516 lines
22 KiB
INI
516 lines
22 KiB
INI
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#######################################################################
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# +-----------------------------------------------------------------+ #
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# | WorldConfig | #
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# +-----------------------------------------------------------------+ #
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#######################################################################
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# The author of this world
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Author: Unknown
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# A short description of this world
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Description: No description given
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# What TerrainControl does with the config files.
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# Possible modes:
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# WriteAll - default
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# WriteWithoutComments - write config files without help comments
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# WriteDisable - doesn't write to the config files, it only reads. Doesn't auto-update the configs. Use with care!
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SettingsMode: WriteAll
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#######################################################################
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# +-----------------------------------------------------------------+ #
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# | The modes | #
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# +-----------------------------------------------------------------+ #
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#######################################################################
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# Possible terrain modes:
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# Normal - use all features
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# TerrainTest - generate only terrain without any resources
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# NotGenerate - generate empty chunks
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# Default - use default terrain generator
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# OldGenerator - Minecraft Beta 1.7.3-like land generator
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TerrainMode: Normal
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# Possible biome modes:
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# Normal - use all features
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# FromImage - get biomes from image file
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# Default - use default Notch biome generator
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# For old maps two more modes are available:
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# BeforeGroups - Minecraft 1.0 - 1.6.4 biome generator, only supports the biome groups NormalBiomes and IceBiomes
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# OldGenerator - Minecraft Beta 1.7.3 biome generator
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BiomeMode: FromImage
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#######################################################################
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# +-----------------------------------------------------------------+ #
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# | Custom biomes | #
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# +-----------------------------------------------------------------+ #
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#######################################################################
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# You need to register your custom biomes here. This setting will make Terrain Control
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# generate setting files for them. However, it won't place them in the world automatically.
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# See the settings for your BiomeMode below on how to add them to the world.
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# Syntax: CustomBiomes:BiomeName:id[,AnotherBiomeName:id[,...]]
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# Example: CustomBiomes:TestBiome1:30,BiomeTest2:31
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# This will add two biomes and generate the BiomeConfigs for them.
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# All changes here need a server restart.
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# Due to the way Mojang's loading code works, all biome ids need to be unique
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# on the server. If you don't do this, the client will display the biomes just fine,
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# but the server can think it is another biome with the same id. This will cause saplings,
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# snowfall and mobs to work as in the other biome.
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# The available ids range from 0 to 1023 and the ids 0-39 and 129-167 are taken by vanilla.
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# The ids 256-1023 cannot be saved to the map files, so use ReplaceToBiomeName in that biome.
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CustomBiomes: SuperMountains Summit:40, SuperMountains Summit Slope:41, SuperMountainsEdge Forest:42, SuperMountainsEdge Snow Forest:43, SuperMountainsEdge Barren:44, SuperMountainsEdge Snow Barren:45, SuperMountainsEdge Desert:46, SuperMountains Forest:47, SuperMountains Snow Forest:48, SuperMountains Barren:49, SuperMountains Snow Barren:50, SuperMountains Desert:51, Mesa Sand:52, ForestDry:53, JungleEdgeRaised:54, SuperMountains Summit Treeless:55, SuperMountains Summit Slope Treeless:56, ForestMesa:57, ForestHillsMesa:58, SuperMountains Taiga:59, SuperMountainsEdge Taiga:60, Extreme Hills Snowy:61, River Sandy Banks:62, Spawn:65, Spawn Beach:66, Spawn Ocean:67, Spawn Shallow Ocean:68, Extreme Hills Coastline:69, Extreme Hills Ocean:70, Forest Smooth:71, SuperMountainsBeach Barren:72, SuperMountainsBeach Forest:73, SuperMountainsBeach Snow Barren:74, SuperMountainsBeach Snow Forest:75, SuperMountainsBeach Taiga:76, River Sandy Banks Red:77
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#######################################################################
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# +-----------------------------------------------------------------+ #
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# | Settings for BiomeMode: Normal | #
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# +-----------------------------------------------------------------+ #
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#######################################################################
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# Also used in BiomeMode:FromImage when ImageMode is set to ContinueNormal
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# Important value for generation. Bigger values appear to zoom out. All 'Sizes' must be smaller than this.
