diff --git a/BlocksHub/config.yml b/BlocksHub/config.yml old mode 100755 new mode 100644 diff --git a/ButtonPresents/config.yml b/ButtonPresents/config.yml deleted file mode 100755 index 3d60f7b..0000000 --- a/ButtonPresents/config.yml +++ /dev/null @@ -1,8802 +0,0 @@ -hellosave: -- HAHHAHAHAH -hellotime: - lastincident: 1495516643217 -metrics: - logins: - '1498104234571': - - Nicolaikay - - login - '1498104242699': - - Zangzadam_ - - login - '1498104622509': - - Ghostise - - login - '1498108989285': - - Nicolaikay - - logout - '1498109021862': - - Zangzadam_ - - logout - '1498109756620': - - Ghostise - - logout - '1498112262687': - - Koiiev - - login - '1498112272639': - - Koiiev - - logout - '1498112275211': - - Koiiev - - login - '1498112287164': - - Koiiev - - logout - '1498145326375': - - Mr_Byzantine - - login - '1498145448403': - - Mr_Byzantine - - logout - '1498157886533': - - Legendosh - - login - '1498158042835': - - Legendosh - - logout - '1498167199394': - - Legendosh - - login - '1498167212590': - - Legendosh - - logout - '1498185196824': - - Alisolarflare - - login - '1498185813130': - - Alisolarflare - - logout - '1498188420318': - - Koiiev - - login - '1498188588293': - - Koiiev - - logout - '1498199241137': - - Gryph667 - - login - '1498199402997': - - Gryph667 - - logout - '1498214021748': - - Alisolarflare - - login - '1498214438169': - - Alisolarflare - - logout - '1498219451475': - - Zangzadam_ - - login - '1498221917062': - - Zangzadam_ - - logout - '1498223972097': - - TitanZz - - login - '1498224098378': - - TitanZz - - logout - '1498236824600': - - byonicboy - - login - '1498236891891': - - byonicboy - - logout - '1498248374179': - - Ghostise - - login - '1498248541185': - - Ghostise - - logout - '1498250083035': - - Zangzadam_ - - login - '1498255346187': - - Zangzadam_ - - logout - '1498255373458': - - Zangzadam_ - - login - '1498257581896': - - iie - - login - '1498257788781': - - Legendosh - - login - '1498258027586': - - iie - - logout - '1498258572436': - - Zangzadam_ - - logout - '1498258996347': - - Legendosh - - logout - '1498266191942': - - Zangzadam_ - - login - '1498266268769': - - Zangzadam_ - - logout - '1498267883963': - - Mr_Byzantine - - login - '1498268525778': - - Mr_Byzantine - - logout - '1498270268011': - - Creepachu - - login - '1498270354937': - - Creepachu - - logout - '1498279098840': - - Mr_Byzantine - - login - '1498279192934': - - Mr_Byzantine - - logout - '1498294205906': - - Alisolarflare - - login - '1498294271511': - - Alisolarflare - - logout - '1498294538467': - - Alisolarflare - - login - '1498294555510': - - Alisolarflare - - logout - '1498294740992': - - Alisolarflare - - login - '1498294770585': - - Alisolarflare - - logout - '1498294841872': - - Alisolarflare - - login - '1498295188545': - - Alisolarflare - - logout - '1498295334315': - - Alisolarflare - - login - '1498296458868': - - Alisolarflare - - login - '1498297230641': - - Alisolarflare - - logout - '1498325272291': - - Alisolarflare - - login - '1498325295087': - - Alisolarflare - - logout - '1498325362116': - - Alisolarflare - - login - '1498325656161': - - Alisolarflare - - logout - '1498325713012': - - Alisolarflare - - login - '1498325743912': - - Alisolarflare - - logout - '1498325801200': - - Alisolarflare - - login - '1498326417825': - - Alisolarflare - - logout - '1498331542469': - - Legendosh - - login - '1498331784137': - - Legendosh - - logout - '1498333337968': - - iie - - login - '1498333365251': - - iie - - logout - '1498343084080': - - Alisolarflare - - login - '1498343673290': - - Alisolarflare - - logout - '1498377148242': - - Joshypoo - - login - '1498378074187': - - Joshypoo - - logout - '1498378746651': - - Zangzadam_ - - login - '1498390001902': - - Zangzadam_ - - logout - '1498399070078': - - Legendosh - - login - '1498399502255': - - Legendosh - - logout - '1498404113809': - - Mr_Byzantine - - login - '1498405261902': - - Mr_Byzantine - - logout - '1498410569431': - - Math081099 - - login - '1498410716607': - - Math081099 - - logout - '1498411844243': - - Alisolarflare - - login - '1498413879117': - - Alisolarflare - - logout - '1498427571163': - - Zangzadam_ - - login - '1498427944182': - - Zangzadam_ - - logout - '1498427973279': - - Zangzadam_ - - login - '1498427979658': - - Zangzadam_ - - logout - '1498429054896': - - Mr_Byzantine - - login - '1498438337574': - - Mr_Byzantine - - logout - '1498438733163': - - Mr_Byzantine - - login - '1498439448783': - - Mr_Byzantine - - logout - '1498474681325': - - TitanZz - - login - '1498477423907': - - TitanZz - - logout - '1498481242119': - - Mr_Byzantine - - login - '1498484636752': - - Mr_Byzantine - - logout - '1498503104835': - - Alisolarflare - - login - '1498503880361': - - Mr_Byzantine - - login - '1498506128947': - - iie - - login - '1498508040061': - - Mr_Byzantine - - logout - '1498508761737': - - Alisolarflare - - logout - '1498509890152': - - iie - - logout - '1498555193249': - - TitanZz - - login - '1498556437858': - - TitanZz - - logout - '1498566073675': - - iie - - login - '1498567894622': - - iie - - logout - '1498600540904': - - Nicolaikay - - login - '1498600864031': - - willnutdude9 - - login - '1498601005447': - - Nicolaikay - - logout - '1498601010559': - - willnutdude9 - - logout - '1498601986510': - - Alisolarflare - - login - '1498602017731': - - Alisolarflare - - logout - '1498602031177': - - Alisolarflare - - login - '1498602062005': - - Alisolarflare - - logout - '1498640447493': - - iie - - login - '1498642554986': - - iie - - logout - '1498685086337': - - iie - - login - '1498688161649': - - iie - - logout - '1498688519311': - - Alisolarflare - - login - '1498688578101': - - Alisolarflare - - logout - '1498697458172': - - Alisolarflare - - login - '1498697608607': - - Alisolarflare - - logout - '1498741099784': - - iie - - login - '1498742596909': - - iie - - logout - '1498824704737': - - TitanZz - - login - '1498825528238': - - TitanZz - - logout - '1498847638027': - - iie - - login - '1498848111872': - - iie - - logout - '1498850985062': - - iie - - login - '1498860057874': - - Zangzadam_ - - login - '1498861015558': - - Zangzadam_ - - logout - '1498868980721': - - iie - - logout - '1498877600326': - - JaySchae - - login - '1498877610869': - - DubbleBerger - - login - '1498878517733': - - JaySchae - - logout - '1498878557651': - - DubbleBerger - - logout - '1498884040114': - - Alisolarflare - - login - '1498885494669': - - Alisolarflare - - logout - '1498885676291': - - Alisolarflare - - login - '1498886975572': - - Alisolarflare - - logout - '1498887466746': - - Alisolarflare - - login - '1498888013961': - - Alisolarflare - - logout - '1498920917094': - - JaySchae - - login - '1498922400595': - - Chromosomosaurus - - login - '1498923265114': - - PawnZorz_Jr - - login - '1498926156355': - - Chromosomosaurus - - logout - '1498926160361': - - JaySchae - - logout - '1498926534393': - - PawnZorz_Jr - - logout - '1498926905056': - - PawnZorz_Jr - - login - '1498927109932': - - PawnZorz_Jr - - logout - '1498929401500': - - justscooby - - login - '1498929560707': - - justscooby - - logout - '1498929800233': - - iie - - login - '1498930340305': - - iie - - logout - '1498930349752': - - iie - - login - '1498930733758': - - iie - - logout - '1498930739889': - - iie - - login - '1498932750793': - - PawnZorz_Jr - - login - '1498932852679': - - PawnZorz_Jr - - logout - '1498933411525': - - JaySchae - - login - '1498933609550': - - Chromosomosaurus - - login - '1498934698587': - - Alisolarflare - - login - '1498935139406': - - PawnZorz_Jr - - login - '1498935205976': - - JaySchae - - logout - '1498935210148': - - JaySchae - - login - '1498935335029': - - Creepachu - - login - '1498937103479': - - iie - - logout - '1498937250759': - - Zanthr - - login - '1498937411886': - - Zanthr - - logout - '1498937424040': - - Zanthr - - login - '1498937455417': - - Zanthr - - logout - '1498937521542': - - Zanthr - - login - '1498937711921': - - NorbiPeti - - login - '1498937940766': - - Zanthr - - logout - '1498937955615': - - Zanthr - - login - '1498937990448': - - Zanthr - - logout - '1498938007987': - - Zanthr - - login - '1498938058113': - - Zanthr - - logout - '1498938059281': - - Zanthr - - login - '1498938184815': - - Zanthr - - logout - '1498938185140': - - Zanthr - - login - '1498938344348': - - Zanthr - - logout - '1498938928005': - - iie - - login - '1498939105144': - - PawnZorz_Jr - - logout - '1498939126691': - - JaySchae - - logout - '1498941043924': - - iie - - logout - '1498941577244': - - iie - - login - '1498942092740': - - Alisolarflare - - logout - '1498942324877': - - Ghostise - - login - '1498944367857': - - Alisolarflare - - login - '1498944521276': - - Alisolarflare - - logout - '1498946108359': - - Creepachu - - logout - '1498946409082': - - TitanZz - - login - '1498946449240': - - iie - - logout - '1498946654274': - - Ghostise - - logout - '1498948729837': - - NorbiPeti - - logout - '1498949403109': - - Chromosomosaurus - - logout - '1498950489048': - - TitanZz - - logout - '1498952128849': - - Koiiev - - login - '1498952147020': - - Koiiev - - logout - '1498957266713': - - Chromosomosaurus - - login - '1498957700128': - - DubbleBerger - - login - '1498958248201': - - JaySchae - - login - '1498959493584': - - JaySchae - - logout - '1498959496953': - - JaySchae - - login - '1498959848937': - - Chromosomosaurus - - logout - '1498959855690': - - Chromosomosaurus - - login - '1498960568691': - - Creepachu - - login - '1498961047951': - - Chromosomosaurus - - logout - '1498961121650': - - DubbleBerger - - logout - '1498961128257': - - JaySchae - - logout - '1498962036581': - - Creepachu - - logout - '1498962753443': - - Nicolaikay - - login - '1498962787555': - - Creepachu - - login - '1498965842058': - - Creepachu - - logout - '1498967004662': - - Nicolaikay - - logout - '1499002138397': - - Chromosomosaurus - - login - '1499014773587': - - NorbiPeti - - login - '1499014966306': - - Chromosomosaurus - - logout - '1499015492438': - - byonicboy - - login - '1499015541813': - - byonicboy - - logout - '1499017708807': - - JaySchae - - login - '1499019322345': - - NorbiPeti - - logout - '1499019556058': - - NorbiPeti - - login - '1499019704475': - - Chromosomosaurus - - login - '1499019971313': - - NorbiPeti - - logout - '1499020003897': - - NorbiPeti - - login - '1499020826598': - - Resosu - - login - '1499021016318': - - Resosu - - logout - '1499021331230': - - Resosu - - login - '1499021696986': - - Resosu - - logout - '1499021741018': - - TitanZz - - login - '1499021968185': - - RomanStream849 - - login - '1499022936034': - - PawnZorz_Jr - - login - '1499024124306': - - RomanStream849 - - logout - '1499024138277': - - RomanStream849 - - login - '1499025370384': - - Chromosomosaurus - - logout - '1499025459855': - - PawnZorz_Jr - - logout - '1499025462604': - - JaySchae - - logout - '1499025826227': - - TitanZz - - logout - '1499027133860': - - TitanZz - - login - '1499027171060': - - TitanZz - - logout - '1499027171247': - - TitanZz - - login - '1499027662758': - - TitanZz - - logout - '1499027673772': - - TitanZz - - login - '1499033049892': - - TitanZz - - logout - '1499034218281': - - NorbiPeti - - logout - '1499034584569': - - RomanStream849 - - logout - '1499034660682': - - RomanStream849 - - login - '1499036696749': - - JaySchae - - login - '1499036798926': - - PawnZorz_Jr - - login - '1499036849518': - - RomanStream849 - - logout - '1499038430910': - - Chromosomosaurus - - login - '1499039234035': - - JaySchae - - logout - '1499039297259': - - PawnZorz_Jr - - logout - '1499047832618': - - Chromosomosaurus - - logout - '1499049051122': - - Chromosomosaurus - - login - '1499049095413': - - JaySchae - - login - '1499049232359': - - Chromosomosaurus - - logout - '1499049301865': - - PawnZorz_Jr - - login - '1499049388438': - - Chromosomosaurus - - login - '1499049487614': - - JaySchae - - logout - '1499049495979': - - Chromosomosaurus - - logout - '1499049522591': - - Chromosomosaurus - - login - '1499049545864': - 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- iie - - logout - '1499292108501': - - iie - - login - '1499292373527': - - iie - - logout - '1499309595560': - - JaySchae - - login - '1499310556380': - - JaySchae - - logout - '1499310596093': - - JaySchae - - login - '1499310805657': - - DubbleBerger - - login - '1499312078626': - - JaySchae - - logout - '1499312124168': - - DubbleBerger - - logout - '1499340065802': - - TitanZz - - login - '1499341685982': - - TitanZz - - logout - '1499352753291': - - Mr_Byzantine - - login - '1499352895014': - - Mr_Byzantine - - logout - '1499353618943': - - JaySchae - - login - '1499354174170': - - JaySchae - - logout - '1499362153754': - - Ghostise - - login - '1499371985729': - - TitanZz - - login - '1499372228371': - - TitanZz - - logout - '1499376005747': - - Ghostise - - login - '1499385194262': - - Ghostise - - logout - '1499466440464': - - Resosu - - login - '1499467485411': - - Resosu - - logout - '1499467902328': - - Zangzadam_ - - login - '1499469754585': - - Zangzadam_ - - logout - '1499480943438': - 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- login - '1503648434635': - - MC_Brendan - - logout - '1503649438954': - - Nicolaikay - - logout - '1503649482504': - - MC_Brendan - - login - '1503649618203': - - CalvinizedSteel - - logout - '1503649903781': - - Nicolaikay - - login - '1503651261862': - - Nicolaikay - - logout - '1503652633753': - - NerdySimulation - - logout - '1503652635241': - - Alisolarflare - - logout - '1503652645153': - - MC_Brendan - - logout - '1503662460756': - - justscooby - - logout - '1503681843864': - - justscooby - - login - '1503686202309': - - Nicolaikay - - login - '1503686295986': - - TitanZz - - login - '1503687213901': - - Nicolaikay - - logout - '1503688170576': - - Mr_Byzantine - - login - '1503688626523': - - Creepachu - - login - '1503689172362': - - NerdySimulation - - login - '1503689176289': - - Alisolarflare - - login - '1503689410264': - - Nicolaikay - - login - '1503689533162': - - AgentBH9 - - login - '1503689855451': - - MaGezkyy - - login - '1503689975839': - - MaGezkyy - - logout - '1503690132822': - - MC_Brendan - - login - '1503690230258': - - TitanZz - - logout - '1503690260137': - - TitanZz - - login - '1503690354405': - - Creepachu - - logout - '1503690377863': - - Creepachu - - login - '1503691135798': - - TitanZz - - logout - '1503691179780': - - TitanZz - - login - '1503691670334': - - Mr_Byzantine - - logout - '1503692009325': - - Nicolaikay - - logout - '1503692322007': - - Alisolarflare - - logout - '1503692595624': - - MC_Brendan - - logout - '1503692977077': - - NerdySimulation - - logout - '1503693014911': - - NerdySimulation - - login - '1503693738320': - - NerdySimulation - - logout - '1503693769084': - - TitanZz - - logout - '1503693799373': - - AgentBH9 - - logout - '1503693814167': - - TitanZz - - login - '1503694702558': - - Vibiiing_ - - login - '1503694713407': - - TitanZz - - logout - '1503694726196': - - TitanZz - - login - '1503694926244': - - TitanZz - - logout - '1503695917640': - - TitanZz - - login - '1503695957779': - - TitanZz - - logout - '1503695972181': - - Nicolaikay - - login - '1503696011973': - - TitanZz - - login - '1503696209882': - - TitanZz - - logout - '1503696538690': - - justscooby - - logout - '1503696660101': - - Nicolaikay - - logout - '1503696758430': - - Vibiiing_ - - logout - '1503697095331': - - Creepachu - - logout - '1503699541867': - - FigyTuna - - login - '1503701876299': - - FigyTuna - - logout - '1503705082463': - - Alisolarflare - - login - '1503705291547': - - Alisolarflare - - logout diff --git a/ButtonWebsiteModule/config.yml b/ButtonWebsiteModule/config.yml deleted file mode 100755 index e029f69..0000000 --- a/ButtonWebsiteModule/config.yml +++ /dev/null @@ -1 +0,0 @@ -registration: https://acme-v01.api.letsencrypt.org/acme/reg/16092027 diff --git a/ChairStairs/config.yml b/ChairStairs/config.yml old mode 100755 new mode 100644 diff --git a/ChestShop/config.yml b/ChestShop/config.yml old mode 100755 new mode 100644 index 99df8c2..d264247 --- a/ChestShop/config.yml +++ b/ChestShop/config.yml @@ -1,111 +1,109 @@ -TURN_OFF_UPDATES: false #Do you want to turn off the automatic updates of ChestShop? +TURN_OFF_UPDATES: false +#How large should the internal caches be? CACHE_SIZE: 1000 -#How large should the internal uuid and name caches be? -SHOP_INTERACTION_INTERVAL: 250 #(In 1/1000th of a second) How often can a player use the shop sign? -IGNORE_CREATIVE_MODE: true +SHOP_INTERACTION_INTERVAL: 250 #Do you want to allow using shops to people in creative mode? -REVERSE_BUTTONS: false +IGNORE_CREATIVE_MODE: true #If true, people will buy with left-click and sell with right-click. -SHIFT_SELLS_IN_STACKS: false +REVERSE_BUTTONS: false #If true, people will be able to buy/sell in 64 stacks while holding the crouch button. -SHIFT_ALLOWS: "ALL" +SHIFT_SELLS_IN_STACKS: false #What can you do by clicking shift with SHIFT_SELLS_IN_STACKS turned on? (ALL/BUY/SELL) -ALLOW_SIGN_CHEST_OPEN: true +SHIFT_ALLOWS: "ALL" #Can shop's chest be opened by owner with right-clicking a shop's sign? -ALLOW_LEFT_CLICK_DESTROYING: true +ALLOW_SIGN_CHEST_OPEN: true #If true, when you left-click your own shop sign you won't open chest's inventory, but instead you will start destroying the sign. +ALLOW_LEFT_CLICK_DESTROYING: true -REMOVE_EMPTY_SHOPS: false #If true, if the shop is empty, the sign is destroyed and put into the chest, so the shop isn't usable anymore. -REMOVE_EMPTY_CHESTS: false +REMOVE_EMPTY_SHOPS: false #If true, if the REMOVE_EMPTY_SHOPS option is turned on, the chest is also destroyed. - -ADMIN_SHOP_NAME: "Admin Shop" -#First line of your Admin Shop's sign should look like this: -SERVER_ECONOMY_ACCOUNT: "" -#The economy account which Admin Shops should use and to which all taxes will go -TAX_AMOUNT: 0 -#Percent of the price that should go to the server's account. (100 = 100 percent) -SERVER_TAX_AMOUNT: 0 -#Percent of the price that should go to the server's account when buying from an Admin Shop. -SHOP_CREATION_PRICE: 