bossBar:
      color: 'WHITE'
      style: 'SOLID'

    ambient_sound:
      sound: 'ambient.weather.rain'
      volume: 0.1
      pitch: 1.0
      delay: 200
  flower_forest:
    title: 'biomes.flower_forest.title'
    subtitle: 'biomes.flower_forest.subtitle'
    display: 'actionbar'
    animationType: 'typewriter'
    separator: ' | '
    sound: 'BLOCK_GRASS_BREAK'
    commands: []
    particle:
      type: "VILLAGER_HAPPY"
      count: 10
      offset: 0.5
      speed: 0.1
    bossBar:
      color: 'WHITE'
      style: 'SOLID'

    ambient_sound:
      sound: 'ambient.weather.rain'
      volume: 0.1
      pitch: 1.0
      delay: 200
      
  'clifftree:desert_cliff':
    title: 'biomes.clifftree.desert_cliff.title'
    subtitle: 'biomes.clifftree.desert_cliff.subtitle'
    display: 'actionbar'
    animationType: 'typewriter'
    separator: ' | '
    sound: 'BLOCK_SAND_BREAK'
    bossBar:
      color: 'YELLOW'
      style: 'SOLID'
      duration: 120
    particle:
      type: "DUST"
      count: 15
      offset: 0.6
      speed: 0.1

conditions.yml
# Configuration file for the Biomentry condition system.
# Each "rule" defines a trigger, conditions, and actions.

rules:
  # --- EXAMPLE 1: Simple "IF ... AND ..." condition (AND) ---
  # The player receives speed in the desert, but only if it's daytime AND they have the permission.
  desert_speed_day:
    trigger:
      type: 'ENTER_BIOME'
      biome: 'minecraft:desert'
    conditions:
      and: # "and" is a list of conditions that must ALL be true
        - type: 'WORLD_TIME'
          operator: 'LESS_THAN'
          value: 12500 # Before sunset
        - type: 'HAS_PERMISSION'
          permission: 'biomentry.condition.desert_speed'
    actions:
      - type: 'APPLY_EFFECT'
        effect: 'SPEED'
        duration: 600 # in ticks (30 seconds)
        amplifier: 0

  # --- EXAMPLE 2: "IF IN CAVE" condition ---
  # The player receives a torch if they enter any cave and have the permission.
  generic_cave_torch:
    trigger:
      type: 'ENTER_BIOME'
      in_cave: true # This rule only applies when the player is in a cave.

    conditions:
      or: # AT LEAST ONE condition must be true
        - type: 'HAS_PERMISSION'
          permission: 'biomentry.condition.torch_giver'
        - type: 'HAS_EFFECT'
          effect: 'NIGHT_VISION'
    actions:
      - type: 'RUN_COMMAND'
        command: 'give %player_name% minecraft:torch 4'
      - type: 'SEND_MESSAGE'
        message: '<gray>You feel like an explorer in these caves.</gray>'

  # --- EXAMPLE 3: "IF NOT ..." condition (NOT) ---
  # The player receives a warning if they enter the Nether WITHOUT full diamond armor.
  nether_warning:
    trigger:
      type: 'ENTER_BIOME'
      biome: 'minecraft:nether_wastes'
      in_cave: false # Only applies on the "surface" of the Nether
    conditions:
      not: # "not" inverts the condition it contains
        type: 'HAS_ARMOR' 
        material: 'DIAMOND'
        pieces: 4 # 4 pieces for full armor
    actions:
      - type: 'SEND_MESSAGE'
        message: '<#FF6347><b>Warning!</b> The Nether is dangerous without proper equipment.'

  # --- EXAMPLE 4: "IF NEITHER ... NOR ..." condition (NOT + OR) ---
  # The player takes damage in the Deep Dark if they have NEITHER the Regeneration effect, NOR the Resistance effect.
  deep_dark_danger:
    trigger:
      type: 'ENTER_BIOME'
      biome: 'minecraft:deep_dark'
    conditions:
      # The logic is: NOT (A OR B)
      not:
        or:
          - type: 'HAS_EFFECT'
            effect: 'REGENERATION'
          - type: 'HAS_EFFECT'
            effect: 'RESISTANCE'
    actions:
      - type: 'APPLY_EFFECT'
        effect: 'WITHER' # Applies the Wither effect
        duration: 100
        amplifier: 0
      - type: 'SEND_MESSAGE'
        message: '<#8B0000>You feel a malevolent presence draining your life...'

  # --- EXAMPLE 5: Requested Actions ---
  # Gives a temporary permission and health/saturation upon entering a specific biome.
  ancient_forest_bonus:
    trigger:
      type: 'ENTER_BIOME'
      biome: 'minecraft:old_growth_pine_taiga'
    conditions:
      # No conditions, triggers for everyone
      and: []
    actions:
      - type: 'ADD_PERMISSION'
        permission: 'essentials.fly'
        duration: 300 # in seconds (5 minutes)
      - type: 'HEAL'
        amount: 4.0 # in half-hearts (here, 2 hearts)
      - type: 'GIVE_SATURATION'
        amount: 5.0
      - type: 'SEND_MESSAGE'
        message: '<#2E8B57>The strength of the ancient forest flows through you.'