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# Large %/total area biomes (Continents) must be set small, (limit=0)
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# Small %/total area biomes (Oasis,Mountain Peaks) must be larger (limit=GenerationDepth)
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# This could also represent "Total number of biome sizes"
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# Small values (about 1-2) and Large values (about 20) may affect generator performance.
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GenerationDepth: 10
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# Max biome rarity from 1 to infinity. By default this is 100, but you can raise it for
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# fine-grained control, or to create biomes with a chance of occurring smaller than 1/100.
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BiomeRarityScale: 100
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################
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# Biome Groups #
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################
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# Minecraft groups similar biomes together, so that they spawn next to each other.
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# Syntax: BiomeGroup(Name, Size, Rarity, BiomeName[, AnotherName[, ...]])
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# Name - just for clarity, choose something descriptive
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# Size - layer to generate on, from 0 to GenerationDepth. All biomes in the group must have a BiomeSize
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# larger than or equal to this value.
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# Rarity - relative spawn chances.
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# BiomeName... - names of the biome that spawn in the group. Case sensitive.
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# Note: if you're using BiomeMode: BeforeGroups, only the biome names of the groups named NormalBiomes
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# and IceBiomes and the size and rarity of the group named IceBiomes will be used. Other groups are
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# ignored. The size and rarity of the NormalBiomes group is ignored as well, use LandSize and
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# LandRarity instead.
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BiomeGroup(NormalBiomes, 0, 97, Forest, Roofed Forest, Extreme Hills, Plains, Birch Forest, Swampland, Flower Forest, Roofed Forest M, Extreme Hills+, Sunflower Plains, Birch Forest M, Swampland M)
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BiomeGroup(IceBiomes, 3, 90, Ice Plains, Cold Taiga, Ice Plains Spikes, Cold Taiga M)
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BiomeGroup(HotBiomes, 0, 97, Desert, Savanna, Plains, Desert M, Savanna M, Sunflower Plains)
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BiomeGroup(ColdBiomes, 0, 97, Forest, Extreme Hills, Taiga, Plains, Flower Forest, Extreme Hills+, Taiga M, Sunflower Plains)
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BiomeGroup(MesaBiomes, 1, 40, Mesa)
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BiomeGroup(JungleBiomes, 1, 40, Jungle, Jungle M)
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BiomeGroup(Mega TaigaBiomes, 1, 40, Mega Taiga, Mega Spruce Taiga)
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###############
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# Biome lists #
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###############
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# Don't forget to register your custom biomes first in CustomBiomes!
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# Biomes used as isles in other biomes. You must set IsleInBiome in biome config for each biome here. Biome name is case sensitive.
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# Biomes used as borders of other biomes. You must set BiomeIsBorder in biome config for each biome here. Biome name is case sensitive.
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IsleBiomes: Deep Ocean, MushroomIsland, Ice Mountains, DesertHills, ForestHills, Forest, TaigaHills, JungleHills, Cold Taiga Hills, Birch Forest Hills, Extreme Hills+, Mesa Plateau, Mesa Plateau F, Mesa Plateau M, Mesa Plateau F M, Mesa (Bryce), Mega Taiga Hills, Mega Spruce Taiga Hills
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BorderBiomes: MushroomIslandShore, Beach, Extreme Hills Edge, Desert, Taiga
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########################################
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# Landmass settings (for NormalBiomes) #
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########################################
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# Land rarity from 100 to 1. If you set smaller than 90 and LandSize near 0 beware Big oceans.
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LandRarity: 99
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# Land size from 0 to GenerationDepth. Biome groups are placed on this.
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LandSize: 0
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# Make land more fuzzy and make lakes. Must be from 0 to GenerationDepth - LandSize
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LandFuzzy: 6
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#####################
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# Ice area settings #
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#####################
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# Set this to false to stop the ocean from freezing near when an "ice area" intersects with an ocean.
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FrozenOcean: true
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# This is the biome temperature when water freezes if "FrozenOcean" is set to true.
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# This used to be the case for all biomes in the "IceBiomes" list. Default: 0.15; Min: 0.0; Max: 2.0
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# Temperature Reference from Vanilla: <0.15 for snow, 0.15 - 0.95 for rain, or >1.0 for dry
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OceanFreezingTemperature: 0.15
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# If the average of all biome temperatures in a biome group is less than "OceanFreezingTemperature", then:
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# - When this setting is true, all biomes in the group will have frozen oceans
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# - When this setting is false, only biomes with a temperature below "OceanFreezingTemperature" will have frozen oceans
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# Default: false
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FreezeAllBiomesInColdGroup: false
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##########
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# Rivers #
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##########
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# River rarity. Must be from 0 to GenerationDepth.