0.0 -#Amount of money player must pay to create a shop -SHOP_REFUND_PRICE: 0.0 -#How much money do you get back when destroying a sign? - -BLOCK_SHOPS_WITH_SELL_PRICE_HIGHER_THAN_BUY_PRICE: true -#Should we block shops that sell things for more than they buy? (This prevents newbies from creating shops that would be exploited) - -ALLOW_MULTIPLE_SHOPS_AT_ONE_BLOCK: false -#Do you want to allow other players to build a shop on a block where there's one already? -ALLOW_PARTIAL_TRANSACTIONS: true -#Can shops be used even when the seller doesn't have enough items? (The price will be scaled adequately to the item amount) -ALLOW_AUTO_ITEM_FILL: true -#Can '?' be put in place of item name in order for the sign to be auto-filled? - -SHOW_MESSAGE_OUT_OF_STOCK: true -#Do you want to show "Out of stock" messages? -SHOW_MESSAGE_FULL_SHOP: true -#Do you want to show "Full shop" messages? - -CSTOGGLE_TOGGLES_OUT_OF_STOCK: false -#Can players hide the "Out of stock" messages with /cstoggle? -CSTOGGLE_TOGGLES_FULL_SHOP: false -#Can players hide the "Full shop" messages with /cstoggle? -SHOW_TRANSACTION_INFORMATION_CLIENT: true -#Do you want to show "You bought/sold... " messages? -SHOW_TRANSACTION_INFORMATION_OWNER: true -#Do you want to show "Somebody bought/sold... " messages? - -LOG_TO_FILE: false -#If true, plugin will log transactions in its own file -LOG_TO_CONSOLE: true -#Do you want ChestShop's messages to show up in console? - -STACK_TO_64: false -#Do you want to stack all items up to 64 item stacks? -USE_BUILT_IN_PROTECTION: true -#Do you want to use built-in protection against chest destruction? -STICK_SIGNS_TO_CHESTS: false -#Do you want to have shop signs "stick" to chests? -TURN_OFF_DEFAULT_PROTECTION_WHEN_PROTECTED_EXTERNALLY: false -#EXPERIMENTAL: Do you want to turn off the default protection when another plugin is protecting the block? (Will leave the chest visually open - CraftBukkit bug!) -TURN_OFF_SIGN_PROTECTION: false -#Do you want to turn off the default sign protection? Warning! Other players will be able to destroy other people's shops! -TURN_OFF_HOPPER_PROTECTION: false -#Do you want to disable the hopper protection, which prevents the hoppers from taking items out of chests? -PROTECT_CHEST_WITH_LWC: false -#Do you want to protect shop chests with LWC? -PROTECT_SIGN_WITH_LWC: false -#Do you want to protect shop signs with LWC? -REMOVE_LWC_PROTECTION_AUTOMATICALLY: true -#Should the chest's LWC protection be removed once the shop sign is destroyed? - -WORLDGUARD_INTEGRATION: false -#Do you want to only let people build inside regions? -WORLDGUARD_USE_FLAG: true -#Do you want to only let people build inside region flagged by doing /region regionName flag allow-shop allow? -WORLDGUARD_USE_PROTECTION: false -#Do you want ChestShop to respect WorldGuard's chest protection? - -AUTHME_HOOK: true -#Do you want to deny shop access to unlogged users? -AUTHME_ALLOW_UNREGISTERED: false -#Do you want to allow shop access to unregistered users? (Example: registration is optional) - -HEROES_EXP: 100.0 -#How much Heroes exp should people get for creating a ChestShop? - - -SHOWITEM_MESSAGE: true -#Add icons and make item names hoverable in transaction messages when ShowItem is installed? - +REMOVE_EMPTY_CHESTS: false #A list of worlds in which to remove empty shops with the previous config. Case sensitive. An empty list means all worlds. REMOVE_EMPTY_WORLDS: - "world1" - "world2" +#First line of your Admin Shop's sign should look like this: +ADMIN_SHOP_NAME: "Admin Shop" +#The economy account which Admin Shops should use and to which all taxes will go +SERVER_ECONOMY_ACCOUNT: "" +#Percent of the price that should go to the server's account. (100 = 100 percent) +TAX_AMOUNT: 0 +#Percent of the price that should go to the server's account when buying from an Admin Shop. +SERVER_TAX_AMOUNT: 0 +#Amount of money player must pay to create a shop +SHOP_CREATION_PRICE: 0.0 +#How much money do you get back when destroying a sign? +SHOP_REFUND_PRICE: 0.0 + +#Should we block shops that sell things for more than they buy? (This prevents newbies from creating shops that would be exploited) +BLOCK_SHOPS_WITH_SELL_PRICE_HIGHER_THAN_BUY_PRICE: true + +#Do you want to allow other players to build a shop on a block where there's one already? +ALLOW_MULTIPLE_SHOPS_AT_ONE_BLOCK: false +#Can shops be used even when the buyer/seller doesn't have enough items, space or money? (The price will be scaled adequately to the item amount) +ALLOW_PARTIAL_TRANSACTIONS: true +#Can '?' be put in place of item name in order for the sign to be auto-filled? +ALLOW_AUTO_ITEM_FILL: true + +#Do you want to show "Out of stock" messages? +SHOW_MESSAGE_OUT_OF_STOCK: true +#Do you want to show "Full shop" messages? +SHOW_MESSAGE_FULL_SHOP: true + +#Can players hide the "Out of stock" messages with /cstoggle? +CSTOGGLE_TOGGLES_OUT_OF_STOCK: false +#Can players hide the "Full shop" messages with /cstoggle? +CSTOGGLE_TOGGLES_FULL_SHOP: false +#Do you want to show "You bought/sold... " messages? +SHOW_TRANSACTION_INFORMATION_CLIENT: true +#Do you want to show "Somebody bought/sold... " messages? +SHOW_TRANSACTION_INFORMATION_OWNER: true + +#If true, plugin will log transactions in its own file +LOG_TO_FILE: false +#Do you want ChestShop's messages to show up in console? +LOG_TO_CONSOLE: true + +#Do you want to stack all items up to 64 item stacks? +STACK_TO_64: false +#Do you want to use built-in protection against chest destruction? +USE_BUILT_IN_PROTECTION: true +#Do you want to have shop signs "stick" to chests? +STICK_SIGNS_TO_CHESTS: false +#EXPERIMENTAL: Do you want to turn off the default protection when another plugin is protecting the block? (Will leave the chest visually open - CraftBukkit bug!) +TURN_OFF_DEFAULT_PROTECTION_WHEN_PROTECTED_EXTERNALLY: false +#Do you want to turn off the default sign protection? Warning! Other players will be able to destroy other people's shops! +TURN_OFF_SIGN_PROTECTION: false +#Do you want to disable the hopper protection, which prevents the hoppers from taking items out of chests? +TURN_OFF_HOPPER_PROTECTION: false +#Do you want to protect shop chests with LWC? +PROTECT_CHEST_WITH_LWC: false +#Do you want to protect shop signs with LWC? +PROTECT_SIGN_WITH_LWC: false +#Should the chest's LWC protection be removed once the shop sign is destroyed? +REMOVE_LWC_PROTECTION_AUTOMATICALLY: true + +#Do you want to only let people build inside regions? +WORLDGUARD_INTEGRATION: false +#Do you want to only let people build inside region flagged by doing /region regionName flag allow-shop allow? +WORLDGUARD_USE_FLAG: false +#Do you want ChestShop to respect WorldGuard's chest protection? +WORLDGUARD_USE_PROTECTION: false + +#Do you want to deny shop access to unlogged users? +AUTHME_HOOK: true +#Do you want to allow shop access to unregistered users? (Example: registration is optional) +AUTHME_ALLOW_UNREGISTERED: false + +#How much Heroes exp should people get for creating a ChestShop? +HEROES_EXP: 100.0 + +#Add icons and make item names hoverable in transaction messages when ShowItem is installed? +SHOWITEM_MESSAGE: true + diff --git a/ChestShopNotifier/config.yml b/ChestShopNotifier/config.yml old mode 100755 new mode 100644 index 45dc108..52afbbb --- a/ChestShopNotifier/config.yml +++ b/ChestShopNotifier/config.yml @@ -12,14 +12,18 @@ history: max-rows: 10 debugging: - verbose: false + verbose: true database: + # Possible types: SQLite and MySQL + type: sqlite + dbname: 'database' + # MySQL specific settings host: 'localhost' port: 3306 - dbname: 'chestshop_notifier?useSSL=false' username: 'chestshop' password: 'NOPE' + ssl: false clean-on-startup: enabled: false @@ -30,10 +34,47 @@ messages: history-cmd: "&c ** To see them, type &f/csn history&c." history-caption: "&dChestShop Notifier // &7Latest Commissions" history-empty: "&cNothing to show." - history-bought: "&f+ &9{player} &7bought &a{count}x&9{item} &f{timeago} ago &a(+{money})" - history-sold: "&f- &9{player} &7sold you &c{count}x&9{item} &f{timeago} ago &c(-{money})" + history-bought: "&a+ &9{player} &7bought &a{count}x&9{item} &f{timeago}&7 ago &a(+{money})" + history-bought-read: "&a+ &7{player} &8bought &a{count}x&7{item} &7{timeago}&8 ago &a(+{money})" + history-sold: "&c- &9{player} &7sold you &c{count}x&9{item} &f{timeago}&7 ago &c(-{money})" + history-sold-read: "&c- &7{player} &8sold you &c{count}x&7{item} &7{timeago}&8 ago &c(-{money})" history-footer-page: "&c- Page &f{current}&c/&f{pages}&6 - &7/csn history " - history-footer-clear: "&c- To remove all old entries, type /csn clear" + history-footer-clear: "&f- &cTo remove all old entries, type /csn clear" history-clear: "&cHistory cleared! New sales will continue to be recorded." history-marked-read: "&cUnread entries marked read!" + # new translations + reload-cmd: "&dChestShop Notifier // &7Reloading, please wait..." + reload-success: "&aReloaded!" + reload-database-success: "&aDatabase connected!" + reload-database-fail: "&cDatabase failed to connect!" + user-not-found: "&cThe user '{player}' was not found." + page-not-found: "&e{page} &cis not a valid page number input for /csn history !" + page-not-found-other: "&e{page} &cis not a valid page number input for /csn history !" + database-error: "&cInvalid database connection. Please edit config and /csn reload." + database-error-oncommand: "&cDatabase error while executing this command!" + database-cleaned: "&cCleaned database from {amount} entries!" + database-uploaded: "&cBatch executed!" + database-convert: "&cAttempting to convert database..." + database-convert-fail: "&cError while trying to convert! Maybe you don't have a 'csn' table?" + database-converted: "&cDatabase converted!" + unrecognized-command: "&cCommand not recognized. Type /csn help for help." + missing-arguments: "&cMissing parameter arguments: {usage}" + invalid-number: "&c{typo} is not a valid number input for {usage}!" + invalid-username: "&c{typo} is not a valid username/uuid input for {usage}!" + missing-permission: "&cYou don't have the permission {permission}!" + help: + header: "&dChestShop Notifier // &7Commands" + help: "&7 /csn &dhelp &f- Plugin usage & commands" + history: "&7 /csn &dhistory []&f- View sales" + read: "&7 /csn &dread &f- Mark all sales as read" + clear: "&7 /csn &dclear &f- Remove read sales" + history-others: "&7 /csn &dhistory []&f- View sales of another player" + cleandatabase: "&7 /csn &ccleandatabase &f- Remove database entries. Parameters:" + cleandatabase-older-than: "&c --older-than, -o &f- Removes entries older than " + cleandatabase-user: "&c --user, -user &f- Removes entries from a single user only" + cleandatabase-read-only: "&c --read-only, -r &f- Removes only read entries, default behaviour" + cleandatabase-all: "&c --all, -a &f- Removes all entries" + upload: "&7 /csn &cupload &f- Force update databases" + convert: "&7 /csn &cconvert &f- Convert database to UUIDs" + reload: "&7 /csn &creload &f- Reload configuration" diff --git a/CoreProtect/config.yml b/CoreProtect/config.yml old mode 100755 new mode 100644 diff --git a/DungeonsXL/config.yml b/DungeonsXL/config.yml old mode 100755 new mode 100644 index b507b7d..d5b5bb7 --- a/DungeonsXL/config.yml +++ b/DungeonsXL/config.yml @@ -1,18 +1,17 @@ configVersion: 16 -language: en +language: english enableEconomy: false +chatEnabled: true +chatFormat: + edit: '&2[Edit] &r%player_name%: ' + game: '&2[Game] %group_color%%player_name%: &r' + group: '&2%group_color%[%group_name%] %player_name%: &r' + spy: '&2[Chat Spy] %player_name%: &r' tutorial: activated: false dungeon: tutorial startGroup: default endgroup: player -sendFloorTitle: true -editCommandWhitelist: [] -default: {} -chatEnabled: true -chatFormatGame: '&2[Game] %group_color%%player_name%: &r' -chatFormatGroup: '&2%group_color%[%group_name%] %player_name%: &r' -chatFormatSpy: '&2[Chat Spy] %player_name%: &r' groupColorPriority: - DARK_BLUE - LIGHT_RED @@ -20,7 +19,6 @@ groupColorPriority: - LIGHT_GREEN - PURPLE - ORANGE -- WHITE - BLACK - LIGHT_BLUE - DARK_GREEN @@ -29,22 +27,17 @@ groupColorPriority: - CYAN - MAGENTA - DARK_GRAY +- PINK announcementInterval: 30.0 +sendFloorTitle: true globalDeathMessagesDisabled: true externalMobProviders: {} resourcePacks: {} maxInstances: 10 -tweaksEnabled: false secureMode: enabled: false openInventories: false dropItems: false checkInterval: 5.0 - editCommandWhitelist: [] backupMode: ON_DISABLE_AND_SAVE -editPermissions: [] -chatFormat: - edit: '&2[Edit] &r%player_name%: ' - game: '&2[Game] %group_color%%player_name%: &r' - group: '&2%group_color%[%group_name%] %player_name%: &r' - spy: '&2[Chat Spy] %player_name%: &r' +default: {} diff --git a/DungeonsXL/dungeons/test.yml b/DungeonsXL/dungeons/test.yml deleted file mode 100755 index d496834..0000000 --- a/DungeonsXL/dungeons/test.yml +++ /dev/null @@ -1,14 +0,0 @@ -#The first floor the players enter. Needs at least lobby, ready, start and floor signs. -startFloor: MyDungeon_floor_01 -#The last floor the players enter. Needs at least start and end signs. -endFloor: MyDungeon_floor_12 -#A list of all other floors in the dungeon. Needs at least lobby, ready, start and floor signs. -floors: - - MyDungeon_floor_02 - - -#How many floors shall be selected randomly from the list before the player gets teleported to the endFloor? -floorCount: 1 - -#If true, the floors will get removed from the list when finished sothat one floor cannot be selected multiple times. -removeWhenPlayed: false diff --git a/Dynmap-Towny/config.yml b/Dynmap-Towny/config.yml old mode 100755 new mode 100644 diff --git a/EnchantLimit/config.yml b/EnchantLimit/config.yml deleted file mode 100755 index 2744f50..0000000 --- a/EnchantLimit/config.yml +++ /dev/null @@ -1,147 +0,0 @@ -#********************************************************************************************************# -#***************************************** EnchantLimit Settings **************************************# - -#Should this plugin apply changes to enchantments on enchanting-tables, anvils and villager trades? -Anvil_Limiter_Enabled: false -Enchanting_Table_Limiter_Enabled: false -Villager_Limiter_Enabled: false - -#Should OP's have all beneficial enchantments by default? -Default_OP_Permissions: false - - -#********************************************************************************************************# -#***************************************** Message Customization **************************************# - -# What message should be displayed when an enchantment is limited at an enchantment table? (Disable message by setting to: null) -# Note: %enc is where the enchantment type is inserted, %olv is where the original level is inserted and %nlv is where the new level is inserted. -# Use & for colour codes, colour codes available here: http://goo.gl/4DcswV -Message_Level_Downgraded_Table: "&5 Enchantment %enc level changed from %olv to %nlv." - -# What message should be displayed when an enchantment is limited at an anvil? (Disable message by setting to: null) -Message_Level_Downgraded_Anvil: "&5 Enchantment %enc level changed from %olv to %nlv." # null - -# What message should be displayed when an enchantment is limited when trading with a villager? (Disable message by setting to: null) -Message_Level_Downgraded_Trade: "&5 Enchantment %enc level changed from %olv to %nlv." - -# What message should be displayed when an enchantment is increased at an enchantment table? (Disable message by setting to: null) -Message_Level_Upgraded_Table: "&5 You were lucky! Enchantment %enc level increased from %olv to %nlv." - -# What message should be displayed when an enchantment is increased at an anvil? (Disable message by setting to: null) -Message_Level_Upgraded_Anvil: null - -# What message should be displayed when an enchantment is increased when trading with a villager? (Disable message by setting to: null) -Message_Level_Upgraded_Trade: "&5 You were lucky! Enchantment %enc level increased from %olv to %nlv." - -# What message should be displayed when an enchantment is removed (level set to 0) at an enchantment table? (Disable message by setting to: null) -Message_Enchantment_Removed_Table: "&5 Enchantment %enc not added!." - -# What message should be displayed when an enchantment is removed at an anvil? (Disable message by setting to: null) -Message_Enchantment_Removed_Anvil: null - -# What message should be displayed when an enchantment is removed when trading with a villager? (Disable message by setting to: null) -Message_Enchantment_Removed_Trade: "&5 Enchantment %enc not added!." - - - -#********************************************************************************************************# -#***************************************** Level Limit Customization **************************************# - -#This plugin can work in two ways: - -#Firstly, you can simply use this plugin to limit the level of an enchantment to something lower than that which is normal in vanilla minecraft, -#for example you might want to stop players from getting the best efficiency 5 enchantment so you could limit DIG_SPEED to, say, 2 - meaning that -#any efficiency enchantment that is higher than 2 will be changed to 2 making this the new maximum efficiency enchantment level. - -#Secondly, you can use this plugin to actually increase the level of an enchantment to something higher than that which is normal in vanilla minecraft -#For example you might want to allow certain players (they need the permission) to get an efficiency 10 enchantment which is double what -#is normally possible in minecraft. In this case you would set DIG_SPEED to 10, the player will then have a chance of getting anywhere between -#efficiency 5 (the vanilla amount) and efficiency 10. The chance is the likelihood of each level increase out of 100, so 50 is a 50% chance of an increase -#for each additional level whereas 100 would be a guarantee of always increasing to the maximum possible value(in this case efficiency 10). - -#Armour Enchantments -PROTECTION_ENVIRONMENTAL: 1 -PROTECTION_ENVIRONMENTAL_Chance: 100 - -PROTECTION_FIRE: 