Галерея

Title displayActionbar display

Последние версии

Все версии →
beta

Biomentry 0.3-Sapling

0.3-Sapling
20 авг. 2025 г.389Minecraft: 1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6, 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8paper, purpur, spigot
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Что нового
<details> <summary>Biomentry v0.3</summary> # 📢 PATCH NOTE – Biomentry v0.3 ## 🌱 Update *"Sappling"* Welcome to Biomentry’s first major milestone update since 1 month!. --- ## ✨ Features ### 1️⃣ Advanced Condition System The highlight of this update: a brand-new **`conditions.yml`** file (now in English by default), unlocking extremely powerful rule creation. - **Custom Triggers** → trigger events when entering a biome. - **Logic Gates** → combine `and`, `or`, `not` for complex rules (ex: *if the player has X AND does not have Y...*). - **New Conditions**: - Permission checks - Player health - World time - Worn armor pieces - Active potion effects - **New Actions**: - `RUN_COMMAND` → Execute commands - `APPLY_EFFECT` → Apply potion effects - `ADD_PERMISSION` → Grant temporary permissions via LuckPerms - `HEAL` → Restore health - `GIVE_SATURATION` → Provide saturation --- ### 2️⃣ Custom Biome Support (Mods & Datapacks) Biomentry now supports **every biome** – vanilla, modded, or datapack-based. - Works seamlessly with **mods** like Terralith, Biomes O’ Plenty, and others. - Full compatibility with **datapack-generated biomes**. - Simply use the **full biome ID** (example: `terralith:skylands`) in your configs. ➡ This makes it possible to link **conditions, ambient sounds, and triggers** to any biome your server can generate — no restrictions (there is a exemple config with a cliff-tree datapack biome). --- ## 🔧 Improvements & Changes - **Ambient Sound** → New System to play sound not just when you enter in the biome but when you stay in *(camels in deserts, parrots in jungles, frogs in swamps, icy winds in mountains, etc...)*. - **Improved Cave Detection** → new trigger `in_cave: true/false` to differentiate surface vs underground and improve the detection conditions. - **Boss Bar Stability** → notifications and boss bars are more reliable and stable. - **Multi-language Preparation** → template files included for German (`de.yml`), Russian (`ru.yml`), Spanish (`es.yml`), will work for the next update. --- ## 🐛 Bug Fixes - **Biome Detection Fix** → specific cave biomes (`deep_dark`, `lush_caves`) are now correctly detected. - **Trigger Logic Fix** → reworked to be more intuitive and reliable, especially for cave-related conditions. --- ## 🗒️ Admin Notes - A new **`conditions.yml`** will be generated → explore it carefully, it unlocks the full potential of Biomentry. - For generic cave rules, **do not use biome IDs** → just use `in_cave: true`. - Always use **full biome IDs** for modded/datapack biomes in both `biomes.yml` and `conditions.yml`. </details>
alpha

Biomentry 0.3-Seed-2

0.3-Seed.2
10 июл. 2025 г.63Minecraft: 1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6, 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7paper, purpur, spigot
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Что нового
<details> <summary>Changelog 0.3-SEED-2</summary> # 🌱 Biomentry v0.3-SEED-2 – Changelog This update introduces new biome title display options, improved compatibility, and several important bug fixes. --- ## ✨ New Features - **Boss Bar Display for Biomes** Titles can now be displayed using a **Boss Bar** at the top of the screen. - Configure `color` and `style` in `biomes.yml` per biome. - Supported Boss Bar colors: `BLUE`, `GREEN`, `PINK`, `PURPLE`, `RED`, `WHITE`, `YELLOW` - Supported styles: `SOLID`, `SEGMENTED_6`, `SEGMENTED_10`, `SEGMENTED_12`, `SEGMENTED_20` - **New Title Animation: `slide`** A new `slide` animation type has been added for biome titles, enabling a smooth sliding effect. - Set `animationType: slide` under `titleInfo` in `config.yml` --- ## 🛠 Improvements - **Commented `biomes.yml` File** The `biomes.yml` file is now fully documented with comments explaining each parameter: - `title`, `subtitle`, `display`, `sound`, `separator`, `commands`, `particle`, and `bossBar` - Easier customization and better understanding of available features. - **Default Biomes Expanded** The config now includes default entries for **all known Minecraft biomes up to version 1.21.7** - **Minecraft 1.21.x Support** Official compatibility with **Minecraft 1.21.x** (tested on 1.21.7). - Maven dependencies and `plugin.yml` have been updated accordingly. --- ## 🐛 Bug Fixes - Fixed an issue where Boss Bar properties were not properly loaded by `ConfigManager`. - Fixed a missing import in `BiomeListener.java`. - Fixed the animation dispatch logic in `TitleAnimation.java` to correctly handle all animation types. --- 🔔 **Next Step:** Biomentry v0.3-SAPPLING will focus on **contextual conditions**, **cooldowns**, and **dynamic title behavior** based on weather and time of day. </details>
alpha