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RiverRarity: 4
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# River size from 0 to GenerationDepth - RiverRarity
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RiverSize: 0
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# Set this to false to prevent the river generator from doing anything.
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RiversEnabled: true
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# When this is set to false, the standard river generator of Minecraft will be used.
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# This means that a technical biome, determined by the RiverBiome setting of the biome
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# the river is flowing through, will be used to generate the river.
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# When enabled, the rivers won't use a technical biome in your world anymore, instead
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# you can control them using the river settings in the BiomeConfigs.
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ImprovedRivers: false
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# When set to true the rivers will no longer follow biome border most of the time.
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RandomRivers: false
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#######################################################################
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# +-----------------------------------------------------------------+ #
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# | Settings for BiomeMode:FromImage | #
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# +-----------------------------------------------------------------+ #
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#######################################################################
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# Possible modes when generator outside image boundaries: Repeat, ContinueNormal, FillEmpty
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# Repeat - repeat image
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# Mirror - advanced repeat image mode
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# ContinueNormal - continue normal generation
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# FillEmpty - fill by biome in "ImageFillBiome settings"
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ImageMode: FillEmpty
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# Source png file for FromImage biome mode.
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ImageFile: biome_map_full_10.png
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# Where the png's north is oriented? Possible values: North, East, South, West
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# North - the top of your picture if north (no any rotation)
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# West - previous behavior (you should rotate png CCW manually)
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# East - png should be rotated CW manually
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# South - rotate png 180 degrees before generating world
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ImageOrientation: North
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# Biome name for fill outside image boundaries with FillEmpty mode.
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ImageFillBiome: Deep Ocean
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# Shifts map position from x=0 and z=0 coordinates.
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ImageXOffset: -2710
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ImageZOffset: -2660
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#######################################################################
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# +-----------------------------------------------------------------+ #
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# | Terrain height and volatility | #
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# +-----------------------------------------------------------------+ #
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#######################################################################
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# Scales the height of the world. Adding 1 to this doubles the
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# height of the terrain, substracting 1 to this halves the height
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# of the terrain. Values must be between 5 and 8, inclusive.
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WorldHeightScaleBits: 7
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# Height cap of the base terrain. Setting this to 7 makes no terrain
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# generate above y = 2 ^ 7 = 128. Doesn't affect resources (trees, objects, etc.).
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# Values must be between 5 and 8, inclusive. Values may not be lower
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# than WorldHeightScaleBits.
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WorldHeightCapBits: 8
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# Can increase (values greater than 0) or decrease (values less than 0) how much the landscape is fractured horizontally.
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FractureHorizontal: 0.0
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# Can increase (values greater than 0) or decrease (values less than 0) how much the landscape is fractured vertically.
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# Positive values will lead to large cliffs/overhangs, floating islands, and/or a cavern world depending on other settings.
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FractureVertical: 0.0
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#######################################################################
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# +-----------------------------------------------------------------+ #
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# | Blocks | #
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# +-----------------------------------------------------------------+ #
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#######################################################################
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# Attempts to replace all surface stone with biome surface block.
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RemoveSurfaceStone: false
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# Disable bottom of map bedrock generation. Doesn't affect bedrock on the ceiling of the map.
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DisableBedrock: false
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# Enable ceiling of map bedrock generation.
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CeilingBedrock: false
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# Make layer of bedrock flat.
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FlatBedrock: false
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# Block used as bedrock.
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BedrockobBlock: minecraft:bedrock
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# Set this to false to disable the bounds check during chunk population.
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# While this allows you to spawn larger objects, it also makes terrain generation
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# dependant on the direction you explored the world in.
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PopulationBoundsCheck: false
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################################
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# Water / Lava & Frozen States #
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################################
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# Set water level. Every empty block under this level will be fill water or another block from WaterBlock
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WaterLevelMax: 63
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WaterLevelMin: 0
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# Block used as water in WaterLevel.
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WaterBlock: minecraft:water
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# Block used as ice.
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IceBlock: minecraft:ice
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# Block used as cooled or frozen lava.
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# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes
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CooledLavaBlock: minecraft:lava
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##############
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# World only #
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##############
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# By Default in cold biomes, lakes freeze but only water exposed to sky is frozen.