4 -PROTECTION_FIRE_Chance: 100 - -PROTECTION_FALL: 4 -PROTECTION_FALL_Chance: 100 - -PROTECTION_EXPLOSIONS: 4 -PROTECTION_EXPLOSIONS_Chance: 100 - -PROTECTION_PROJECTILE: 4 -PROTECTION_PROJECTILE_Chance: 100 - -FROST_WALKER: 2 -FROST_WALKER_Chance: 100 - -OXYGEN: 3 -OXYGEN_Chance: 100 - -WATER_WORKER: 1 -WATER_WORKER_Chance: 100 - -THORNS: 3 -THORNS_Chance: 100 - -DEPTH_STRIDER: 3 -DEPTH_STRIDER_Chance: 100 - -#Weapon Enchantments -DAMAGE_ALL: 5 -DAMAGE_ALL_Chance: 100 - -DAMAGE_UNDEAD: 5 -DAMAGE_UNDEAD_Chance: 100 - -DAMAGE_ARTHROPODS: 5 -DAMAGE_ARTHROPODS_Chance: 100 - -KNOCKBACK: 2 -KNOCKBACK_Chance: 100 - -FIRE_ASPECT: 2 -FIRE_ASPECT_Chance: 100 - -LOOT_BONUS_MOBS: 3 -LOOT_BONUS_MOBS_Chance: 100 - -#Tool Enchantments -DIG_SPEED: 5 -DIG_SPEED_Chance: 100 - -SILK_TOUCH: 1 -SILK_TOUCH_Chance: 100 - -LOOT_BONUS_BLOCKS: 3 -LOOT_BONUS_BLOCKS_Chance: 100 - -#Bow Enchantments -ARROW_DAMAGE: 5 -ARROW_DAMAGE_Chance: 100 - -ARROW_KNOCKBACK: 2 -ARROW_KNOCKBACK_Chance: 100 - -ARROW_FIRE: 1 -ARROW_FIRE_Chance: 100 - -ARROW_INFINITE: 1 -ARROW_INFINITE_Chance: 100 - -#Fishing Rod Enchantments -LUCK: 3 -LUCK_Chance: 100 - -LURE: 3 -LURE_Chance: 100 - -#Universal Enchantments -DURABILITY: 3 -DURABILITY_Chance: 100 - -MENDING: 1 -MENDING_Chance: 100 diff --git a/Essentials/config.yml b/Essentials/config.yml old mode 100755 new mode 100644 index 6e7accc..198290f --- a/Essentials/config.yml +++ b/Essentials/config.yml @@ -13,7 +13,7 @@ # If you have problems join the Essentials help support channel: http://tiny.cc/EssentialsChat -# Version ${full.version} +# Version 2.17.0.0 # KITS ARE NOW IN THE kits.yml FILE @@ -36,6 +36,10 @@ max-nick-length: 150 # ie: "&6Notch" has 7 characters (2 are part of a color code), a length of 5 is used when this option is set to true ignore-colors-in-max-nick-length: false +# When this option is enabled, display names for hidden users will not be shown. This prevents players from being +# able to see that they are online while vanished. +hide-displayname-in-vanish: true + # Disable this if you have any other plugin, that modifies the displayname of a user. change-displayname: true @@ -69,10 +73,10 @@ teleport-safety: true force-disable-teleport-safety: false # The delay, in seconds, required between /home, /tp, etc. -teleport-cooldown: 10 +teleport-cooldown: 0 # The delay, in seconds, before a user actually teleports. If the user moves or gets attacked in this timeframe, the teleport is cancelled. -teleport-delay: 10 +teleport-delay: 0 # The delay, in seconds, a player can't be attacked by other players after they have been teleported by a command. # This will also prevent the player attacking other players. @@ -281,6 +285,12 @@ player-commands: - worth - xmpp +# Use this option to force superperms-based permissions handler regardless of detected installed perms plugin. +# This is useful if you want superperms-based permissions (with wildcards) for custom permissions plugins. +# If you wish to use EssentialsX's built-in permissions using the `player-commands` section above, set this to false. +# Default is true. +use-bukkit-permissions: true + # When this option is enabled, one-time use kits (ie. delay < 0) will be # removed from the /kit list when a player can no longer use it skip-used-one-time-kits-from-kit-list: false @@ -322,6 +332,11 @@ enabledSigns: # Lower numbers will reduce the possibility of lag, but may annoy players. sign-use-per-second: 4 +# Allow item IDs on pre-existing signs on 1.13 and above. +# You cannot use item IDs on new signs, but this will allow players to interact with signs that +# were placed before 1.13. +allow-old-id-signs: false + # List of sign names Essentials should not protect. This feature is especially useful when # another plugin provides a sign that EssentialsX provides, but Essentials overrides. # For example, if a plugin provides a [kit] sign, and you wish to use theirs instead of @@ -380,7 +395,6 @@ auto-afk: 300 # essentials.afk.kickexempt node overrides this feature. # Set to -1 for no timeout. auto-afk-kick: -1 -# auto-afk-kick: 600 # Set this to true, if you want to freeze the player, if the player is AFK. # Other players or monsters can't push the player out of AFK mode then. @@ -401,6 +415,11 @@ cancel-afk-on-interact: false # Disable this to reduce server lag. cancel-afk-on-move: true +# Should AFK players be ignored when other players are trying to sleep? +# When this setting is false, players won't be able to skip the night if some players are AFK. +# Users with the permission node essentials.sleepingignored will always be ignored. +sleep-ignores-afk-players: true + # Set the player's list name when they are AFK. This is none by default which specifies that Essentials # should not interfere with the AFK player's list name. # You may use color codes, use {USERNAME} the player's name or {PLAYER} for the player's displayname. @@ -471,11 +490,13 @@ mails-per-minute: 1000 # Set to -1 to disable, and essentials.tempban.unlimited can be used to override. max-tempban-time: -1 -# Changes /reply functionality. If true, /r goes to the person you messaged last, otherwise the first person that messaged you. +# Changes the default /reply functionality. This can be changed on a per-player basis using /rtoggle. +# If true, /r goes to the person you messaged last, otherwise the first person that messaged you. # If false, /r goes to the last person that messaged you. last-message-reply-recipient: true -# If last-message-reply-recipient is true, this specifies the duration, in seconds, that would need to elapse for the +# If last-message-reply-recipient is enabled for a particular player, +# this specifies the duration, in seconds, that would need to elapse for the # reply-recipient to update when receiving a message. # Default is 180 (3 minutes) last-message-reply-recipient-timeout: 180 @@ -527,6 +548,9 @@ default-enabled-confirm-commands: #- pay #- clearinventory +# Whether or not to teleport a player back to their previous position after they have been freed from jail. +teleport-back-when-freed-from-jail: true + # Set the timeout, in seconds for players to accept a tpa before the request is cancelled. # Set to 0 for no timeout. tpa-accept-cancellation: 120 @@ -539,6 +563,15 @@ allow-direct-hat: true # This doesn't affect running the command from the console, where a world is always required. allow-world-in-broadcastworld: true +# Consider water blocks as "safe," therefore allowing players to teleport +# using commands such as /home or /spawn to a location that is occupied +# by water blocks +is-water-safe: false + +# Should the usermap try to sanitise usernames before saving them? +# You should only change this to false if you use Minecraft China. +safe-usermap-names: true + ############################################################ # +------------------------------------------------------+ # # | EssentialsHome | # @@ -571,6 +604,7 @@ sethome-multiple: mod: 10 admin: 20 + # In this example someone with 'essentials.sethome.multiple' and 'essentials.sethome.multiple.vip' will have 5 homes. # Remember, they MUST have both permission nodes in order to be able to set multiple homes. @@ -619,12 +653,6 @@ min-money: -10000 # Enable this to log all interactions with trade/buy/sell signs and sell command. economy-log-enabled: false -# Use this option to force superperms-based permissions handler regardless of detected installed perms plugin. -# This is useful if you want superperms-based permissions (with wildcards) for custom permissions plugins. -# If you wish to use EssentialsX' built-in permissions using the `player-commands` section above, set this to false. -# Default is true. -use-bukkit-permissions: false - # Minimum acceptable amount to be used in /pay. minimum-pay-amount: 0.001 @@ -828,20 +856,19 @@ protect: warn-on-build-disallow: true # For which block types would you like to be alerted? - # You can find a list of IDs in plugins/Essentials/items.csv after loading Essentials for the first time. - # 10 = lava :: 11 = still lava :: 46 = TNT :: 327 = lava bucket + # You can find a list of items at https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Material.html. alert: - on-placement: 10,11,46,327 - on-use: 327 + on-placement: LAVA,TNT,LAVA_BUCKET + on-use: LAVA_BUCKET on-break: blacklist: # Which blocks should people be prevented from placing? - placement: 10,11,46,327 + placement: LAVA,TNT,LAVA_BUCKET # Which items should people be prevented from using? - usage: 327 + usage: LAVA_BUCKET # Which blocks should people be prevented from breaking? break: diff --git a/FastAsyncWorldEdit/config.yml b/FastAsyncWorldEdit/config.yml old mode 100755 new mode 100644 index 14f1b20..4b9bc21 --- a/FastAsyncWorldEdit/config.yml +++ b/FastAsyncWorldEdit/config.yml @@ -1,19 +1,14 @@ # These first 6 aren't configurable -issues: "https://github.com/boy0001/FastAsyncWorldedit/issues" +issues: "https://github.com/IntellectualSites/FastAsyncWorldEdit-1.13/issues" wiki: "https://github.com/boy0001/FastAsyncWorldedit/wiki/" -date: "5 Nov 2018 00:00:00 GMT" -build: "https://ci.athion.net/job/FastAsyncWorldEdit/1218" -commit: "https://github.com/boy0001/FastAsyncWorldedit/commit/f3fdef6" +date: "3 Sep 2019 00:00:00 GMT" +build: "https://ci.athion.net/job/FastAsyncWorldEdit-Breaking/33" +commit: "https://github.com/IntellectualSites/FastAsyncWorldEdit-1.13/commit/8a7a4b6" platform: "bukkit" -# Options: de, es, fr, nl, ru, tr -# Create a PR to contribute a translation: https://github.com/boy0001/FastAsyncWorldedit/new/master/core/src/main/resources +# Options: cn, de, es, fr, it, nl, ru, tr +# Create a PR to contribute a translation: https://github.com/IntellectualSites/FastAsyncWorldEdit-1.13/tree/master/worldedit-core/src/main/resources language: '' -# Enable or disable automatic updates -# - true = update automatically in the background -# - confirm = prompt an admin to confirm each update -# - false = do not update the plugin -update: "false" -# Send anonymous usage statistics +# @deprecated - use bstats config.yml metrics: true # Set true to enable WorldEdit restrictions per region (e.g. PlotSquared or WorldGuard). # To be allowed to WorldEdit in a region, users need the appropriate @@ -88,7 +83,7 @@ extent: # - You'll see a message in console if you need to change this option allowed-plugins: [] # Should debug messages be sent when third party extents are used? - debug: false + debug: true # Experimental options, use at your own risk # - UNSAFE = Can cause permanent damage to the server @@ -98,28 +93,29 @@ experimental: # - IMPROPER USE CAN CAUSE WORLD CORRUPTION! anvil-queue-mode: false # [SAFE] Dynamically increase the number of chunks rendered - # - Requires Paper: ci.destroystokyo.com/job/PaperSpigot/ - # - Set your server view distance to 3 (spigot.yml, server.properties) + # - Requires Paper: ci.destroystokyo.com/job/Paper-1.13/ + # - Set your server view distance to 1 (spigot.yml, server.properties) # - Based on tps and player movement - # - Please provide feedback + # - Note: If entities become hidden, increase the server view distance to 3 dynamic-chunk-rendering: -1 - # [SAFE] Allows brushes to be persistent - persistent-brushes: false - # [SAFE] Enable CUI without needing the mod installed (Requires ProtocolLib) - vanilla-cui: false + # Allows brushes to be persistent (default: true) + persistent-brushes: true # Disable using native libraries disable-natives: false # [SAFE] Keep entities that are positioned in non-air blocks when editing an area # Might cause client-side FPS lagg in some situations keep-entities-in-blocks: false # [SAFE] Experimental scripting support for Java 9 - # - + # - https://github.com/boy0001/FastAsyncWorldedit/wiki/JavaScript-API modern-craftscripts: false + # [SAFE] Experimental freebuild region restrictions + # - PERM: fawe.freebuild + # - PERM: fawe.freebuild. + freebuild: false # This relates to how FAWE places chunks queue: # This should equal the number of processors you have - # - Set this to 1 if you need reliable `/timings` parallel-threads: 4 progress: # Display constant titles about the progress of a user's edit @@ -240,6 +236,10 @@ region-restrictions-options: # - MEMBER = Players added to a region # - OWNER = Players who own the region mode: "MEMBER" + +# Enable or disable core components +enabled-components: + commands: true # The "default" limit group affects those without a specific limit permission. # To grant someone different limits, copy the default limits group # and give it a different name (e.g. newbie). Then give the user the limit diff --git a/Jobs/Signs.yml b/Jobs/Signs.yml old mode 100755 new mode 100644 diff --git a/Jobs/actionBarBossbar.yml b/Jobs/actionBarBossbar.yml new file mode 100644 index 0000000..e69de29 diff --git a/Jobs/boostedItems.yml b/Jobs/boostedItems.yml new file mode 100644 index 0000000..6be0e11 --- /dev/null +++ b/Jobs/boostedItems.yml @@ -0,0 +1,39 @@ +# Attention! If category name has _ in it, that means its legacy item which was converted from jobConfig.yml file +# Keep this format until you will be sure that all legacy items have been converted throw usage, which is automatic process when player uses items with boost in them + +# Name which will be used to identify this particular item boost +# This is EXAMPLE boost and will be ignored +exampleBoost: + # Item Id which can be any material name as of 1.13 update + # This is only used when performing command like /jobs give, but boost itself is not dependent on item type + # You can use ingame command /jobs edititemboost to give particular boost to any item you are holding + id: Golden_shovel + # (Optional) Item custom name + # Custom colors like &2 &5 can be used + name: '&2Custom item name' + # (Optional) Item custom lore + # Same as name, supports color codes + lore: + - '&2Some random' + - '&5Lore with some' + - '&7Colors' + # (Optional) Item custom enchants + # All enchantment names can be found https://hub.spigotmc.org/javadocs/spigot/org/bukkit/enchantments/Enchantment.html + enchants: + - FIRE_ASPECT=1 + - DAMAGE_ALL=1 + # [Required] Money boost: 1.1 is equals 10% more income when 0.9 is equals 10% less from base income + moneyBoost: 1.0 + expBoost: 1.0 + pointsBoost: 1.0 + # [Required] Jobs which should receive this boost + # Can be specific jobs or use 'all' to give this boost for every job + jobs: + - Miner + - Woodcutter + - all + # (Optional) Defines level of job from which this boost should be applied + # Keep in mind that if boost have multiple jobs, then level will be checked by job which is requesting boost value + levelFrom: 0 + # (Optional) Defines level of job until which this boost should be applied + levelUntil: 50 diff --git a/Jobs/generalConfig.yml b/Jobs/generalConfig.yml old mode 100755 new mode 100644 index 5239f81..02f5022 --- a/Jobs/generalConfig.yml +++ b/Jobs/generalConfig.yml @@ -1,8 +1,8 @@ # The general configuration for the jobs plugin mostly includes how often the plugin -# saves user data (when the user is in the game), the storage method, whether -# to broadcast a message to the server when a user goes up a skill level. +# saves user data (when the user is in the game), the storage method, whether +# to broadcast a message to the server when a user goes up a skill level. # It also allows admins to set the maximum number of jobs a player can have at -# any one time. +# any one time. # Default language. # Example: en, ru @@ -10,15 +10,17 @@ locale-language: en storage: # storage method, can be MySQL or sqlite - method: SqLite + method: sqlite # Requires Mysql. -mysql-username: jobsreborn -mysql-password: 'NOPE' -mysql-hostname: localhost:3306 -mysql-database: jobs -mysql-table-prefix: jobs_ -verify-server-certificate: false -use-ssl: false +mysql: + username: root + password: 'NOPE' + hostname: localhost:3306 + database: minecraft + table-prefix: jobs_ + verify-server-certificate: false + use-ssl: false + auto-reconnect: true # How often in minutes you want it to save. This must be a non-zero number save-period: 10 # Should player data be saved on disconnect? @@ -26,8 +28,8 @@ save-period: 10 # Only enable this if you have a multi-server setup, or have a really good reason for enabling this. # Turning this on will decrease database performance. save-on-disconnect: false -# Tool used when selecting bounds for restricted area -selectionTool: 294 +# Tool used when selecting bounds for restricted area. +selectionTool: golden_hoe # Enable if you are using one data base for multiple servers across bungee network # This will force to load players data every time he is logging in to have most up to date data instead of having preloaded data # This will enable automatically save-on-disconnect feature @@ -93,6 +95,10 @@ DailyQuests: ResetTime: Hour: 4 Minute: 0 +# Enables the schedule manager to boost the server. +# By default this has been disabled for causing memory leak. +ScheduleManager: + Use: true # Maximum number of jobs a player can join. # Use 0 for no maximum # Keep in mind that jobs.max.[amount] will bypass this setting @@ -104,19 +110,34 @@ hide-jobsinfo-without-permission: false # Option to allow payment to be made when killing mobs from a spawner. # Use jobs.nearspawner.[amount] to define multiplayer. Example jobs.nearspawner.-0.5 will pay half of payment, jobs.nearspawner.