Biomentry 0.3-SEED-1

0.3-SEED-1
9 июл. 2025 г.35Minecraft: 1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6, 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4paper, purpur, spigot
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Что нового
<details> <summary>Changelog 0.3-SEED-1</summary> # 🌿 Improvements & Configuration Refactor ## 🛠️ Complete Configuration Overhaul ### 📁 File Separation * 🔄 The **biome configuration** has been reorganized: * 🎵 **Sounds**, **display types** (e.g., title, action bar), and **visual effects** are now handled directly in the **language files**: * `📄 fr.yml` / `en.yml` → manage both translatable texts and immersive effects. * 📜 A new file `biomes.yml` has been introduced to manage: * ⚡ Commands to be executed per biome * ✨ Per-biome behavior settings --- ### 🌌 Command Management by Biome * 💥 Each biome can now trigger one or more **custom commands** when the player enters or interacts with it, such as: * `/title %player% title Welcome to the Jungle` * `/playsound minecraft:ambient.cave %player%` * `/effect give %player% minecraft:speed 5 1 true` * 🧩 Supports **dynamic placeholders** (`%player%`, `%biome%`, etc.) --- ### 🧹 Simplified `config.yml` * The `config.yml` file now contains **only global settings**: * 🌐 General plugin behavior * ⚙️ Global toggles and performance options * 🔧 Default values and fallback settings --- ### 🌍 Streamlined Language Files * `fr.yml` / `en.yml` now handle: * 🏷️ Titles and subtitles * 🎶 Sound types (ambience, effects) * 🖼️ Display modes (e.g., `TITLE`, `ACTION_BAR`, `SUBTITLE`) * ✨ List of visual effects (e.g., `GLOWING`, `NIGHT_VISION`) * 💡 This allows a **cleaner, unified immersive experience** across multiple languages. --- ### 💻 Refactored Core Classes * 🧠 The `ConfigManager.java` and `LanguageManager.java` classes have been **fully refactored** to: * 🧩 Support modular and dynamic configuration loading * 🧽 Clearly separate config logic from multilingual handling * 🔄 Improve future maintainability and scalability --- ## 🧮 New Versioning Convention ### 🏷️ Format: MAJOR-Phase.Build * Example: `0.3-Seed.2` * `0.3` → Main plugin version * `Seed` 🌱 → Current development phase (alpha / pre-beta) * `2` → Second build in the "Seed" phase 🧭 This format gives a **clear view** of the plugin’s development stage and iteration. _This also not the final version of the 0.3, pls wait for it, this version will have more features, if you have suggestion for the future version or got a problem, go to the discord server_ </details>
beta

Biomentry 0.2-Sapling

0.2-Sapling
6 июл. 2025 г.47Minecraft: 1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6, 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4paper, purpur, spigot
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Что нового
<details> <summary>Changelog Beta 0.2</summary> # 🧭 Biomentry v0.2.0 — Performance Improvements & New Features This update introduces significant optimizations and new features to deliver a smoother, more customizable experience with enhanced plugin integration. _(it's a softdependance, not absolutly needed to make the plugin works)_ --- ## ✨ New Features ### 🔌 PlaceholderAPI Integration Biomentry is now fully compatible with **PlaceholderAPI**, allowing you to display dynamic biome-related data in other compatible plugins. **Available placeholders:** - `%biomentry_biome%` → Displays the player’s current effective biome (including cave detection). - `%biomentry_biome_raw%` → Displays the raw Minecraft biome name the player is currently in. - `%biomentry_is_in_cave%` → Returns `true` if the player is detected inside a cave, `false` otherwise. - `%biomentry_notifications%` → Returns `enabled` or `disabled` depending on whether the player has biome notifications turned on. ### 🌍 World Blacklist You can now disable Biomentry in specific worlds by adding them to a **blacklist** in the configuration file. --- ## ⚙️ Optimizations & Improvements - **Optimized Cave Detection** The cave detection system has been redesigned with **throttling** to reduce server load and improve overall performance. - **Faster Config and Language Loading** Configuration and language file handlers have been optimized to minimize disk I/O, resulting in faster plugin startup. - **Preprocessed Color Management** Color codes and gradients are now processed once during configuration loading, eliminating redundant calculations and improving responsiveness. - **Cleaner, Maintainable Code** Magic numbers have been replaced with named constants for better readability and easier maintenance. </details>
beta

Biomentry 0.1-Sapling

0.1-Sapling
21 июн. 2025 г.55Minecraft: 1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6, 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4paper, purpur, spigot
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Что нового
### First Realse of biomentry