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# Setting this to true causes any lake in a cold biome with at least one block exposed to sky to completely freeze
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FullyFreezeLakes: true
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# By Default, all snow is 1 layer high. When this setting is set to true, snow height is
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# determined by biome temperature and therefore height.
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# For now: A block temp > -.5 yields a single snow layer. A block temp < -.75 yields max snow layers.
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# All values in the range -.75 < temp < -.5 are evenly distributed.
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UseTemperatureForSnowHeight: false
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# By Default, snow falls on the highest block only.
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# Setting this to true will cause snow to fall through leaves but leave a little snow on the way
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BetterSnowFall: true
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#######################################################################
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# +-----------------------------------------------------------------+ #
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# | Resources | #
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# +-----------------------------------------------------------------+ #
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#######################################################################
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# Seed used for the resource generation. Can only be numeric. Set to 0 to use the world seed.
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ResourcesSeed: 0
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#######################################################################
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# +-----------------------------------------------------------------+ #
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# | Structures | #
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# +-----------------------------------------------------------------+ #
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#######################################################################
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# Generate-structures in the server.properties file is ignored by Terrain Control. Use these settings instead.
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###############
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# Strongholds #
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###############
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# Set this to false to prevent the stronghold generator from doing anything.
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StrongholdsEnabled: false
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# The number of strongholds in the world.
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StrongholdCount: 128
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# How far strongholds are from the spawn and other strongholds (minimum is 1.0, default is 32.0).
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StrongholdDistance: 32.0
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# How concentrated strongholds are around the spawn (minimum is 1, default is 3). Lower number, lower concentration.
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StrongholdSpread: 3
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############
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# Villages #
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############
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# Whether the villages are enabled or not.
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VillagesEnabled: false
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# The size of the village. Larger is bigger. Normal worlds have 0 as default, superflat worlds 1.
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VillageSize: 0
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# The minimum distance between the village centers in chunks. Minimum value is 9.
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VillageDistance: 32
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##################
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# Rare buildings #
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##################
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# Rare buildings are either desert pyramids, jungle temples or swamp huts.
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# Whether rare buildings are enabled.
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RareBuildingsEnabled: true
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# The minimum distance between rare buildings in chunks.
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MinimumDistanceBetweenRareBuildings: 9
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# The maximum distance between rare buildings in chunks.
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MaximumDistanceBetweenRareBuildings: 256
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############
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# Mansions #
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############
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# Woodland mansions are big houses inhabited by illagers that normally spawn in the roofed forest biome.
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# Whether mansions are enabled.
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MansionsEnabled: true
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# The minimum distance between the origin of mansions in chunks. Note that mansions
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# may spawn a few chunks from their origin, so this value is not entirely accurate.
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MinimumDistanceBetweenMansions: 20
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# The maximum distance between the origin of mansions in chunks.
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MaximumDistanceBetweenMansions: 80
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###################
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# Ocean monuments #
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###################
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# Whether ocean monuments are enabled.
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OceanMonumentsEnabled: false
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# Ocean monuments are placed on the corners of a grid, with a random offset added to each corner.
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# The first variable is the size of the grid in chunks.
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# Setting this to 8 will give a grid with cells of 8x8 chunks.
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OceanMonumentGridSize: 32
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# Random offset from each corner in chunks, on both the x and z axis.
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# May not be smaller than 0, and may not be larger than OceanMonumentGridSize.
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OceanMonumentRandomOffset: 26
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####################
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# Custom structues #
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####################
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# Maximum radius of custom structures in chunks. Custom structures are spawned by
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# the CustomStructure resource in the biome configuration files.
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MaximumCustomStructureRadius: 5
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####################
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# Other structures #
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####################
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MineshaftsEnabled: true
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NetherFortressesEnabled: false
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#######################################################################
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# +-----------------------------------------------------------------+ #
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# | Visual settings | #
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# +-----------------------------------------------------------------+ #
