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skNoise | Official 1.0 Release!

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Update 1.0

This update is a complete recode of skNoise, bringing in a new way to handle generators, more ways to edit a generator and its values

Generators are now actually an object compared to constructing the entire generator through one line.
You can save a generator to a variable now as well!

Here's a quick example of creating a new generator, editing some values, and using it:

command /noise:
    trigger:
        set {_gen} to new simplex generator with seed 42069
        set frequency of {_gen} to 0.01 # Essentially a zoom value
        set {_value} to abs(value of {_gen} at player)
        if {_value} < 0.5:
            set block at player to black concrete
        else:
            set block at player to white concrete

Alongside this new format for generators, there's also a new type of generator,
which is the Value generator.

This generator allows you to essentially create a seeded random number generator, for example:

command /random:
    trigger:
        set {_g} to new value generator with seed 1
        set frequency of {_g} to 1 # Setting to 1 makes it that each value obtained from different locations is completely different
        set {_val} to abs(value of {_g} at player)
        send "Random Number: %{_val}%"

You can also do a lot more to Cellular (Voronoi) generators, such as setting its jitter (how the points are spread), return type, and changing the distance function used.

Here's a quick example of how you'd get the cell values now:

command /cellvalue:
    trigger:
        set {_g} to new voronoi generator with seed 1
        set voronoi return type of {_g} to CellValue
        set {_val} to abs(value of {_g} at player)
        send "Cell Value: %{_val}%"

And yes, the average expression still exists ;)