-1 will not pay at all enable-pay-near-spawner: false -# Option to allow payment to be made in creative mode +# Option to allow payment to be made in creative mode. This ignoring when a group has 'jobs.paycreative' permission. enable-pay-creative: false # Option to allow payment to be made for exploring when player flies enable-pay-for-exploring-when-flying: false +# Option to allow payment to be made for exploring when player gliding. +enable-pay-for-exploring-when-gliding: false +# Disables the payment when the player riding on an entity. +disablePaymentIfRiding: false # Adds the Jobs xp received to the player's Minecraft XP bar add-xp-player: false +# Allows, when losing maximum durability of item then it does not pay the player until it is repaired. +# E.g. the player wants to enchant a item with enchanting table and the item has durability loss then not paying. +allow-pay-for-durability-loss: + # Do not disable this if you don't know what mean this option. + Use: true + # What items (tools) are whitelisted the player get paid, when this item has durability loss? + # Enchantments are supported, usage: + # itemName=ENCHANTMENT_NAME-level + WhiteListedItems: + - wooden_pickaxe=DURABILITY-1 + - fishing_rod # Modifys chat to add chat titles. If you're using a chat manager, you may add the tag {jobs} to your chat format and disable this. modify-chat: - use: true + use: false prefix: '&c[' - suffix: '&c]&r' + suffix: '&c]&r ' separator: ' ' -# Do you want to use custom item/block/mob/enchant/color names +# Do you want to use custom item/block/mob/enchant/color names? # With this set to true names like Stone:1 will be translated to Granite # Name list is in TranslatableWords.yml file UseCustomNames: true @@ -127,7 +148,7 @@ economy-batch-delay: 5 # Disable this if you have issues with payments or your plugin is not thread safe. economy-async: true Economy: - # By disabling one of thies, players no longer will get particular payment. + # By disabling one of these, players no longer will get particular payment. # Useful for removing particular payment method without editing whole jobConfig file PaymentMethods: Money: true @@ -137,8 +158,8 @@ Economy: # Amounts are in percentage, above 0 will increase payments # Amount belove 0 will decrease payments # If action pays negative amount, then value above 0 will increase that negative value - # So is placing diamond ore takes from you 10 bucks, then by setting 50 for money income, you will be charged 15 bucks for placing it - # If you are getting paid 10 for placing wood, then same value of 50 for money income, will result you getting 15 bucks + # So if placing diamond ore takes 10 bucks from you, then by setting 50 for money income, you will be charged 15 bucks for placing it + # If you are getting paid 10 for placing wood, then same value of 50 for money income, will result in you getting 15 bucks # This only effects base income value GeneralMulti: MONEY: 0.0 @@ -157,26 +178,36 @@ Economy: use: true limit: 0.1 DynamicPayment: - # Do you want to use dinamic payment dependent on how many players already working for jobs + # Do you want to use dynamic payment dependent on how many players already working for jobs? # This can help automatically lift up payments for not so popular jobs and lower for most popular ones use: true + # totalworkers: The total number of players on the server who have jobs + # totaljobs: The number of jobs that are enabled + # jobstotalplayers: The number of people in that particular job + # Exponential equation: totalworkers / totaljobs / jobstotalplayers - 1 + # Linear equation: ((totalworkers / totaljobs) - jobstotalplayers)/10.0 equation: ((totalworkers / totaljobs) - jobstotalplayers)/10.0 MaxPenalty: 25.0 MaxBonus: 100.0 + MaxPayment: + curve: + # Enabling this feature will mean players will still earn once they reach cap but will loose a percentage the higher over cap they go. Controlled by a factor. math is ```100/((1/factor*percentOver^2)+1)``` + use: false + factor: 10 # Server economy account # With this enabled, players will get money from defined user (server account) # If this account don't have enough money to pay for players for, player will get message - UseServerAcount: false + UseServerAccount: false # Username should be with Correct capitalization - AcountName: Server + AccountName: Server Taxes: - # Do you want to use taxes feature for jobs payment + # Do you want to use taxes feature for jobs payment? use: false # Username should be with Correct capitalization, it can be same as setup in server account before AccountName: Server # Amount in percentage Amount: 15.0 - # Do you want to transfer taxes to server account + # Do you want to transfer taxes to server account? TransferToServerAccount: true # With this true, taxes will be taken from players payment and he will get less money than its shown in jobs info # When its false player will get full payment and server account will get taxes amount to hes account @@ -239,10 +270,13 @@ Economy: # Keep this from 30 to 5 min (300), as players can get annoyed of constant message displaying AnnouncementDelay: 30 Repair: - # Do you want to give money for only renaming items in anvil - # Players will get full pay as they would for remaining two items when they only renaming one - # This is not big issue, but if you want to disable it, you can + # Do you want to give money for only renaming items in anvil? + # Players will get full pay as they would for remaining two items when they only rename one + # This is not a big issue, but if you want to disable it, you can PayForRenaming: true + Enchant: + # Do you want to give money for enchanting items in anvil? + PayForEnchantingOnAnvil: false Crafting: # With this true, player will get money for all crafted items instead of each crafting action (like with old payment mechanic) # By default its false, as you can make ALOT of money if prices kept from old payment mechanics @@ -256,7 +290,7 @@ Economy: Timer: 30 ExploitProtections: Furnaces: - # When enabled, players interacted furnaces will be saved into file and will be reassigned after restart to keep giving out money + # When enabled, players interacted furnaces will be saved into a file and will be reassigned after restart to keep giving out money # Players will no longer need to click on furnace to get paid from it after server restart Reassign: true # Defines max available furnaces each player can have to get paid from @@ -277,13 +311,14 @@ ExploitProtections: # For how long in days to keep block protection data in data base # This will clean block data which ones have -1 as cooldown value # Data base cleanup will be performed on each server startup + # This cant be more then 14 days KeepDataFor: 14 # All blocks will be protected X sec after player places it on ground. GlobalBlockTimer: use: true timer: 3 # Enable silk touch protection. - # With this enabled players wont get paid for breaked blocks from restrictedblocks list with silk touch tool. + # With this enabled players wont get paid for broken blocks from restrictedblocks list with silk touch tool. SilkTouchProtection: false MonsterDamage: # This section controls how much damage player should do to monster for player to get paid @@ -322,7 +357,7 @@ ExploitProtections: use-breeder-finder: true # Old job save # Players can leave job and return later with some level loss during that -# You can fix players level if hes job level is at max level +# You can fix players level if his job level is at max level old-job: level-loss-percentage: 30 fix-at-max-level: true @@ -350,13 +385,13 @@ BossBar: ShowActionBars: OnTitleChange: true OnLevelChange: true - OnEmptyServerAcount: true + OnEmptyServerAccount: true # Chat messages # You can enable/disable message shown for players in chat ShowChatMessage: OnTitleChange: true OnLevelChange: true - OnEmptyServerAcount: true + OnEmptyServerAccount: true # Sounds # Extra sounds on some events # All sounds can be found in https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Sound.html @@ -371,6 +406,26 @@ Sounds: sound: ENTITY_PLAYER_LEVELUP volume: 1 pitch: 3 +# Extra firework shooting in some events +Fireworks: + LevelUp: + use: false + # Makes the firework to randomize, such as random colors, type, power and so on. + # These are under settings will not be work, when this enabled. + Random: true + flicker: true + trail: true + # Firework types + # All types can be found in https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/FireworkEffect.Type.html + type: STAR + colors: + - 230,0,0 + - 0,90,0 + - 0,0,104 + power: 1 + # Fire shooting time in ticks. + # Example: 20 tick = 1 second + ShootTime: 20 # You can disable this to save SMALL amount of server resources Signs: Enable: true @@ -379,44 +434,54 @@ Signs: # This is update for same job signs, to avoid huge lag if you have bunch of same type signs. Keep it from 1 to as many sec you want InfoUpdateInterval: 5 Scoreboard: - # This will enables to show top list in scoreboard instead of chat + # This will enable to show top list in scoreboard instead of chat ShowToplist: true # For how long to show scoreboard interval: 10 JobsBrowse: - # Do you want to show total amount of workers for job in jobs browse window + # Do you want to show total amount of workers for job in jobs browse window? ShowTotalWorkers: true - # Do you want to show penalty and bonus in jobs browse window. Only works if this feature is enabled + # Do you want to show penalty and bonus in jobs browse window? Only works if this feature is enabled ShowPenaltyBonus: true # Defines if you want to use new /jobs browse look or old one UseNewLook: true # Defines amount of jobs to be shown in one page for /jobs browse AmountToShow: 5 JobsGUI: - # Do you want to show GUI when performing /jobs browse command + # Do you want to show GUI when performing /jobs browse command? OpenOnBrowse: true - # Do you want to show chat information when performing /jobs browse command + # Do you want to show chat information when performing /jobs browse command? ShowChatBrowse: true # With true left mouse button will join job and right will show more info # With false left mouse button will show more info, right will join job # Don't forget to adjust locale file SwitcheButtons: false + # Do you want to show the action names in GUI? + ShowActionNames: true # Defines size in rows of GUI Rows: 5 # Defines back button slot in GUI BackButtonSlot: 37 # Defines start position in gui from which job icons will be shown StartPosition: 11 - # Defines By how many jobs we need to group up + # Defines by how many jobs we need to group up GroupAmount: 7 - # Defines By how many slot we need to skip after group + # Defines by how many slots we need to skip after group SkipAmount: 2 BackButton: Material: JACK_O_LANTERN - Data: 0 Filler: - Material: STAINED_GLASS_PANE - Data: 15 -JobsTop: - # Defines amount of players to be shown in one page for /jobs top & /jobs gtop - AmountToShow: 15 + Material: GREEN_STAINED_GLASS_PANE +PageRow: + JobsTop: + # Defines amount of players to be shown in one page for /jobs top & /jobs gtop + AmountToShow: 15 + Placeholders: + # Defines amount of placeholders to be shown in one page for /jobs placeholders + AmountToShow: 10 +JobsLeave: + # Allows to confirm the /jobs leave and leaveall commands, to confirm the leave. + EnableConfirmation: false + # Specify the confirm expiry time. + # Time in seconds. + ConfirmExpiryTime: 10 diff --git a/Jobs/jobConfig.yml b/Jobs/jobConfig.yml old mode 100755 new mode 100644 index 86d05e6..f9c89bf --- a/Jobs/jobConfig.yml +++ b/Jobs/jobConfig.yml @@ -1,5 +1,7 @@ # Jobs configuration. # +# Edited by roracle to include 1.13 items and item names, prepping for 1.14 as well. +# # Stores information about each job. # # NOTE: When having multiple jobs, both jobs will give the income payout to the player @@ -11,7 +13,7 @@ # they will get 15 income and job1 will gain 10 experience and job2 will gain 5 experience. Jobs: - # must be one word. This job will be ignored as this is just example of all posible actions + # Must be one word. This job will be ignored as this is just example of all possible actions. exampleJob: # full name of the job (displayed when browsing a job, used when joining and leaving) # also can be used as a prefix for the user's name if the option is enabled. @@ -19,12 +21,11 @@ Jobs: # # NOTE: Must be 1 word fullname: Woodcutter - # Shortened version of the name of the job. Used as a prefix when the user has more - # than 1 job + # Shortened version of the name of the job. Used as a prefix when the user has more than 1 job. shortname: W - description: Earns money felling and planting trees + description: Earns money felling and planting trees # Full description of job to be shown in job browse command - FullDescription: + FullDescription: - "&2Get money for:" - " &7Planting trees" - " &7Cutting down trees" @@ -41,12 +42,11 @@ Jobs: # [OPTIONAL] - the maximum level of this class with specific permission # use jobs.[jobsname].vipmaxlevel, in this case it will be jobs.exampleJob.vipmaxlevel vip-max-level: 20 - # [OPTIONAL] - the maximum number of users on the server that can have this job at - # any one time (includes offline players). + # [OPTIONAL] - the maximum number of users on the server that can have this job at any one time (includes offline players). slots: 1 # [OPTIONAL] Soft limits will allow to stop income/exp/point payment increase at some particular level but allow further general leveling. # In example if player is level 70, he will get paid as he would be at level 50, exp gain will be as he would be at lvl 40 and point gain will be as at level 60 - # This only aplies after players level is higher than provided particular limit. + # This only applies after players level is higher than provided particular limit. softIncomeLimit: 50 softExpLimit: 40 softPointsLimit: 60 @@ -81,10 +81,19 @@ Jobs: rejoinCooldown: 10 # GUI icon information when using GUI function Gui: + # name of the block + Item: LOG:2 + # If you want to use this instead of Item name. # id of block - Id: 17 - # data of block, usualy its 0, but in example Diorite will have id of 1 and data of 3 - Data: 2 + # Id: 17 + # data of block, usually its 0, but in example Diorite will have id of 1 and data of 3 + # Data: 2 + # enchants in the item + Enchantments: + - 'DURABILITY:1' + # You can use the custom player head: + # Item: player_head + # CustomSkull: Notch # Defines maximum amount of daily quests player can have from THIS job # This will not have effect on overall quest amount player will have maxDailyQuests: 3 @@ -92,58 +101,72 @@ Jobs: # Each job can have as many daily quests as you want # Players will have access to quests from jobs he is currently working at Quests: - # Quest identification. Can be any ONE word or number or both of them. This doesnt have any real meaning but it cant repeat + # Quest identification. Can be any ONE word or number or both of them. This doesn't have any real meaning but it can't repeat. 1: # Quest name used for quests list, don't forget to enclose it with " " Name: "Break Oak wood" - # Quest action can be any valid job action. Look at lower for all possible action types - Action: Break - # Target id or name. Comes in same format as it is for regular job action - Target: "17-0" - # Amount of actions players should perform to complete this quest - Amount: 300 + # List of objectives this quest will require for it to count as finished + # you can have as many objectives as you want + Objectives: + # This should be in a format as [actionType];[actionTarget];[amount] + # [actionType] can be any valid job action. Look lower for all possible action types + # [actionTarget] can be material name, block type, entity name and so on. This is defined in same way as any generic payable job action + # [amount] is how many times player should perform this action to complete quest + - Break;17-0;300 # Command list to be performed after quest is finished. # Use [playerName] to insert players name who finished that quest - RewardCommands: + RewardCommands: - "money give [playerName] 500" - "msg [playerName] Completed quest!" # Quest description to be used to explain quest requirements or rewards for player - RewardDesc: + RewardDesc: - "Break 300 Oak wood" - "Get 500 bucks for this" - # Defines chance in getting this quest. + # Restricted areas to do not get income in quest in the player current location + RestrictedAreas: + - "Arenas" + - "myarena" + # Defines chance in getting this quest. # If you have set 10 quests and player can have only 2, then quests with biggest chance will be picked most likely # This will allow to have some rare quests with legendary rewards Chance: 40 - # Defines to which job level you want to give out this quest. + # Defines to which job level you want to give out this quest. # Keep in mind that player will keep quest even if he is over level limit if he got new one while being under - # In example: player with level 2 takes quests and levels up to level 5, he still can finish this quest and after next quest reset (check general config file) he will no longer have option to get this quest - toLevel: 3 + # In example: player with level 2 takes quests and levels up to level 5, he still can finish this quest and after next quest reset (check general config file) + # he will no longer have option to get this quest + toLevel: 5 # Defines from which level you want to give option to get this quest # You can use both limitations to have limited quests for particular job level ranges - fromLevel: 5 + fromLevel: 3 2: Name: "Zombie killer" - Action: Kill - Target: Zombie - Amount: 50 - RewardCommands: + Objectives: + - Kill;Zombie;50 + RewardCommands: - "money give [playerName] 2000" - "msg [playerName] Completed quest!" - RewardDesc: + RewardDesc: - "Kill 50 zombies" - "Get 2000 for this!" 3: Name: "Chicken cooker" - Action: Smelt - Target: "COOKED_CHICKEN" - Amount: 20 - RewardCommands: + Objectives: + - "Smelt;COOKED_CHICKEN;20" + RewardCommands: - "money give [playerName] 300" - "msg [playerName] Completed quest!" - RewardDesc: + RewardDesc: - "Cook some chicken breasts" - "Get 300 for this!" + 4: + Name: "Strip logs" + Objectives: + - "StripLogs;stripped_birch_log;25" + - "StripLogs;stripped_acacia_log;25" + RewardCommands: + - "msg [playerName] Completed quest!" + RewardDesc: + - "Strip 25 birch and acacia logs each!" ######################################################################## # Section used to configure what items the job gets paid for, how much # they get paid and how much experience they gain. @@ -161,68 +184,28 @@ Jobs: # # For kill tags (Kill and custom-kill), the name is the name of the # mob. - # Available mobs: - # Bat - # Blaze - # Cave_spider - # Chicken - # Cow - # Creeper - # Ender_dragon - # Enderman - # Endermite - # Ghast - # Giant - # Guardian - # GuardianElder - # Horse - # HorseZombie - # HorseSkeleton - # Iron_golem - # Magma_cube - # Mushroom_cow - # Ocelot - # Pig - # Player - # Polar_Bear - # Rabbit - # Sheep - # Silverfish - # Skeleton - # SkeletonWither - # SkeletonStray - # Shulker - # Slime - # Snowman - # Spider - # Squid - # Villager - # Witch - # Wither - # Wolf - # Zombie - # ZombieVillager - # ZombieHusk - # + # To get a list of all available entity types, check the + # bukkit JavaDocs for a complete list of entity types + # https://minecraft.gamepedia.com/Mob#List_of_mobs # # NOTE: mob names are case sensitive. # # For custom-kill, it is the name of the job (also case sensitive). - # + # # NOTE: If a job has both the pay for killing a player and for killing a # specific class, they will get both payments. ######################################################################## # payment for breaking a block Break: # block name/id (with optional sub-type) - LOG: + log: # base income, can be not used if using point system income: 5.0 # base points, can be not used if using income system points: 5.0 # base experience experience: 5.0 - # (OPTIONAL) from which level of this job player can get money for this action + # (OPTIONAL) from which level of this job player can get money for this action # if not given, then player will always get money for this action # this can be used for any action from-level: 1 @@ -230,22 +213,62 @@ Jobs: # if not given, then there is no limit # this can be used for any action until-level: 30 + # (OPTIONAL) Soft limits will allow to stop income/exp/point payment increase at some particular level but allow further general leveling. + # In example if player is level 70, he will get paid as he would be at level 50, exp gain will be as he would be at lvl 40 and point gain will be as at level 60 + # This only applies after players level is higher than provided particular limit. + softIncomeLimit: 50 + softExpLimit: 40 + softPointsLimit: 60 + gravel: + # you can use minuses to take away money if the player break this block + income: -1.0 + experience: -1.0 + # Payment for collecting sweet berries or collect from composter + Collect: + sweet_berry_bush-3: + income: 0.5 + points: 0.5 + experience: 0.5 + composter: + income: 1.5 + points: 1.5 + experience: 1.5 + # payment for stripping wood logs, only for 1.13+ servers + StripLogs: + stripped_acacia_log: + income: 1.0 + points: 1.0 + experience: 1.0 + stripped_oak_log: + income: 1.0 + points: 1.0 + experience: 1.0 # payment for breaking a block with tnt TNTBreak: - LOG: + log: income: 5.0 points: 5.0 experience: 5.0 # payment for placing a block Place: - SAPLING: + sapling: income: 1.0 points: 1.0 experience: 1.0 - WOOD: + wood: income: 2.0 points: 2.0 experience: 2.0 + # Payment for trading a villager. Checks results only + VTrade: + emerald: + income: 1.0 + points: 1.0 + experience: 2.0 + # you can add enchanted book with sub-id + enchanted_book-12: + income: 1.0 + experience: 2.0 # killing a mob Kill: # mob name @@ -267,7 +290,7 @@ Jobs: Woodcutter: income: 10.0 experience: 10.0 - # Tamig animals + # Taming animals Tame: Wolf: income: 2.0 @@ -284,13 +307,13 @@ Jobs: experience: 5 baked_potato: income: 5 - experience: 5 + experience: 5 # Milking cows, only one option is available Milk: Cow: income: 2.0 experience: 5.0 - Mushroomcow: + MushroomCow: income: 5.0 experience: 10.0 # Shear sheeps by its color @@ -300,61 +323,61 @@ Jobs: experience: 5.0 Blue: income: 2.0 - experience: 5.0 + experience: 5.0 Brown: income: 2.0 - experience: 5.0 + experience: 5.0 Cyan: income: 2.0 - experience: 5.0 + experience: 5.0 Gray: income: 2.0 - experience: 5.0 + experience: 5.0 Green: income: 2.0 - experience: 5.0 - Light_blue: + experience: 5.0 + Light_Blue: income: 2.0 - experience: 5.0 + experience: 5.0 Lime: income: 2.0 - experience: 5.0 + experience: 5.0 Magenta: income: 2.0 - experience: 5.0 + experience: 5.0 Orange: income: 2.0 - experience: 5.0 + experience: 5.0 Pink: income: 2.0 - experience: 5.0 + experience: 5.0 Purple: income: 2.0 - experience: 5.0 + experience: 5.0 Red: income: 2.0 - experience: 5.0 - Silver: + experience: 5.0 + Light_Gray: income: 2.0 - experience: 5.0 + experience: 5.0 White: income: 2.0 - experience: 5.0 + experience: 5.0 Yellow: income: 2.0 - experience: 5.0 + experience: 5.0 # dyeing armor - Dye: - LEATHER_BOOTS: + Dye: + leather_boots: income: 1.0 experience: 1.0 - LEATHER_CHESTPLATE: + leather_chestplate: income: 1.0 experience: 1.0 - LEATHER_HELMET: + leather_helmet: income: 1.0 experience: 1.0 - LEATHER_LEGGINGS: + leather_leggings: income: 1.0 experience: 1.0 351: @@ -362,23 +385,27 @@ Jobs: experience: 1.0 # Catching fish Fish: - '349': - income: 0.2 + raw_fish: + income: 20.0 + experience: 25.0 + # If you are using below version 1.13 + legacy_raw_fish: + income: 20.0 experience: 25.0 # Repairing items Repair: - WOOD_SWORD: + wood_sword: income: 1.0 experience: 1.0 - IRON_SWORD: + iron_sword: income: 2.0 experience: 2.0 # Crafting items Craft: - WOOD_SWORD: + wood_sword: income: 1.5 experience: 3.0 - LEATHER_BOOTS: + leather_boots: income: 1.0 experience: 6.0 # Add ! at front when you want to pay for crafted items with special names. Always use double quotation marks, same as example @@ -387,19 +414,19 @@ Jobs: experience: 6.0 # Smelting ores Smelt: - IRON_INGOT: + iron_ingot: income: 2.0 experience: 8.0 - GOLD_INGOT: + gold_ingot: income: 4.5 experience: 12 # Enchanting items Enchant: # You can set item for which player will get money - WOOD_SWORD: + wood_sword: income: 1.5 experience: 3.0 - LEATHER_BOOTS: + leather_boots: income: 1.0 experience: 6.0 # Or/and you can give money for each enchantment they got @@ -411,14 +438,14 @@ Jobs: experience: 20.0 # Brewing potions Brew: - NETHER_STALK: + nether_stalk: income: 5.0 experience: 3.0 - REDSTONE: + redstone: income: 5.0 experience: 3.0 # Explore options. Each number represents players number in exploring that chunk - # 1 means that player is first in this chunk, 2 is second and so on, so you can give money not only for first player ho discovers that chunk + # 1 means that player is first in this chunk, 2 is second and so on, so you can give money not only for first player who discovers that chunk Explore: 1: income: 5.0 @@ -441,7 +468,7 @@ Jobs: aaaaaatest.node: # true to give, false to revoke value: true - # minimum level needed to grant permission. Use 0 for all levels + # minimum level needed to grant permission. Use 0 for all levels level: 0 aaaaaatest.node2: value: true @@ -459,7 +486,7 @@ Jobs: - p:essentials.notnoob perform: # p marks permission, player will get if given true value, if used false, permission will be taken - - p:essentials.fly-true + - p:essentials.fly-true # Commands executed when player reached level commands: # command name, just to have better idea what this do @@ -473,12 +500,14 @@ Jobs: # This can be set to same level as levelFrom, so this command will be executed only once levelUntil: 100 kit: - command: manuaddp [player] essentials.kits.woodcutter + command: + - manuaddp [player] essentials.kits.woodcutter + - msg [player] Now you can use woodcutter kit! levelFrom: 150 levelUntil: 150 - # Getting more money when equiped with specific weapon/tool ar wearing armor + # Getting more money when equipped with specific weapon/tool are wearing armor items: - # Just name, dont have any impact + # Just name, don't have any impact firstOne: # Tool/Weapon id. Works for block Break, Fish, Animal tame, Breed, Monster/Player kill. id: 278 @@ -509,7 +538,7 @@ Jobs: expBoost: 1.1 # Limit item use to jobs level limitedItems: - # Just name, dont have any impact + # Just name, don't have any impact firstOne: # Tool/Weapon id. Works for any interact action. id: 278 @@ -522,7 +551,7 @@ Jobs: - '&eBobs pick' - '&710% bonus XP' # (optional) Item enchantments, all enchantment names can be found https://hub.spigotmc.org/javadocs/spigot/org/bukkit/enchantments/Enchantment.html - # enchant level can inrease with jobs level to give best RPG experiance + # enchant level can increase with jobs level to give best RPG experience enchants: - DAMAGE_ALL=1 - FIRE_ASPECT=1 @@ -545,58 +574,100 @@ Jobs: points-progression-equation: basepoints+(basepoints*(joblevel-1)*0.01)-((basepoints+(joblevel-1)*0.01) * ((numjobs-1)*0.05)) experience-progression-equation: baseexperience-(baseexperience*((numjobs-1) *0.01)) rejoinCooldown: 10 + maxDailyQuests: 1 + Quests: + 1: + Name: "Woodpecker" + Objectives: + - Break;oak_log;50 + - Break;birch_log;50 + - Break;jungle_log;50 + RewardCommands: + - "money give [playerName] 100" + - "msg [playerName] Completed quest!" + RewardDesc: + - "Break logs and get money" + - "Get 100 for this!" Gui: Id: 17 Data: 2 Break: - 17-0: #Oak Log - income: 7 - points: 2.5 - experience: 2.5 - 17-1: #Spruce Log - income: 7 - points: 2.5 - experience: 2.0 - 17-2: #Birch Log - income: 5 - points: 2.5 - experience: 2.5 - 17-3: #Jungle Log - income: 5 - points: 2.5 - experience: 2.5 - 18-0: #Oak leaves - income: 0.2 - points: 0.5 - experience: 0.5 - 18-1: #Spruce Leaves - income: 0.2 - points: 0.5 - experience: 0.5 - 18-2: #Birch Leaves - income: 0.2 - points: 0.5 - experience: 0.5 - 18-3: #Jungle Leaves - income: 0.2 - points: 0.5 - experience: 0.5 - 161-0: #Acacia Leaves - income: 0.2 - points: 0.5 - experience: 0.5 - 161-1: #Dark Oak Leaves - income: 0.2 - points: 0.5 - experience: 0.5 - 162-0: #Acacia Wood - income: 5 - points: 2.5 - experience: 2.5 - 162-1: #Dark Oak Wood - income: 7 - points: 2.5 - experience: 2.5 + #logs - natural; gain income, points, and exp + oak_log: + income: 1.0 + points: 1.0 + experience: 1.0 + spruce_log: + income: 1.0 + points: 1.0 + experience: 1.0 + birch_log: + income: 1.0 + points: 1.0 + experience: 1.0 + jungle_log: + income: 1.0 + points: 1.0 + experience: 1.0 + acacia_log: + income: 1.0 + points: 1.0 + experience: 1.0 + dark_oak_log: + income: 1.0 + points: 1.0 + experience: 1.0 + #planks - natural in mineshafts; gain some income/points and exp, but less as compromise as it's mainly a building block and used in placement + #oak_planks: + #income: 0.25 + #points: 0.25 + #experience: .25 + #spruce_planks: + #income: 0.25 + #points: 0.25 + #experience: .25 + #birch_planks: + #income: 0.25 + #points: 0.25 + #experience: .25 + #jungle_planks: + #income: 0.25 + #points: 0.25 + #experience: .25 + #acacia_planks: + #income: 0.25 + #points: 0.25 + #experience: .25 + #dark_oak_planks: + #income: 0.25 + #points: 0.25 + #experience: .25 + #stripped logs - crafted/natural; gain income, points, and exp. Compromise for stripping natural logs. + #use axe durability to create, just 0.75 income/points to make up for loss, plus 0.25 exp (compromise) + stripped_oak_log: + income: 0.75 + points: 0.75 + experience: 0.25 + stripped_spruce_log: + income: 0.75 + points: 0.75 + experience: 0.25 + stripped_birch_log: + income: 0.75 + points: 0.75 + experience: 0.25 + stripped_jungle_log: + income: 0.75 + points: 0.75 + experience: 0.25 + stripped_acacia_log: + income: 0.75 + points: 0.75 + experience: 0.25 + stripped_dark_oak_log: + income: 0.75 + points: 0.75 + experience: 0.25 Kill: Player: income: 7.5 @@ -620,144 +691,184 @@ Jobs: points-progression-equation: basepoints+(basepoints*(joblevel-1)*0.01)-((basepoints+(joblevel-1)*0.01) * ((numjobs-1)*0.05)) experience-progression-equation: baseexperience-(baseexperience*((numjobs-1) *0.01)) rejoinCooldown: 10 + maxDailyQuests: 1 + Quests: + 1: + Name: "DarkOne" + Objectives: + - Break;stone;50 + - Break;granite;50 + - Break;sandstone;50 + RewardCommands: + - "money give [playerName] 100" + - "msg [playerName] Completed quest!" + RewardDesc: + - "Break blocks and get money" + - "Get 100 for this!" Gui: Id: 270 Data: 0 TNTBreak: - STONE: - income: 0.3 - points: 0.3 - experience: 0.3 - STONE-1: - income: 1 - points: 1 - experience: 1 - STONE-3: - income: 1 - points: 1 - experience: 1 - STONE-5: - income: 1 - points: 1 - experience: 1 + stone: + income: 0.25 + points: 0.25 + experience: 0.5 + granite: + income: 0.25 + points: 0.25 + experience: 0.5 + diorite: + income: 0.25 + points: 0.25 + experience: 0.5 + andesite: + income: 0.25 + points: 0.25 + experience: 0.5 Break: - STONE: - income: 0.3 - points: 0.3 - experience: 0.3 - STONE-1: + #new 1.13 blocks (some changed blocks are below) + tube_coral_block: + income: 2 + points: 2 + experience: 3 + brain_coral_block: + income: 2 + points: 2 + experience: 3 + bubble_coral_block: + income: 2 + points: 2 + experience: 3 + fire_coral_block: + income: 2 + points: 2 + experience: 3 + horn_coral_block: + income: 2 + points: 2 + experience: 3 + #origial blocks + andesite: income: 1 points: 1 experience: 1 - STONE-3: + stone: income: 1 points: 1 experience: 1 - STONE-5: + granite: income: 1 points: 1 experience: 1 - COAL_ORE: - income: 6 + diorite: + income: 1 + points: 1 + experience: 1 + sandstone: + income: 0.15 + points: 0.15 + experience: 0.2 + chiseled_sandstone: + income: 0.15 + points: 0.15 + experience: 0.2 + cut_sandstone: + income: 0.15 + points: 0.15 + experience: 0.2 + coal_ore: + income: 3 points: 2 experience: 2 - SANDSTONE: - income: 0.30 - points: 0.15 - experience: 0.2 - SANDSTONE-1: - income: 0.30 - points: 0.15 - experience: 0.2 - SANDSTONE-2: - income: 0.30 - points: 0.15 - experience: 0.2 - GLOWING_REDSTONE_ORE: - income: 5 + redstone_ore: + income: 2.5 points: 2 experience: 2 - IRON_ORE: - income: 7 + iron_ore: + income: 3.5 points: 3 experience: 2 - GOLD_ORE: - income: 10 + gold_ore: + income: 5 points: 4 experience: 2 - LAPIS_ORE: - income: 15 + lapis_ore: + income: 7.5 points: 6 experience: 2 - DIAMOND_ORE: - income: 20 + diamond_ore: + income: 10 points: 10 experience: 10 - EMERALD_ORE: - income: 30 + emerald_ore: + income: 15 points: 15 experience: 30 - QUARTZ_ORE: - income: 5 + nether_quartz_ore: + income: 2.5 points: 2.5 experience: 2.5 - OBSIDIAN: + obsidian: income: 5 points: 5 experience: 5 - MOSSY_COBBLESTONE: - income: 5 + cobblestone_wall: + income: 2.5 points: 2.5 experience: 2.5 - NETHER_BRICK: - income: 5 + mossy_cobblestone_wall: + income: 2.5 + points: 2.5 + experience: 2.5 + nether_bricks: + income: 1.0 points: 1 experience: 1.0 - NETHER_BRICK_STAIRS: - income: 6 + nether_brick_stairs: + income: 3 points: 3 experience: 3 - NETHER_FENCE: - income: 2 + nether_brick_fence: + income: 1 points: 1 experience: 1 - NETHERRACK: + netherrack: income: 0.1 points: 0.1 experience: 0.1 - PRISMARINE: + prismarine: + income: 2.5 + points: 2.5 + experience: 2.5 + prismarine_bricks: + income: 2.5 + points: 2.5 + experience: 2.5 + dark_prismarine: income: 2.5 points: 2.5 experience: 2.5 Place: - RAILS: - income: 1.0 + rail: + income: 2.0 points: 2.0 experience: 2.0 - 27: #Powered Rail - income: 1.0 - points: 2.0 - experience: 2.0 - 28: #Detector Rail - income: 1.0 - points: 2.0 - experience: 2.0 - 157: #Activator Rail - income: 1.0 - points: 2.0 - experience: 2.0 - IRON_ORE: + iron_ore: income: -5.0 points: -5 experience: -5.0 - GOLD_ORE: + gold_ore: income: -6.0 points: -6 experience: -6.0 - DIAMOND_ORE: + diamond_ore: income: -10.0 points: -10 experience: -10.0 + emerald_ore: + income: -15 + points: -15 + experience: -30 Kill: Player: income: 7.5 @@ -776,479 +887,741 @@ Jobs: points-progression-equation: basepoints+(basepoints*(joblevel-1)*0.01)-((basepoints+(joblevel-1)*0.01) * ((numjobs-1)*0.05)) experience-progression-equation: baseexperience-(baseexperience*((numjobs-1) *0.01)) rejoinCooldown: 10 - Gui: - Id: 108 - Data: 0 - # Daily quests - maxDailyQuests: 3 + maxDailyQuests: 1 Quests: - # Quest identification. Can be any ONE word or number or both of them. This doesnt have any real meaning but it cant repeat 1: - Name: "Post office" - Action: Place - Target: "1-4" #Polished Diorite - Amount: 128 - # Command list to be performed after quest is finished. - # Use [playerName] to insert players name who finished that quest - RewardCommands: - - "pay [playerName] 500" - - "msg [playerName] Completed quest! Please contact LadyVulcan if you did not receive payment automatically." - RewardDesc: - - "Build a post office using at least 2 stacks of polished diorite" - - "Get 500 bucks for this [BETA]" - Chance: 40 - toLevel: 100 - fromLevel: 5 - 2: - Name: "Stone Wall" - Action: Place - Target: "98" #Stone bricks, all kinds - Amount: 320 - # Command list to be performed after quest is finished. - # Use [playerName] to insert players name who finished that quest - RewardCommands: - - "pay [playerName] 500" - - "msg [playerName] Completed quest! Please contact LadyVulcan if you did not receive payment automatically." - RewardDesc: - - "Build a stone wall using at least 5 stacks of stone brick. Any kind (normal, mossy, cracked, chiseled) will work." - - "Get 500 bucks for this [BETA]" - Chance: 40 - toLevel: 100 - fromLevel: 5 - 3: - Name: "Desert Temple" - Action: Place - Target: "24" #Sandstone and Red sandstone. Don't know if two targets will work. - Amount: 320 - # Command list to be performed after quest is finished. - # Use [playerName] to insert players name who finished that quest - RewardCommands: - - "pay [playerName] 500" - - "msg [playerName] Completed quest! Please contact LadyVulcan if you did not receive payment automatically." - RewardDesc: - - "Build a desert temple using at least 5 stacks of sandstone. [BETA] Try using both normal and red sandstone." - - "Get 500 bucks for this [BETA]" - Chance: 40 - toLevel: 100 - fromLevel: 5 + Name: "Architect" + Objectives: + - Place;spruce_planks;50 + - Place;birch_planks;50 + - Place;wool;50 + RewardCommands: + - "money give [playerName] 100" + - "msg [playerName] Completed quest!" + RewardDesc: + - "Place blocks and get money" + - "Get 100 for this!" + Gui: + Item: brick_stairs Place: - STONE: #All variants, polished and not, granite, etc. - income: 1.0 - points: 1.0 + #new 1.13 blocks + stripped_oak_wood: + income: 2 + points: 2 experience: 2 - COBBLESTONE: + stripped_spruce_wood: + income: 2 + points: 2 + experience: 2 + stripped_birch_wood: + income: 2 + points: 2 + experience: 2 + stripped_jungle_wood: + income: 2 + points: 2 + experience: 2 + stripped_acacia_wood: + income: 2 + points: 2 + experience: 2 + stripped_dark_oak_wood: + income: 2 + points: 2 + experience: 2 + dead_tube_coral_block: + income: 2 + points: 2 + experience: 3 + dead_brain_coral_block: + income: 2 + points: 2 + experience: 3 + dead_bubble_coral_block: + income: 2 + points: 2 + experience: 3 + dead_fire_coral_block: + income: 2 + points: 2 + experience: 3 + dead_horn_coral_block: + income: 2 + points: 2 + experience: 3 + dried_kelp_block: + income: 2 + points: 2 + experience: 3 + stone: + income: 1.3 + points: 1.3 + experience: 2 + andesite: + income: 1.3 + points: 1.3 + experience: 2 + granite: + income: 1.3 + points: 1.3 + experience: 2 + diorite: + income: 1.3 + points: 1.3 + experience: 2 + cobblestone: income: 0.7 points: 0.7 experience: 2 - '5': #Oak Planks + oak_planks: income: 1.5 points: 1.5 experience: 2 - '20': #Glass block + spruce_planks: income: 1.5 points: 1.5 experience: 2 - '22': #Lapis Lazuli block + birch_planks: income: 1.5 points: 1.5 experience: 2 - '24': #Sandstone + jungle_planks: income: 1.5 points: 1.5 experience: 2 - '35': #Wool + acacia_planks: income: 1.5 points: 1.5 experience: 2 - '41': #Gold Block + dark_oak_planks: income: 1.5 points: 1.5 experience: 2 - '42': #Iron Block + wool: income: 1.5 points: 1.5 experience: 2 - '44': #Stone Slabs (all varieties) + gold_block: + income: 1.5 + points: 1.5 + experience: 2 + iron_block: + income: 1.5 + points: 1.5 + experience: 2 + oak_slab: income: 0.8 points: 0.8 experience: 2 - '45': #Bricks - income: 1.5 - points: 1.5 - experience: 2 - '47': #Bookshelf - income: 1.5 - points: 1.5 - experience: 2 - '48': #Moss Stone - income: 1.5 - points: 1.5 - experience: 2 - '49': #Obsidian - income: 1.5 - points: 1.5 - experience: 2 - '53': #Oak Stairs - income: 1.5 - points: 1.5 - experience: 2 - '54': #Chest - income: 1.5 - points: 1.5 - experience: 2 - '57': #Diamond Block - income: 1.5 - points: 1.5 - experience: 2 - '58': #Crafting Table - income: 1.5 - points: 1.5 - experience: 2 - '61': #Furnace - income: 1.5 - points: 1.5 - experience: 2 - '65': #Ladder - income: 1.5 - points: 1.5 - experience: 2 - '67': #Cobblestone Stairs - income: 1.5 - points: 1.5 - experience: 2 - '79': #Ice - income: 1.5 - points: 1.5 - experience: 2 - '80': #Snow Block - income: 1.0 - points: 1.0 - experience: 2 - '84': #Jukebox - income: 1.0 - points: 1.0 - experience: 2 - '85': #Oak Fence - income: 1.5 - points: 1.5 - experience: 2 - '89': #Glowstone - income: 1.5 - points: 1.5 - experience: 2 - '95': #Stained Glass block - income: 1.5 - points: 1.5 - experience: 2 - '96': #Wooden Trapdoor - income: 1.5 - points: 1.5 - experience: 2 - '98': #Stone Bricks (all varieties) - income: 1.5 - points: 1.5 - experience: 2 - '101': #Iron Bars - income: 1.5 - points: 1.5 - experience: 2 - '102': #Clear Glass Pane - income: 1.5 - points: 1.5 - experience: 2 - '107': #Oak Fence Gate - income: 1.5 - points: 1.5 - experience: 2 - '108': #Brick Stairs - income: 1.5 - points: 1.5 - experience: 2 - '109': #Stone Brick Stairs - income: 1.5 - points: 1.5 - experience: 2 - '112': #Nether Brick - income: 1.5 - points: 1.5 - experience: 2 - '113': #Nether Brick Fence - income: 1.5 - points: 1.5 - experience: 2 - '114': #Nether Brick Stairs - income: 1.5 - points: 1.5 - experience: 2 - '116': #Enchantment Table - income: 1.5 - points: 1.5 - experience: 2 - '120': #End Portal Frame - income: 1.5 - points: 1.5 - experience: 2 - '123': #Redstone Lamp - income: 1.0 - points: 1.0 - experience: 2 - '126': #Wooden Slabs (all varieties) + spruce_slab: income: 0.8 points: 0.8 experience: 2 - '128': #Sandstone Stairs + birch_slab: + income: 0.8 + points: 0.8 + experience: 2 + jungle_slab: + income: 0.8 + points: 0.8 + experience: 2 + acacia_slab: + income: 0.8 + points: 0.8 + experience: 2 + dark_oak_slab: + income: 0.8 + points: 0.8 + experience: 2 + stone_slab: + income: 0.8 + points: 0.8 + experience: 2 + sandstone_slab: + income: 0.8 + points: 0.8 + experience: 2 + petrified_oak_slab: + income: 0.8 + points: 0.8 + experience: 2 + cobblestone_slab: + income: 0.8 + points: 0.8 + experience: 2 + brick_slab: + income: 0.8 + points: 0.8 + experience: 2 + stone_brick_slab: + income: 0.8 + points: 0.8 + experience: 2 + nether_brick_slab: + income: 0.8 + points: 0.8 + experience: 2 + quartz_slab: + income: 0.8 + points: 0.8 + experience: 2 + red_sandstone_slab: + income: 0.8 + points: 0.8 + experience: 2 + purpur_slab: + income: 0.8 + points: 0.8 + experience: 2 + bricks: income: 1.5 points: 1.5 experience: 2 - '130': #Ender Chest + bookshelf: income: 1.5 points: 1.5 experience: 2 - '133': #Emerald Block + mossy_cobblestone: income: 1.5 points: 1.5 experience: 2 - '134': #Spruce Wood Stairs + obsidian: income: 1.5 points: 1.5 experience: 2 - '135': #Birch Stairs + cobblestone_stairs: income: 1.5 points: 1.5 experience: 2 - '136': #Jungle Stairs + acacia_stairs: income: 1.5 points: 1.5 experience: 2 - '139': #Cobblestone Wall + birch_stairs: income: 1.5 points: 1.5 experience: 2 - '146': #Trapped Chest + brick_stairs: income: 1.5 points: 1.5 experience: 2 - '152': #Redstone Block + dark_oak_stairs: income: 1.5 points: 1.5 experience: 2 - '154': #Hopper + dark_prismarine_stairs: income: 1.5 points: 1.5 experience: 2 - '155': #Quartz Block (all varieties) + jungle_stairs: income: 1.5 points: 1.5 experience: 2 - '156': #Quartz Stairs + nether_brick_stairs: income: 1.5 points: 1.5 experience: 2 - '159': #Stained Terracotta + oak_stairs: income: 1.5 points: 1.5 experience: 2 - '160': #Stained Glass Pane + prismarine_brick_stairs: income: 1.5 points: 1.5 experience: 2 - '161': #Acacia and Dark Oak Leaves + prismarine_stairs: income: 1.5 points: 1.5 experience: 2 - '163': #Acacia Stairs + purpur_stairs: income: 1.5 points: 1.5 experience: 2 - '164': #Dark Oak Stairs + quartz_stairs: income: 1.5 points: 1.5 experience: 2 - '167': #Iron Trapdoor + red_sandstone_stairs: income: 1.5 points: 1.5 experience: 2 - '168': #Prismarine (all varieties) + sandstone_stairs: + income: 1.5 + points: 1.5 + experience: 2 + spruce_stairs: + income: 1.5 + points: 1.5 + experience: 2 + stone_brick_stairs: + income: 1.5 + points: 1.5 + experience: 2 + chest: + income: 1.5 + points: 1.5 + experience: 2 + diamond_block: + income: 1.5 + points: 1.5 + experience: 2 + crafting_table: + income: 1.5 + points: 1.5 + experience: 2 + furnace: + income: 1.5 + points: 1.5 + experience: 2 + ladder: + income: 1.5 + points: 1.5 + experience: 2 + ice: + income: 1.5 + points: 1.5 + experience: 2 + snow_block: + income: 1.0 + points: 1.0 + experience: 2 + jukebox: + income: 1.0 + points: 1.0 + experience: 2 + oak_fence: + income: 1.5 + points: 1.5 + experience: 2 + spruce_fence: + income: 1.5 + points: 1.5 + experience: 2 + birch_fence: + income: 1.5 + points: 1.5 + experience: 2 + jungle_fence: + income: 1.5 + points: 1.5 + experience: 2 + acacia_fence: + income: 1.5 + points: 1.5 + experience: 2 + dark_oak_fence: + income: 1.5 + points: 1.5 + experience: 2 + oak_fence_gate: + income: 1.5 + points: 1.5 + experience: 2 + spruce_fence_gate: + income: 1.5 + points: 1.5 + experience: 2 + birch_fence_gate: + income: 1.5 + points: 1.5 + experience: 2 + jungle_fence_gate: + income: 1.5 + points: 1.5 + experience: 2 + acacia_fence_gate: + income: 1.5 + points: 1.5 + experience: 2 + dark_oak_fence_gate: + income: 1.5 + points: 1.5 + experience: 2 + glowstone: + income: 1.5 + points: 1.5 + experience: 2 + glass: + income: 1.5 + points: 1.5 + experience: 2 + white_stained_glass: + income: 1.5 + points: 1.5 + experience: 2 + orange_stained_glass: + income: 1.5 + points: 1.5 + experience: 2 + magenta_stained_glass: + income: 1.5 + points: 1.5 + experience: 2 + light_blue_stained_glass: + income: 1.5 + points: 1.5 + experience: 2 + yellow_stained_glass: + income: 1.5 + points: 1.5 + experience: 2 + lime_stained_glass: + income: 1.5 + points: 1.5 + experience: 2 + pink_stained_glass: + income: 1.5 + points: 1.5 + experience: 2 + gray_stained_glass: + income: 1.5 + points: 1.5 + experience: 2 + light_gray_stained_glass: + income: 1.5 + points: 1.5 + experience: 2 + cyan_stained_glass: + income: 1.5 + points: 1.5 + experience: 2 + purple_stained_glass: + income: 1.5 + points: 1.5 + experience: 2 + blue_stained_glass: + income: 1.5 + points: 1.5 + experience: 2 + brown_stained_glass: + income: 1.5 + points: 1.5 + experience: 2 + green_stained_glass: + income: 1.5 + points: 1.5 + experience: 2 + red_stained_glass: + income: 1.5 + points: 1.5 + experience: 2 + black_stained_glass: + income: 1.5 + points: 1.5 + experience: 2 + iron_trapdoor: + income: 1.5 + points: 1.5 + experience: 2 + oak_trapdoor: + income: 1.5 + points: 1.5 + experience: 2 + spruce_trapdoor: + income: 1.5 + points: 1.5 + experience: 2 + birch_trapdoor: + income: 1.5 + points: 1.5 + experience: 2 + jungle_trapdoor: + income: 1.5 + points: 1.5 + experience: 2 + acacia_trapdoor: + income: 1.5 + points: 1.5 + experience: 2 + dark_oak_trapdoor: + income: 1.5 + points: 1.5 + experience: 2 + stone_bricks: + income: 1.5 + points: 1.5 + experience: 2 + mossy_stone_bricks: + income: 1.5 + points: 1.5 + experience: 2 + cracked_stone_bricks: + income: 1.5 + points: 1.5 + experience: 2 + chiseled_stone_bricks: + income: 1.5 + points: 1.5 + experience: 2 + iron_bars: + income: 1.5 + points: 1.5 + experience: 2 + glass_pane: + income: 1.5 + points: 1.5 + experience: 2 + white_stained_glass_pane: + income: 1.5 + points: 1.5 + experience: 2 + orange_stained_glass_pane: + income: 1.5 + points: 1.5 + experience: 2 + magenta_stained_glass_pane: + income: 1.5 + points: 1.5 + experience: 2 + light_blue_stained_glass_pane: + income: 1.5 + points: 1.5 + experience: 2 + yellow_stained_glass_pane: + income: 1.5 + points: 1.5 + experience: 2 + lime_stained_glass_pane: + income: 1.5 + points: 1.5 + experience: 2 + pink_stained_glass_pane: + income: 1.5 + points: 1.5 + experience: 2 + gray_stained_glass_pane: + income: 1.5 + points: 1.5 + experience: 2 + light_gray_stained_glass_pane: + income: 1.5 + points: 1.5 + experience: 2 + cyan_stained_glass_pane: + income: 1.5 + points: 1.5 + experience: 2 + purple_stained_glass_pane: + income: 1.5 + points: 1.5 + experience: 2 + blue_stained_glass_pane: + income: 1.5 + points: 1.5 + experience: 2 + brown_stained_glass_pane: + income: 1.5 + points: 1.5 + experience: 2 + green_stained_glass_pane: + income: 1.5 + points: 1.5 + experience: 2 + red_stained_glass_pane: + income: 1.5 + points: 1.5 + experience: 2 + black_stained_glass_pane: + income: 1.5 + points: 1.5 + experience: 2 + nether_bricks: + income: 1.5 + points: 1.5 + experience: 2 + nether_brick_fence: + income: 1.5 + points: 1.5 + experience: 2 + nether_brick_stairs: + income: 1.5 + points: 1.5 + experience: 2 + enchanting_table: + income: 1.5 + points: 1.5 + experience: 2 + end_portal_frame: + income: 1.5 + points: 1.5 + experience: 2 + redstone_lamp: + income: 1.0 + points: 1.0 + experience: 2 + ender_chest: + income: 1.5 + points: 1.5 + experience: 2 + emerald_block: + income: 1.5 + points: 1.5 + experience: 2 + cobblestone_wall: + income: 1.5 + points: 1.5 + experience: 2 + mossy_cobblestone_wall: + income: 1.5 + points: 1.5 + experience: 2 + trapped_chest: + income: 1.5 + points: 1.5 + experience: 2 + redstone_block: + income: 1.5 + points: 1.5 + experience: 2 + hopper: + income: 1.5 + points: 1.5 + experience: 2 + quartz_block: + income: 1.5 + points: 1.5 + experience: 2 + smooth_quartz: + income: 1.5 + points: 1.5 + experience: 2 + quartz_pillar: + income: 1.5 + points: 1.5 + experience: 2 + chiseled_quartz_block: + income: 1.5 + points: 1.5 + experience: 2 + terracotta: + income: 1.5 + points: 1.5 + experience: 2 + white_terracotta: + income: 1.5 + points: 1.5 + experience: 2 + orange_terracotta: + income: 1.5 + points: 1.5 + experience: 2 + magenta_terracotta: + income: 1.5 + points: 1.5 + experience: 2 + light_blue_terracotta: + income: 1.5 + points: 1.5 + experience: 2 + yellow_terracotta: + income: 1.5 + points: 1.5 + experience: 2 + lime_terracotta: + income: 1.5 + points: 1.5 + experience: 2 + pink_terracotta: + income: 1.5 + points: 1.5 + experience: 2 + gray_terracotta: + income: 1.5 + points: 1.5 + experience: 2 + light_gray_terracotta: + income: 1.5 + points: 1.5 + experience: 2 + cyan_terracotta: + income: 1.5 + points: 1.5 + experience: 2 + purple_terracotta: + income: 1.5 + points: 1.5 + experience: 2 + blue_terracotta: + income: 1.5 + points: 1.5 + experience: 2 + brown_terracotta: + income: 1.5 + points: 1.5 + experience: 2 + green_terracotta: + income: 1.5 + points: 1.5 + experience: 2 + red_terracotta: + income: 1.5 + points: 1.5 + experience: 2 + black_terracotta: + income: 1.5 + points: 1.5 + experience: 2 + oak_leaves: + income: 1.5 + points: 1.5 + experience: 2 + spruce_leaves: + income: 1.5 + points: 1.5 + experience: 2 + birch_leaves: + income: 1.5 + points: 1.5 + experience: 2 + jungle_leaves: + income: 1.5 + points: 1.5 + experience: 2 + acacia_leaves: + income: 1.5 + points: 1.5 + experience: 2 + dark_oak_leaves: + income: 1.5 + points: 1.5 + experience: 2 + prismarine: income: 1.3 points: 1.3 experience: 1.9 - '169': #Sea Lantern + prismarine_bricks: + income: 1.3 + points: 1.3 + experience: 1.9 + dark_prismarine: + income: 1.3 + points: 1.3 + experience: 1.9 + sea_lantern: income: 1.5 points: 1.5 experience: 2 - '170': #Hay Bale + hay_block: income: 1.5 points: 1.5 experience: 2 - '172': #Plain Terracotta + coal_block: income: 1.5 points: 1.5 experience: 2 - '173': #Coal Block + packed_ice: income: 1.5 points: 1.5 experience: 2 - '174': #Packed Ice + red_sandstone: income: 1.5 points: 1.5 experience: 2 - '179': #Red Sandstone + chiseled_red_sandstone: income: 1.5 points: 1.5 experience: 2 - '180': #Red Sandstone Stairs - income: 1.5 - points: 1.5 - experience: 2 - '182': #Red Sandstone Slab - income: 0.8 - points: 0.8 - experience: 2 - '183': #Spruce Fence Gate - income: 1.5 - points: 1.5 - experience: 2 - '184': #Birch Fence Gate - income: 1.5 - points: 1.5 - experience: 2 - '185': #Jungle Fence Gate - income: 1.5 - points: 1.5 - experience: 2 - '186': #Dark Oak Fence Gate - income: 1.5 - points: 1.5 - experience: 2 - '187': #Acacia Fence Gate - income: 1.5 - points: 1.5 - experience: 2 - '188': #Spruce Fence - income: 1.5 - points: 1.5 - experience: 2 - '189': #Birch Fence - income: 1.5 - points: 1.5 - experience: 2 - '190': #Jungle Fence - income: 1.5 - points: 1.5 - experience: 2 - '191': #Dark Oak Fence - income: 1.5 - points: 1.5 - experience: 2 - '192': #Acacia Fence - income: 1.5 - points: 1.5 - experience: 2 - '201': #Purpur block - income: 1.5 - points: 1.5 - experience: 2 - '202': #Purpur pillar - income: 1.5 - points: 1.5 - experience: 2 - '203': #Purpur stairs - income: 1.5 - points: 1.5 - experience: 2 - '205': #Purpur slab - income: 1.5 - points: 1.5 - experience: 2 - '206': #End stone brick - income: 1.5 - points: 1.5 - experience: 2 - '212': #Frosted ice - income: 1.5 - points: 1.5 - experience: 2 - '213': #Magma - income: 1.5 - points: 1.5 - experience: 2 - '214': #Nether wart block - income: 1.5 - points: 1.5 - experience: 2 - '215': #Red nether brick - income: 1.5 - points: 1.5 - experience: 2 - '216': #Bone block - income: 1.5 - points: 1.5 - experience: 2 - '235': #White glazed terracotta - income: 1.5 - points: 1.5 - experience: 2 - '236': #Orange glazed terracotta - income: 1.5 - points: 1.5 - experience: 2 - '237': #Magenta glazed terracotta - income: 1.5 - points: 1.5 - experience: 2 - '238': #Light blue glazed terracotta - income: 1.5 - points: 1.5 - experience: 2 - '239': #Yellow glazed terracotta - income: 1.5 - points: 1.5 - experience: 2 - '240': #Lime glazed terracotta - income: 1.5 - points: 1.5 - experience: 2 - '241': #Pink glazed terracotta - income: 1.5 - points: 1.5 - experience: 2 - '242': #Gray glazed terracotta - income: 1.5 - points: 1.5 - experience: 2 - '243': #Light gray glazed terracotta - income: 1.5 - points: 1.5 - experience: 2 - '244': #Cyan glazed terracotta - income: 1.5 - points: 1.5 - experience: 2 - '245': #Purple glazed terracotta - income: 1.5 - points: 1.5 - experience: 2 - '246': #Blue glazed terracotta - income: 1.5 - points: 1.5 - experience: 2 - '247': #Brown glazed terracotta - income: 1.5 - points: 1.5 - experience: 2 - '248': #Green glazed terracotta - income: 1.5 - points: 1.5 - experience: 2 - '249': #Red glazed terracotta - income: 1.5 - points: 1.5 - experience: 2 - '250': #Black glazed terracotta - income: 1.5 - points: 1.5 - experience: 2 - '251': #Concrete + cut_red_sandstone: income: 1.5 points: 1.5 experience: 2 @@ -1270,35 +1643,49 @@ Jobs: points-progression-equation: basepoints+(basepoints*(joblevel-1)*0.01)-((basepoints+(joblevel-1)*0.01) * ((numjobs-1)*0.05)) experience-progression-equation: baseexperience-(baseexperience*((numjobs-1) *0.01)) rejoinCooldown: 10 + maxDailyQuests: 1 + Quests: + 1: + Name: "Ground Mole" + Objectives: + - Break;dirt;50 + - Break;grass_block;50 + - Break;gravel;50 + RewardCommands: + - "money give [playerName] 100" + - "msg [playerName] Completed quest!" + RewardDesc: + - "Dig blocks and get money" + - "Get 100 for this!" Gui: Id: 269 Data: 0 Break: - '179': #Red Sandstone + red_sand: income: 1 points: 1 experience: 1 - DIRT: + coarse_dirt: + income: 1 + points: 1 + experience: 1 + dirt: income: 0.25 points: 0.25 experience: 0.25 - GRASS: + grass_block: income: 0.3 points: 0.3 experience: 0.3 - GRAVEL: + gravel: income: 1 points: 1 experience: 1.0 - SAND: + sand: income: 0.4 points: 0.4 experience: 0.5 - CLAY: - income: 1 - points: 1 - experience: 1.0 - '159': #Stained Terracotta + clay: income: 1 points: 1 experience: 1.0 @@ -1325,49 +1712,86 @@ Jobs: points-progression-equation: basepoints+(basepoints*(joblevel-1)*0.01)-((basepoints+(joblevel-1)*0.01) * ((numjobs-1)*0.05)) experience-progression-equation: baseexperience-(baseexperience*((numjobs-1) *0.01)) rejoinCooldown: 10 + maxDailyQuests: 1 + Quests: + 1: + Name: "Regular Joe" + Objectives: + - Breed;Sheep;10 + - Shear;White;10 + - Milk;Cow;3 + RewardCommands: + - "money give [playerName] 100" + - "msg [playerName] Completed quest!" + RewardDesc: + - "Be a farmer and get money" + - "Get 100 for this!" Gui: - Id: 290 - Data: 0 + Item: wooden_hoe Tame: - Wolf: + Wolf: income: 5.0 points: 5.0 experience: 5.0 - Horse: - income: 10.0 + Horse: + income: 5.0 + points: 5.0 + experience: 5.0 + Parrot: + income: 5.0 + points: 5.0 + experience: 5.0 + Ocelot: + income: 5.0 + points: 5.0 + experience: 5.0 + Llama: + income: 5.0 points: 5.0 experience: 5.0 Breed: - Wolf: - income: 2.0 - points: 4.0 - experience: 5.0 - Ocelot: - income: 2.0 - points: 4.0 - experience: 5.0 - Pig: - income: 2.0 - points: 4.0 - experience: 5.0 - Cow: - income: 4.0 - points: 4.0 - experience: 5.0 Horse: - income: 8.0 - points: 4.0 - experience: 5.0 - Rabbit: - income: 2.0 + income: 4.0 points: 4.0 experience: 5.0 Sheep: income: 4.0 points: 4.0 experience: 5.0 + Cow: + income: 4.0 + points: 4.0 + experience: 5.0 + mushroom_cow: + income: 4.0 + points: 4.0 + experience: 5.0 + Pig: + income: 4.0 + points: 4.0 + experience: 5.0 Chicken: - income: 2.0 + income: 4.0 + points: 4.0 + experience: 5.0 + Wolf: + income: 4.0 + points: 4.0 + experience: 5.0 + Ocelot: + income: 4.0 + points: 4.0 + experience: 5.0 + Rabbit: + income: 4.0 + points: 4.0 + experience: 5.0 + Llama: + income: 4.0 + points: 4.0 + experience: 5.0 + Turtle: + income: 4.0 points: 4.0 experience: 5.0 Shear: @@ -1378,174 +1802,291 @@ Jobs: Orange: income: 4.0 points: 4.0 - experience: 5.0 + experience: 5.0 Yellow: income: 4.0 points: 4.0 - experience: 5.0 + experience: 5.0 Green: income: 4.0 points: 4.0 - experience: 5.0 + experience: 5.0 Blue: income: 4.0 points: 4.0 - experience: 5.0 - 'Light Blue': + experience: 5.0 + Light_Blue: income: 4.0 points: 4.0 - experience: 5.0 + experience: 5.0 Magenta: income: 4.0 points: 4.0 - experience: 5.0 + experience: 5.0 Pink: income: 4.0 points: 4.0 - experience: 5.0 + experience: 5.0 White: income: 4.0 points: 4.0 - experience: 5.0 - 'Light Gray': + experience: 5.0 + Light_Gray: income: 4.0 points: 4.0 - experience: 5.0 + experience: 5.0 Black: income: 4.0 points: 4.0 - experience: 5.0 + experience: 5.0 Brown: income: 4.0 points: 4.0 - experience: 5.0 + experience: 5.0 Purple: income: 4.0 points: 4.0 - experience: 5.0 + experience: 5.0 Cyan: income: 4.0 points: 4.0 - experience: 5.0 + experience: 5.0 Gray: income: 4.0 points: 4.0 - experience: 5.0 - 'Lime Green': + experience: 5.0 + Lime: income: 4.0 points: 4.0 - experience: 5.0 + experience: 5.0 Milk: Cow: - income: 2.0 + income: 5.0 points: 5.0 experience: 5.0 Break: - CHORUS_PLANT: - income: 0.5 + #new 1.13 blocks + tube_coral_fan: + income: 2 + points: 2 + experience: 3 + brain_coral_fan: + income: 2 + points: 2 + experience: 3 + bubble_coral_fan: + income: 2 + points: 2 + experience: 3 + fire_coral_fan: + income: 2 + points: 2 + experience: 3 + horn_coral_fan: + income: 2 + points: 2 + experience: 3 + kelp_plant: + income: 1 + points: 1 + experience: 1 + kelp: + income: 1 + points: 1 + experience: 1 + seagrass: + income: 1 + points: 1 + experience: 1 + tall_seagrass: + income: 1 + points: 1 + experience: 1 + sea_pickle: + income: 1 + points: 1 + experience: 1 + + #old blocks + chorus_plant: + income: 1.5 points: 1.5 experience: 3.0 - CHORUS_FLOWER: - income: 0.5 + chorus_flower: + income: 1.5 points: 1.5 experience: 3.0 - BEETROOT_BLOCK-3: - income: 0.5 + beetroots-7: + income: 1.5 points: 1.5 experience: 3.0 - CROPS-7: - income: 0.5 + wheat-7: + income: 1.5 points: 1.5 experience: 3.0 - CARROTS-7: + carrots-7: income: 1.0 points: 1.0 experience: 1.0 - POTATOES-7: + potatoes-7: income: 1.0 points: 1.0 experience: 1.0 - PUMPKIN: - income: 0.25 + pumpkin-7: + income: 0.5 points: 0.5 experience: 1.0 - MELON: - income: 0.25 - points: 0.5 - experience: 1.0 - SUGAR_CANE_BLOCK: - income: 0.05 + sugar_cane: + income: 0.2 points: 0.2 experience: 0.2 - COCOA-2: - income: 0.5 - points: 1.0 - experience: 1.5 - '111': #Lily Pad - income: 5 - points: 2 - experience: 2.0 - '37': #Dandelion + cocoa-2: + income: 4 + points: 4 + experience: 4.0 + oak_sapling: income: 2 points: 2 experience: 2.0 - '38': #Poppy - income: 1 + spruce_sapling: + income: 2 points: 2 experience: 2.0 - '39': #Brown Mushroom - income: 0.5 - points: 1 - experience: 1.0 - '40': #Red Mushroom - income: 0.5 - points: 1 - experience: 1.0 - '106': #Vines + birch_sapling: + income: 2 + points: 2 + experience: 2.0 + jungle_sapling: + income: 2 + points: 2 + experience: 2.0 + acacia_sapling: + income: 2 + points: 2 + experience: 2.0 + dark_oak_sapling: + income: 2 + points: 2 + experience: 2.0 + lily_pad: + income: 2 + points: 2 + experience: 2.0 + dandelion: + income: 2 + points: 2 + experience: 2.0 + poppy: + income: 2 + points: 2 + experience: 2.0 + blue_orchid: + income: 2 + points: 2 + experience: 2.0 + allium: + income: 2 + points: 2 + experience: 2.0 + azure_bluet: + income: 2 + points: 2 + experience: 2.0 + red_tulip: + income: 2 + points: 2 + experience: 2.0 + orange_tulip: + income: 2 + points: 2 + experience: 2.0 + white_tulip: + income: 2 + points: 2 + experience: 2.0 + pink_tulip: + income: 2 + points: 2 + experience: 2.0 + oxeye_daisy: + income: 2 + points: 2 + experience: 2.0 + brown_mushroom: income: 1 points: 1 experience: 1.0 - '81': #Cactus - income: 0.5 + red_mushroom: + income: 1 points: 1 experience: 1.0 - '115': #Nether Wart - income: 0.5 + vine: + income: 1 + points: 1 + experience: 1.0 + cactus: + income: 1 + points: 1 + experience: 1.0 + nether_wart: + income: 1 points: 1 experience: 1.0 Place: - CROPS-0: - income: 0.5 - points: 3 - experience: 3.0 - CARROTS-0: #Carrot - income: 1.5 - points: 3 + #new 1.13 blocks + dead_tube_coral_fan: + income: 2 + points: 2 experience: 3 - POTATOES-0: #Potato - income: 1.5 - points: 3 + dead_brain_coral_fan: + income: 2 + points: 2 experience: 3 - SUGAR_CANE_BLOCK: - income: 0.1 - points: 1 - experience: 0.2 - '115': #Nether Wart + dead_bubble_coral_fan: + income: 2 + points: 2 + experience: 3 + dead_fire_coral_fan: + income: 2 + points: 2 + experience: 3 + dead_horn_coral_fan: + income: 2 + points: 2 + experience: 3 + + wheat: income: 1 points: 1 - experience: 1.0 - Craft: - 354: #Cake - income: 5.0 - points: 3 experience: 1 - 396: #Golden Carrot - income: 2.0 - points: 3 + potatoes: + income: 1 + points: 1 experience: 1 - 400: #Pumpkin Pie - income: 2.0 - points: 3 + carrots: + income: 1 + points: 1 + experience: 1 + beetroots: + income: 1 + points: 1 + experience: 1 + cocoa: + income: 1 + points: 1 + experience: 1 + #sugarcane will remove an income/point and experience so it isn't spammed + sugar_cane: + income: -1 + points: -1 + experience: -1 + pumpkin_stem: + income: 1 + points: 1 + experience: 1 + melon_stem: + income: 1 + points: 1 experience: 1 Kill: Player: @@ -1559,12 +2100,25 @@ Jobs: ChatColour: RED chat-display: full max-level: 200 - #slots: 10 leveling-progression-equation: 10*(joblevel)+(joblevel*joblevel*4) income-progression-equation: baseincome+(baseincome*(joblevel-1)*0.01)-((baseincome+(joblevel-1)*0.01) * ((numjobs-1)*0.05)) points-progression-equation: basepoints+(basepoints*(joblevel-1)*0.01)-((basepoints+(joblevel-1)*0.01) * ((numjobs-1)*0.05)) experience-progression-equation: baseexperience-(baseexperience*((numjobs-1) *0.01)) rejoinCooldown: 10 + maxDailyQuests: 1 + Quests: + 1: + Name: "Predator" + Objectives: + - Kill;Wolf;10 + - Kill;Creeper;3 + - Kill;Skeleton;10 + RewardCommands: + - "money give [playerName] 100" + - "msg [playerName] Completed quest!" + RewardDesc: + - "Kill everything what moves and get money" + - "Get 100 for this!" Gui: Id: 261 Data: 0 @@ -1611,27 +2165,27 @@ Jobs: points: 10 experience: 15.0 Spider: - income: 5.0 + income: 10.0 points: 10 experience: 15.0 Zombie: - income: 5.0 + income: 10.0 points: 10 experience: 15.0 BLAZE: - income: 10.0 + income: 20.0 points: 20 experience: 15.0 CAVE_SPIDER: - income: 10.0 + income: 20.0 points: 20 experience: 15.0 ENDERMAN: - income: 0.5 + income: 2.0 points: 2 experience: 2.0 GHAST: - income: 60.0 + income: 30.0 points: 30 experience: 30.0 GIANT: @@ -1639,27 +2193,27 @@ Jobs: points: 250 experience: 100.0 IRON_GOLEM: - income: 15.0 + income: 30.0 points: 30 experience: 30.0 - MUSHROOM_COW: + mushroom_cow: income: 5.0 points: 5 experience: 5.0 PIG_ZOMBIE: - income: 2.5 + income: 5.0 points: 5 experience: 5.0 SILVERFISH: - income: 1.5 + income: 3.0 points: 3 experience: 5.0 SNOWMAN: - income: 1.0 + income: 2.0 points: 2 experience: 4.0 SQUID: - income: 4.0 + income: 2.0 points: 2 experience: 2.0 RABBIT: @@ -1671,30 +2225,29 @@ Jobs: points: 2 experience: 2.0 SHULKER: - income: 50.0 + income: 5.0 + points: 5 + experience: 5.0 + PHANTOM: + income: 5.0 + points: 5 + experience: 5.0 + DROWNED: + income: 5.0 + points: 5 + experience: 5.0 + HUSK: + income: 5.0 points: 5 experience: 5.0 WITHER: - income: 200.0 + income: 50.0 points: 50 experience: 120.0 ENDER_DRAGON: income: 2000.0 points: 2000 experience: 2000.0 - SLIME: - income: 5.0 - points: 10 - experience: 5.0 - SKELETONWITHER: - income: 10.0 - points: 10 - experience: 5 - WITCH: - income: 10.0 - points: 10 - experience: 5 - Player: income: 9.0 points: 9 @@ -1706,15 +2259,26 @@ Jobs: ChatColour: AQUA chat-display: full max-level: 200 - #slots: 10 leveling-progression-equation: 10*(joblevel)+(joblevel*joblevel*4) income-progression-equation: baseincome+(baseincome*(joblevel-1)*0.01)-((baseincome+(joblevel-1)*0.01) * ((numjobs-1)*0.05)) points-progression-equation: basepoints+(basepoints*(joblevel-1)*0.01)-((basepoints+(joblevel-1)*0.01) * ((numjobs-1)*0.05)) experience-progression-equation: baseexperience-(baseexperience*((numjobs-1) *0.01)) rejoinCooldown: 10 + maxDailyQuests: 1 + Quests: + 1: + Name: "Galileo" + Objectives: + - Explore;1;30 + RewardCommands: + - "money give [playerName] 100" + - "msg [playerName] Completed quest!" + RewardDesc: + - "Go on a trip and get money" + - "Get 100 for this!" Gui: Id: 301 - Data: 0 + Data: 0 Explore: 1: income: 5.0 @@ -1747,239 +2311,542 @@ Jobs: ChatColour: RED chat-display: full max-level: 200 - #slots: 10 leveling-progression-equation: 10*(joblevel)+(joblevel*joblevel*4) income-progression-equation: baseincome+(baseincome*(joblevel-1)*0.01)-((baseincome+(joblevel-1)*0.01) * ((numjobs-1)*0.05)) points-progression-equation: basepoints+(basepoints*(joblevel-1)*0.01)-((basepoints+(joblevel-1)*0.01) * ((numjobs-1)*0.05)) experience-progression-equation: baseexperience-(baseexperience*((numjobs-1) *0.01)) rejoinCooldown: 10 + maxDailyQuests: 1 + Quests: + 1: + Name: "Master Crafter" + Objectives: + - Craft;dispenser;10 + - Craft;chest;10 + - Craft;ladder;30 + RewardCommands: + - "money give [playerName] 100" + - "msg [playerName] Completed quest!" + RewardDesc: + - "Craft and get money" + - "Get 100 for this!" Gui: - Id: 61 - Data: 0 + Item: crafting_table Craft: - '280': + stick: income: 0.1 points: 0.1 experience: 0.1 - '23': + dispenser: income: 4.0 points: 4.0 experience: 4.0 - '25': + note_block: income: 1.5 points: 1.5 experience: 3.0 - '27': + powered_rail: income: 5.0 points: 5 experience: 5.0 - '28': + detector_rail: income: 5.0 points: 4.0 experience: 5.0 - '29': + sticky_piston: income: 3.0 points: 3.0 experience: 3.0 - 'tnt': + tnt: income: 4.0 points: 4.0 experience: 4.0 - 'chest': + chest: income: 1.3 points: 1.3 experience: 1.3 - '58': + crafting_table: income: 0.7 points: 0.7 experience: 1.0 - '61': + furnace: income: 1.0 points: 1.0 experience: 1.0 - '65': + ladder: income: 0.1 points: 0.1 experience: 0.1 - '66': + rail: income: 1.1 points: 1.0 experience: 1.1 - '84': + jukebox: income: 10.0 points: 10.0 experience: 20.0 - '95': + white_stained_glass: income: 0.3 points: 0.3 experience: 0.3 - '108': + orange_stained_glass: + income: 0.3 + points: 0.3 + experience: 0.3 + magenta_stained_glass: + income: 0.3 + points: 0.3 + experience: 0.3 + light_blue_stained_glass: + income: 0.3 + points: 0.3 + experience: 0.3 + yellow_stained_glass: + income: 0.3 + points: 0.3 + experience: 0.3 + lime_stained_glass: + income: 0.3 + points: 0.3 + experience: 0.3 + pink_stained_glass: + income: 0.3 + points: 0.3 + experience: 0.3 + gray_stained_glass: + income: 0.3 + points: 0.3 + experience: 0.3 + light_gray_stained_glass: + income: 0.3 + points: 0.3 + experience: 0.3 + cyan_stained_glass: + income: 0.3 + points: 0.3 + experience: 0.3 + purple_stained_glass: + income: 0.3 + points: 0.3 + experience: 0.3 + blue_stained_glass: + income: 0.3 + points: 0.3 + experience: 0.3 + brown_stained_glass: + income: 0.3 + points: 0.3 + experience: 0.3 + green_stained_glass: + income: 0.3 + points: 0.3 + experience: 0.3 + red_stained_glass: + income: 0.3 + points: 0.3 + experience: 0.3 + black_stained_glass: + income: 0.3 + points: 0.3 + experience: 0.3 + cobblestone_stairs: income: 2.5 points: 2.5 - experience: 3.0 - '109': - income: 0.5 - points: 0.5 - experience: 0.5 - '116': + experience: 3 + acacia_stairs: + income: 2.5 + points: 2.5 + experience: 3 + birch_stairs: + income: 2.5 + points: 2.5 + experience: 3 + brick_stairs: + income: 2.5 + points: 2.5 + experience: 3 + dark_oak_stairs: + income: 2.5 + points: 2.5 + experience: 3 + dark_prismarine_stairs: + income: 2.5 + points: 2.5 + experience: 3 + jungle_stairs: + income: 2.5 + points: 2.5 + experience: 3 + nether_brick_stairs: + income: 2.5 + points: 2.5 + experience: 3 + oak_stairs: + income: 2.5 + points: 2.5 + experience: 3 + prismarine_brick_stairs: + income: 2.5 + points: 2.5 + experience: 3 + prismarine_stairs: + income: 2.5 + points: 2.5 + experience: 3 + purpur_stairs: + income: 2.5 + points: 2.5 + experience: 3 + quartz_stairs: + income: 2.5 + points: 2.5 + experience: 3 + red_sandstone_stairs: + income: 2.5 + points: 2.5 + experience: 3 + sandstone_stairs: + income: 2.5 + points: 2.5 + experience: 3 + spruce_stairs: + income: 2.5 + points: 2.5 + experience: 3 + stone_brick_stairs: + income: 2.5 + points: 2.5 + experience: 3 + enchanting_table: income: 30.0 points: 30.0 experience: 40.0 - '138': + beacon: income: 100.0 points: 100.0 experience: 300.0 - '145': + anvil: income: 20.0 points: 20.0 experience: 25.0 - '146': + trapped_chest: income: 1.5 points: 1.5 experience: 1.5 - '147': + stone_pressure_plate: income: 3.0 points: 3.0 experience: 3.0 - '148': + oak_pressure_plate: + income: 3.0 + points: 3.0 + experience: 3.0 + spruce_pressure_plate: + income: 3.0 + points: 3.0 + experience: 3.0 + birch_pressure_plate: + income: 3.0 + points: 3.0 + experience: 3.0 + jungle_pressure_plate: + income: 3.0 + points: 3.0 + experience: 3.0 + acacia_pressure_plate: + income: 3.0 + points: 3.0 + experience: 3.0 + dark_oak_pressure_plate: + income: 3.0 + points: 3.0 + experience: 3.0 + light_weighted_pressure_plate: + income: 3.0 + points: 3.0 + experience: 3.0 + heavy_weighted_pressure_plate: + income: 3.0 + points: 3.0 + experience: 3.0 + daylight_detector: income: 2.5 points: 2.5 experience: 2.5 - '151': - income: 2.5 - points: 2.5 - experience: 2.5 - 'hopper': + hopper: income: 7.0 points: 7.0 experience: 7.0 - '157': + activator_rail: income: 4.0 points: 4.0 experience: 4.0 - '158': + dropper: income: 2.0 points: 2.0 experience: 3.0 - '159': + terracotta: income: 1.5 points: 1.5 experience: 1.5 - '160': + white_terracotta: + income: 1.5 + points: 1.5 + experience: 1.5 + orange_terracotta: + income: 1.5 + points: 1.5 + experience: 1.5 + magenta_terracotta: + income: 1.5 + points: 1.5 + experience: 1.5 + light_blue_terracotta: + income: 1.5 + points: 1.5 + experience: 1.5 + yellow_terracotta: + income: 1.5 + points: 1.5 + experience: 1.5 + lime_terracotta: + income: 1.5 + points: 1.5 + experience: 1.5 + pink_terracotta: + income: 1.5 + points: 1.5 + experience: 1.5 + gray_terracotta: + income: 1.5 + points: 1.5 + experience: 1.5 + light_gray_terracotta: + income: 1.5 + points: 1.5 + experience: 1.5 + cyan_terracotta: + income: 1.5 + points: 1.5 + experience: 1.5 + purple_terracotta: + income: 1.5 + points: 1.5 + experience: 1.5 + blue_terracotta: + income: 1.5 + points: 1.5 + experience: 1.5 + brown_terracotta: + income: 1.5 + points: 1.5 + experience: 1.5 + green_terracotta: + income: 1.5 + points: 1.5 + experience: 1.5 + red_terracotta: + income: 1.5 + points: 1.5 + experience: 1.5 + black_terracotta: + income: 1.5 + points: 1.5 + experience: 1.5 + glass: income: 0.2 points: 0.2 experience: 0.2 -# Slime Block commented out due to potential exploit -# '165': -# income: 1.0 -# points: 1.0 -# experience: 1.0 - '168': - income: 3.0 - points: 3.0 - experience: 3.0 - '169': - income: 10.0 - points: 10.0 - experience: 10.0 - '183': - income: 0.5 - points: 0.5 - experience: 0.5 - '184': - income: 0.5 - points: 0.5 - experience: 0.5 - '185': - income: 0.5 - points: 0.5 - experience: 0.5 - '186': - income: 0.5 - points: 0.5 - experience: 0.5 - '187': - income: 0.5 - points: 0.5 - experience: 0.5 - '188': - income: 0.5 - points: 0.5 - experience: 0.5 - '189': - income: 0.5 - points: 0.5 - experience: 0.5 - '190': - income: 0.5 - points: 0.5 - experience: 0.5 - '191': - income: 0.5 - points: 0.5 - experience: 0.5 - '192': - income: 0.5 - points: 0.5 - experience: 0.5 - '324': - income: 0.5 - points: 0.5 - experience: 0.5 - '330': - income: 8.0 - points: 8.0 - experience: 8.0 - '340': + white_stained_glass: + income: 0.2 + points: 0.2 + experience: 0.2 + orange_stained_glass: + income: 0.2 + points: 0.2 + experience: 0.2 + magenta_stained_glass: + income: 0.2 + points: 0.2 + experience: 0.2 + light_blue_stained_glass: + income: 0.2 + points: 0.2 + experience: 0.2 + yellow_stained_glass: + income: 0.2 + points: 0.2 + experience: 0.2 + lime_stained_glass: + income: 0.2 + points: 0.2 + experience: 0.2 + pink_stained_glass: + income: 0.2 + points: 0.2 + experience: 0.2 + gray_stained_glass: + income: 0.2 + points: 0.2 + experience: 0.2 + light_gray_stained_glass: + income: 0.2 + points: 0.2 + experience: 0.2 + cyan_stained_glass: + income: 0.2 + points: 0.2 + experience: 0.2 + purple_stained_glass: + income: 0.2 + points: 0.2 + experience: 0.2 + blue_stained_glass: + income: 0.2 + points: 0.2 + experience: 0.2 + brown_stained_glass: + income: 0.2 + points: 0.2 + experience: 0.2 + green_stained_glass: + income: 0.2 + points: 0.2 + experience: 0.2 + red_stained_glass: + income: 0.2 + points: 0.2 + experience: 0.2 + black_stained_glass: + income: 0.2 + points: 0.2 + experience: 0.2 + slime_block: income: 1.0 