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|
#######################################################################
|
||
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|
||
|
# Warning: this section will work only for players with the single version of Terrain Control installed.
|
||
|
# World fog color
|
||
|
WorldFog: #C0D8FF
|
||
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|
||
|
# World night fog color
|
||
|
WorldNightFog: #0B0D17
|
||
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|
||
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|
||
|
#######################################################################
|
||
|
# +-----------------------------------------------------------------+ #
|
||
|
# | Cave settings | #
|
||
|
# +-----------------------------------------------------------------+ #
|
||
|
#######################################################################
|
||
|
|
||
|
# This controls the odds that a given chunk will host a single cave and/or the start of a cave system.
|
||
|
CaveRarity: 7
|
||
|
|
||
|
# The number of times the cave generation algorithm will attempt to create single caves and cave
|
||
|
# systems in the given chunk. This value is larger because the likelihood for the cave generation
|
||
|
# algorithm to bailout is fairly high and it is used in a randomizer that trends towards lower
|
||
|
# random numbers. With an input of 40 (default) the randomizer will result in an average random
|
||
|
# result of 5 to 6. This can be turned off by setting evenCaveDistribution (below) to true.
|
||
|
CaveFrequency: 40
|
||
|
|
||
|
# Sets the minimum and maximum altitudes at which caves will be generated. These values are
|
||
|
# used in a randomizer that trends towards lower numbers so that caves become more frequent
|
||
|
# the closer you get to the bottom of the map. Setting even cave distribution (above) to true
|
||
|
# will turn off this randomizer and use a flat random number generator that will create an even
|
||
|
# density of caves at all altitudes.
|
||
|
CaveMinAltitude: 8
|
||
|
|
||
|
CaveMaxAltitude: 127
|
||
|
|
||
|
# The odds that the cave generation algorithm will generate a single cavern without an accompanying
|
||
|
# cave system. Note that whenever the algorithm generates an individual cave it will also attempt to
|
||
|
# generate a pocket of cave systems in the vicinity (no guarantee of connection or that the cave system
|
||
|
# will actually be created).
|
||
|
IndividualCaveRarity: 25
|
||
|
|
||
|
# The number of times the algorithm will attempt to start a cave system in a given chunk per cycle of
|
||
|
# the cave generation algorithm (see cave frequency setting above). Note that setting this value too
|
||
|
# high with an accompanying high cave frequency value can cause extremely long world generation time.
|
||
|
CaveSystemFrequency: 1
|
||
|
|
||
|
# This can be set to create an additional chance that a cave system pocket (a higher than normal
|
||
|
# density of cave systems) being started in a given chunk. Normally, a cave pocket will only be
|
||
|
# attempted if an individual cave is generated, but this will allow more cave pockets to be generated
|
||
|
# in addition to the individual cave trigger.
|
||
|
CaveSystemPocketChance: 0
|
||
|
|
||
|
# The minimum and maximum size that a cave system pocket can be. This modifies/overrides the
|
||
|
# cave system frequency setting (above) when triggered.
|
||
|
CaveSystemPocketMinSize: 0
|
||
|
|
||
|
CaveSystemPocketMaxSize: 3
|
||
|
|
||
|
# Setting this to true will turn off the randomizer for cave frequency (above). Do note that
|
||
|
# if you turn this on you will probably want to adjust the cave frequency down to avoid long
|
||
|
# load times at world creation.
|
||
|
EvenCaveDistrubution: false
|
||
|
|
||
|
|
||
|
#######################################################################
|
||
|
# +-----------------------------------------------------------------+ #
|
||
|
# | Ravine settings | #
|
||
|
# +-----------------------------------------------------------------+ #
|
||
|
#######################################################################
|
||
|
|
||
|
RavineRarity: 2
|
||
|
|
||
|
RavineMinAltitude: 20
|
||
|
|
||
|
RavineMaxAltitude: 67
|
||
|
|
||
|
RavineMinLength: 84
|
||
|
|
||
|
RavineMaxLength: 111
|
||
|
|
||
|
RavineDepth: 3.0
|
||
|
|
||
|
|
||
|
#######################################################################
|
||
|
# +-----------------------------------------------------------------+ #
|
||
|
# | Settings for BiomeMode:OldGenerator | #
|
||
|
# +-----------------------------------------------------------------+ #
|
||
|
#######################################################################
|
||
|
|
||
|
# This generator works only with old terrain generator!
|
||
|
OldBiomeSize: 1.5
|
||
|
|
||
|
MinMoisture: 0.0
|
||
|
|
||
|
MaxMoisture: 0.0
|
||
|
|
||
|
MinTemperature: 0.0
|
||
|
|
||
|
MaxTemperature: 0.0
|
||
|
|