points: 1.0 experience: 1.0 - '345': - income: 4.0 - points: 4.0 - experience: 7.0 - '347': - income: 7.0 - points: 7.0 - experience: 7.0 - '354': - income: 8.0 - points: 8.0 - experience: 10.0 - '355': + prismarine: income: 3.0 points: 3.0 experience: 3.0 - '379': - income: 2.8 - points: 2.8 - experience: 3.5 - '380': + prismarine_bricks: + income: 3.0 + points: 3.0 + experience: 3.0 + dark_prismarine: + income: 3.0 + points: 3.0 + experience: 3.0 + sea_lantern: + income: 10.0 + points: 10.0 + experience: 10.0 + oak_fence_gate: + income: 0.5 + points: 0.5 + experience: 0.5 + spruce_fence_gate: + income: 0.5 + points: 0.5 + experience: 0.5 + birch_fence_gate: + income: 0.5 + points: 0.5 + experience: 0.5 + jungle_fence_gate: + income: 0.5 + points: 0.5 + experience: 0.5 + acacia_fence_gate: + income: 0.5 + points: 0.5 + experience: 0.5 + dark_oak_fence_gate: + income: 0.5 + points: 0.5 + experience: 0.5 + oak_fence: + income: 1.5 + points: 1.5 + experience: 2 + spruce_fence: + income: 1.5 + points: 1.5 + experience: 2 + birch_fence: + income: 1.5 + points: 1.5 + experience: 2 + jungle_fence: + income: 1.5 + points: 1.5 + experience: 2 + acacia_fence: + income: 1.5 + points: 1.5 + experience: 2 + dark_oak_fence: + income: 1.5 + points: 1.5 + experience: 2 + oak_door: + income: 0.5 + points: 0.5 + experience: 0.5 + spruce_door: + income: 0.5 + points: 0.5 + experience: 0.5 + birch_door: + income: 0.5 + points: 0.5 + experience: 0.5 + jungle_door: + income: 0.5 + points: 0.5 + experience: 0.5 + acacia_door: + income: 0.5 + points: 0.5 + experience: 0.5 + dark_oak_door: + income: 0.5 + points: 0.5 + experience: 0.5 + iron_door: + income: 8.0 + points: 8.0 + experience: 8.0 + book: + income: 1.0 + points: 1.0 + experience: 1.0 + compass: + income: 4.0 + points: 4.0 + experience: 7.0 + clock: + income: 7.0 + points: 7.0 + experience: 7.0 + cake: + income: 8.0 + points: 8.0 + experience: 10.0 + bed: + income: 3.0 + points: 3.0 + experience: 3.0 + brewing_stand: + income: 2.8 + points: 2.8 + experience: 3.5 + cauldron: income: 7.0 points: 7.0 experience: 7.0 - '427': - income: 0.15 - points: 0.15 - experience: 0.15 - '428': - income: 0.15 - points: 0.15 - experience: 0.15 - '429': - income: 0.15 - points: 0.15 - experience: 0.15 - '430': - income: 0.15 - points: 0.15 - experience: 0.15 - '431': - income: 0.15 - points: 0.15 - experience: 0.15 Smelt: - COOKED_CHICKEN: + cooked_chicken: income: 3.0 points: 3.0 experience: 3.0 @@ -1995,29 +2862,41 @@ Jobs: ChatColour: AQUA chat-display: full max-level: 200 - #slots: 10 leveling-progression-equation: 10*(joblevel)+(joblevel*joblevel*4) income-progression-equation: baseincome+(baseincome*(joblevel-1)*0.01)-((baseincome+(joblevel-1)*0.01) * ((numjobs-1)*0.05)) points-progression-equation: basepoints+(basepoints*(joblevel-1)*0.01)-((basepoints+(joblevel-1)*0.01) * ((numjobs-1)*0.05)) experience-progression-equation: baseexperience-(baseexperience*((numjobs-1) *0.01)) rejoinCooldown: 10 + maxDailyQuests: 1 + Quests: + 1: + Name: "Catcher" + Objectives: + - Fish;cod;2 + - Fish;salmon;2 + - Fish;tropical_fish;2 + RewardCommands: + - "money give [playerName] 100" + - "msg [playerName] Completed quest!" + RewardDesc: + - "Catch fish and get money" + - "Get 100 for this!" Gui: - Id: 346 - Data: 0 + Item: fishing_rod Fish: - '349-0': + cod: income: 15.0 points: 15.0 experience: 15.0 - '349-1': + salmon: income: 20.0 points: 20.0 experience: 25.0 - '349-2': + tropical_fish: income: 25.0 points: 25.0 experience: 25.0 - '349-3': + pufferfish: income: 25.0 points: 25.0 experience: 25.0 @@ -2033,131 +2912,148 @@ Jobs: ChatColour: DARK_PURPLE chat-display: full max-level: 200 - #slots: 10 leveling-progression-equation: 10*(joblevel)+(joblevel*joblevel*4) income-progression-equation: baseincome+(baseincome*(joblevel-1)*0.01)-((baseincome+(joblevel-1)*0.01) * ((numjobs-1)*0.05)) points-progression-equation: basepoints+(basepoints*(joblevel-1)*0.01)-((basepoints+(joblevel-1)*0.01) * ((numjobs-1)*0.05)) experience-progression-equation: baseexperience-(baseexperience*((numjobs-1) *0.01)) rejoinCooldown: 10 + maxDailyQuests: 1 + Quests: + 1: + Name: "War never ends" + Objectives: + - Craft;wooden_sword;2 + - Craft;iron_chestplate;2 + - Craft;gold_leggings;2 + RewardCommands: + - "money give [playerName] 100" + - "msg [playerName] Completed quest!" + RewardDesc: + - "Craft weapons and get money" + - "Get 100 for this!" Gui: Id: 58 Data: 0 Craft: - WOOD_SWORD: + wooden_sword: income: 1.0 points: 1.0 experience: 2.0 - LEATHER_BOOTS: + leather_boots: income: 3.0 points: 3.0 experience: 4.0 - LEATHER_CHESTPLATE: + leather_chestplate: income: 4.0 points: 4.0 experience: 8.0 - LEATHER_HELMET: + leather_helmet: income: 2.5 points: 2.5 experience: 5.0 - LEATHER_LEGGINGS: + leather_leggings: income: 3.5 points: 3.5 experience: 7.0 - IRON_SWORD: + iron_sword: income: 4.0 points: 4.0 experience: 8.0 - IRON_BOOTS: + iron_boots: income: 8.0 points: 8.0 experience: 16.0 - IRON_CHESTPLATE: + iron_chestplate: income: 16.0 points: 16.0 experience: 32.0 - IRON_HELMET: + iron_helmet: income: 10.0 points: 10.0 experience: 20.0 - IRON_LEGGINGS: + iron_leggings: income: 14.0 points: 14.0 experience: 28.0 - GOLD_SWORD: + gold_sword: income: 6.0 points: 6.0 experience: 12.0 - GOLD_BOOTS: + gold_boots: income: 12.0 points: 12.0 experience: 24.0 - GOLD_CHESTPLATE: + gold_chestplate: income: 24.0 points: 24.0 experience: 48.0 - GOLD_HELMET: + gold_helmet: income: 15.0 points: 15.0 experience: 30.0 - GOLD_LEGGINGS: + gold_leggings: income: 21.0 points: 21.0 experience: 42.0 - DIAMOND_SWORD: + diamond_sword: income: 8.0 points: 8.0 experience: 16.0 - DIAMOND_PICKAXE: + diamond_pickaxe: income: 12.0 points: 12.0 experience: 24.0 - DIAMOND_AXE: + diamond_axe: income: 12.0 points: 12.0 experience: 24.0 - DIAMOND_HELMET: + diamond_helmet: income: 20.0 points: 20.0 experience: 40.0 - DIAMOND_CHESTPLATE: + diamond_chestplate: income: 32.0 points: 32.0 experience: 64.0 - DIAMOND_LEGGINGS: + diamond_leggings: income: 28.0 points: 28.0 experience: 40.0 - DIAMOND_BOOTS: + diamond_boots: income: 16.0 points: 16.0 experience: 32.0 + turtle_helmet: + income: 20.0 + points: 20.0 + experience: 40.0 Repair: - WOOD_SWORD: + wood_sword: income: 1.0 points: 1.0 experience: 1.0 - IRON_SWORD: + iron_sword: income: 2.0 points: 2.0 experience: 2.0 - GOLD_SWORD: + gold_sword: income: 3.0 points: 3.0 experience: 3.0 - DIAMOND_SWORD: + diamond_sword: income: 4.0 points: 4.0 experience: 4.0 Smelt: - IRON_INGOT: + iron_ingot: income: 1.3 points: 1.3 experience: 2.0 - GOLD_INGOT: + gold_ingot: income: 5.0 points: 5.0 experience: 10 - DIAMOND: + diamond: income: 7.0 points: 7.0 experience: 20 @@ -2173,70 +3069,92 @@ Jobs: points-progression-equation: basepoints+(basepoints*(joblevel-1)*0.01)-((basepoints+(joblevel-1)*0.01) * ((numjobs-1)*0.05)) experience-progression-equation: baseexperience-(baseexperience*((numjobs-1) *0.01)) rejoinCooldown: 10 + maxDailyQuests: 1 + Quests: + 1: + Name: "Heavy drinker" + Objectives: + - Brew;glowstone_dust;2 + - Brew;redstone;2 + - Brew;sugar;2 + RewardCommands: + - "money give [playerName] 100" + - "msg [playerName] Completed quest!" + RewardDesc: + - "Brew some stuff and get money" + - "Get 100 for this!" Gui: Id: 379 Data: 0 Brew: - NETHER_WART: + nether_wart: income: 6.0 points: 6.0 experience: 6.0 - REDSTONE: + redstone: income: 6.0 points: 6.0 experience: 6.0 - GLOWSTONE_DUST: + glowstone_dust: income: 8.0 points: 8.0 experience: 8.0 - SPIDER_EYE: - income: 9.0 - points: 9.0 - experience: 9.0 - FERMENTED_SPIDER_EYE: + fermented_spider_eye: income: 12.0 points: 12.0 experience: 12.0 - BLAZE_POWDER: - income: 12.0 - points: 12.0 - experience: 12.0 - SUGAR: + gunpowder: + income: 6.0 + points: 6.0 + experience: 6.0 + dragon_breath: + income: 25.0 + points: 25.0 + experience: 25.0 + sugar: income: 7.0 points: 7.0 experience: 7.0 - GLISTERING_MELON_SLICE: - income: 10.0 - points: 10.0 - experience: 10.0 - MAGMA_CREAM: - income: 12.0 - points: 12.0 - experience: 12.0 - GHAST_TEAR: - income: 22.0 - points: 22.0 - experience: 22.0 - GOLDEN_CARROT: - income: 14.0 - points: 14.0 - experience: 14.0 - 349-3: - income: 14.0 - points: 14.0 - experience: 14.0 - RABBIT_FOOT: + rabbit_foot: income: 18.0 points: 18.0 experience: 18.0 - GUNPOWDER: + glistering_melon_slice: income: 10.0 points: 10.0 experience: 10.0 - DRAGON_BREATH: - income: 20.0 - points: 20.0 - experience: 20.0 + spider_eye: + income: 9.0 + points: 9.0 + experience: 9.0 + pufferfish: + income: 14.0 + points: 14.0 + experience: 14.0 + magma_cream: + income: 12.0 + points: 12.0 + experience: 12.0 + golden_carrot: + income: 14.0 + points: 14.0 + experience: 14.0 + blaze_powder: + income: 12.0 + points: 12.0 + experience: 12.0 + ghast_tear: + income: 22.0 + points: 22.0 + experience: 22.0 + turtle_helmet: + income: 12.0 + points: 12.0 + experience: 12.0 + phantom_membrane: + income: 12.0 + points: 12.0 + experience: 12.0 Enchanter: fullname: Enchanter shortname: E @@ -2250,418 +3168,179 @@ Jobs: points-progression-equation: basepoints+(basepoints*(joblevel-1)*0.01)-((basepoints+(joblevel-1)*0.01) * ((numjobs-1)*0.05)) experience-progression-equation: baseexperience-(baseexperience*((numjobs-1) *0.01)) rejoinCooldown: 10 + maxDailyQuests: 1 + Quests: + 1: + Name: "Harry the wizard" + Objectives: + - Enchant;wood_sword;1 + - Enchant;diamond_sword;1 + - Enchant;ARROW_DAMAGE;1 + RewardCommands: + - "money give [playerName] 100" + - "msg [playerName] Completed quest!" + RewardDesc: + - "Be a wizard and get money" + - "Get 100 for this!" Gui: Id: 116 Data: 0 Enchant: - WOOD_SWORD: + wood_sword: income: 1.5 points: 1.5 experience: 3.0 - LEATHER_BOOTS: + leather_boots: income: 1.0 points: 1.0 experience: 6.0 - LEATHER_CHESTPLATE: + leather_chestplate: income: 2.0 points: 2.0 experience: 6.0 - LEATHER_HELMET: + leather_helmet: income: 1.0 points: 1.0 experience: 6.0 - LEATHER_LEGGINGS: + leather_leggings: income: 2.0 points: 2.0 experience: 6.0 - IRON_SWORD: + iron_sword: income: 3.0 points: 3.0 experience: 6.0 - IRON_BOOTS: + iron_boots: income: 2.5 points: 2.5 experience: 9.0 - IRON_CHESTPLATE: + iron_chestplate: income: 4.5 points: 4.5 experience: 9.0 - IRON_HELMET: + iron_helmet: income: 2.5 points: 2.5 experience: 9.0 - IRON_LEGGINGS: + iron_leggings: income: 4.5 points: 4.5 experience: 9.0 - GOLD_SWORD: + gold_sword: income: 4.5 points: 4.5 experience: 15.0 - GOLD_BOOTS: + gold_boots: income: 2.5 points: 2.5 experience: 15.0 - GOLD_CHESTPLATE: + gold_chestplate: income: 5.5 points: 5.5 experience: 15.0 - GOLD_HELMET: + gold_helmet: income: 2.5 points: 2.5 experience: 15.0 - GOLD_LEGGINGS: + gold_leggings: income: 5.5 points: 5.5 experience: 15.0 - DIAMOND_SWORD: + diamond_sword: income: 9.0 points: 9.0 experience: 30.0 - DIAMOND_SPADE: + diamond_spade: income: 5.0 points: 5.0 experience: 30.0 - DIAMOND_PICKAXE: + diamond_pickaxe: income: 10.0 points: 10.0 experience: 30.0 - DIAMOND_AXE: + diamond_axe: income: 10.0 points: 10.0 experience: 30.0 - DIAMOND_HELMET: + diamond_helmet: income: 6.0 points: 6.0 experience: 30.0 - DIAMOND_CHESTPLATE: + diamond_chestplate: income: 12.0 points: 12.0 experience: 50.0 - DIAMOND_LEGGINGS: + diamond_leggings: income: 12.0 points: 12.0 experience: 50.0 - DIAMOND_BOOTS: + diamond_boots: income: 6.0 points: 6.0 experience: 30.0 - ARROW_DAMAGE-1: - income: 10.0 - points: 10.0 - experience: 10.0 - ARROW_DAMAGE-2: - income: 20.0 - points: 20.0 - experience: 20.0 - ARROW_DAMAGE-3: - income: 30.0 - points: 30.0 - experience: 30.0 - ARROW_DAMAGE-4: - income: 40.0 - points: 40.0 - experience: 40.0 - ARROW_DAMAGE-5: - income: 50.0 - points: 50.0 - experience: 50.0 - ARROW_FIRE: - income: 10.0 - points: 10.0 - experience: 30.0 - ARROW_INFINITE: - income: 20.0 - points: 20.0 - experience: 50.0 - ARROW_KNOCKBACK-1: - income: 10.0 - points: 10.0 - experience: 10.0 - ARROW_KNOCKBACK-2: - income: 20.0 - points: 20.0 - experience: 20.0 - DAMAGE_ALL-1: - income: 10.0 - points: 10.0 - experience: 10.0 - DAMAGE_ALL-2: - income: 20.0 - points: 20.0 - experience: 20.0 - DAMAGE_ALL-3: - income: 30.0 - points: 30.0 - experience: 30.0 - DAMAGE_ALL-4: - income: 40.0 - points: 40.0 - experience: 40.0 - DAMAGE_ALL-5: - income: 50.0 - points: 50.0 - experience: 50.0 - DAMAGE_ARTHROPODS-1: - income: 10.0 - points: 10.0 - experience: 10.0 - DAMAGE_ARTHROPODS-2: - income: 20.0 - points: 20.0 - experience: 20.0 - DAMAGE_ARTHROPODS-3: - income: 30.0 - points: 30.0 - experience: 30.0 - DAMAGE_ARTHROPODS-4: - income: 40.0 - points: 40.0 - experience: 40.0 - DAMAGE_ARTHROPODS-5: - income: 50.0 - points: 50.0 - experience: 50.0 - DAMAGE_UNDEAD-1: - income: 10.0 - points: 10.0 - experience: 10.0 - DAMAGE_UNDEAD-2: - income: 20.0 - points: 20.0 - experience: 20.0 - DAMAGE_UNDEAD-3: - income: 30.0 - points: 30.0 - experience: 30.0 - DAMAGE_UNDEAD-4: - income: 40.0 - points: 40.0 - experience: 40.0 - DAMAGE_UNDEAD-5: - income: 50.0 - points: 50.0 - experience: 50.0 - DEPTH_STRIDER-1: - income: 10.0 - points: 10.0 - experience: 10.0 - DEPTH_STRIDER-2: - income: 20.0 - points: 20.0 - experience: 20.0 - DEPTH_STRIDER-3: - income: 30.0 - points: 30.0 - experience: 30.0 - DIG_SPEED-1: - income: 10.0 - points: 10.0 - experience: 10.0 - DIG_SPEED-2: - income: 20.0 - points: 20.0 - experience: 20.0 - DIG_SPEED-3: - income: 30.0 - points: 30.0 - experience: 30.0 - DIG_SPEED-4: - income: 40.0 - points: 40.0 - experience: 40.0 - DIG_SPEED-5: - income: 50.0 - points: 50.0 - experience: 50.0 - DURABILITY-1: - income: 10.0 - points: 10.0 - experience: 10.0 - DURABILITY-2: - income: 20.0 - points: 20.0 - experience: 20.0 - DURABILITY-3: - income: 30.0 - points: 30.0 - experience: 30.0 - FIRE_ASPECT-1: - income: 10.0 - points: 10.0 - experience: 10.0 - FIRE_ASPECT-2: - income: 20.0 - points: 20.0 - experience: 20.0 - KNOCKBACK-1: - income: 10.0 - points: 10.0 - experience: 10.0 - KNOCKBACK-2: - income: 20.0 - points: 20.0 - experience: 20.0 - LOOT_BONUS_BLOCKS-1: - income: 20.0 - points: 20.0 - experience: 100.0 - LOOT_BONUS_BLOCKS-2: - income: 40.0 - points: 40.0 - experience: 200.0 - LOOT_BONUS_BLOCKS-3: - income: 80.0 - points: 80.0 - experience: 300.0 - LOOT_BONUS_MOBS-1: - income: 10.0 - points: 10.0 - experience: 20.0 - LOOT_BONUS_MOBS-2: - income: 20.0 - points: 20.0 - experience: 40.0 - LOOT_BONUS_MOBS-3: - income: 30.0 - points: 30.0 - experience: 60.0 - LUCK-1: - income: 15.0 - points: 15.0 - experience: 10.0 - LUCK-2: - income: 25.0 - points: 25.0 - experience: 20.0 - LUCK-3: - income: 35.0 - points: 35.0 - experience: 30.0 - LURE-1: - income: 10.0 - points: 10.0 - experience: 10.0 - LURE-2: - income: 20.0 - points: 20.0 - experience: 20.0 - LURE-3: - income: 30.0 - points: 30.0 - experience: 30.0 - OXYGEN-1: - income: 10.0 - points: 10.0 - experience: 10.0 - OXYGEN-2: - income: 20.0 - points: 20.0 - experience: 20.0 - OXYGEN-3: - income: 30.0 - points: 30.0 - experience: 30.0 - PROTECTION_ENVIRONMENTAL-1: - income: 10.0 - points: 10.0 - experience: 10.0 - PROTECTION_ENVIRONMENTAL-2: - income: 20.0 - points: 20.0 - experience: 20.0 - PROTECTION_ENVIRONMENTAL-3: - income: 30.0 - points: 30.0 - experience: 30.0 - PROTECTION_ENVIRONMENTAL-4: - income: 40.0 - points: 40.0 - experience: 40.0 - PROTECTION_EXPLOSIONS-1: - income: 10.0 - points: 10.0 - experience: 10.0 - PROTECTION_EXPLOSIONS-2: - income: 20.0 - points: 20.0 - experience: 20.0 - PROTECTION_EXPLOSIONS-3: - income: 30.0 - points: 30.0 - experience: 30.0 - PROTECTION_EXPLOSIONS-4: - income: 40.0 - points: 40.0 - experience: 40.0 - PROTECTION_FALL-1: - income: 10.0 - points: 10.0 - experience: 10.0 - PROTECTION_FALL-2: - income: 20.0 - points: 20.0 - experience: 20.0 - PROTECTION_FALL-3: - income: 30.0 - points: 30.0 - experience: 30.0 - PROTECTION_FALL-4: - income: 40.0 - points: 40.0 - experience: 40.0 - PROTECTION_FIRE-1: - income: 5.0 - points: 5.0 - experience: 10.0 - PROTECTION_FIRE-2: - income: 10.0 - points: 10.0 - experience: 20.0 - PROTECTION_FIRE-3: - income: 20.0 - points: 20.0 - experience: 30.0 - PROTECTION_FIRE-4: - income: 30.0 - points: 30.0 - experience: 40.0 - PROTECTION_PROJECTILE-1: - income: 10.0 - points: 10.0 - experience: 10.0 - PROTECTION_PROJECTILE-2: - income: 20.0 - points: 20.0 - experience: 20.0 - PROTECTION_PROJECTILE-3: - income: 30.0 - points: 30.0 - experience: 30.0 - PROTECTION_PROJECTILE-4: - income: 40.0 - points: 40.0 - experience: 40.0 - SILK_TOUCH: - income: 100.0 - points: 100.0 - experience: 300.0 - THORNS-1: - income: 10.0 - points: 10.0 - experience: 10.0 - THORNS-2: - income: 20.0 - points: 20.0 - experience: 20.0 - THORNS-3: - income: 30.0 - points: 30.0 - experience: 30.0 - WATER_WORKER: - income: 30.0 - points: 30.0 - experience: 100.0 + # 1.13+: power + # 1.12 and under: arrow_damage + #power-1: + # income: 10.0 + # points: 10.0 + # experience: 10.0 + #arrow_damage-2: + # income: 20.0 + # 1.13+: flame + # 1.12 and under: arrow_fire + #arrow_fire: + # income: 10.0 + # points: 10.0 + # experience: 30.0 + # 1.13+: infinity + # 1.12 and under: arrow_infinite + #arrow_infinite: + # income: 20.0 + # points: 20.0 + # experience: 50.0 + # 1.13+: punch + # 1.12 and under: arrow_knockback + #punch-2: + # income: 20.0 + # points: 20.0 + # experience: 20.0 + # 1.13+: sharpness + # 1.12 and under: damage_all + #damage_all-5: + # income: 50.0 + # points: 50.0 + # experience: 50.0 + # 1.13+: bane_of_arthropods + # 1.12 and under: damage_arthropods + #damage_arthropods-4: + # income: 40.0 + # points: 40.0 + # experience: 40.0 + # 1.13+: smite + # 1.12 under: damage_undead + #damage_undead-1: + # income: 10.0 + # points: 10.0 + #depth_strider-3: + # income: 30.0 + # points: 30.0 + # experience: 30.0 + # 1.13+: efficiency + # 1.12 under: dig_speed + #efficiency-5: + # income: 50.0 + # points: 50.0 + # experience: 50.0 + # 1.13+: unbreaking + # 1.12 under: durability + #durability-1: + # income: 10.0 + # points: 10.0 + # experience: 10.0 + #fire_aspect-2: + # income: 20.0 + # points: 20.0 + # experience: 20.0 None: fullname: None shortname: N diff --git a/Jobs/restrictedAreas.yml b/Jobs/restrictedAreas.yml old mode 100755 new mode 100644 diff --git a/Jobs/restrictedBlocks.yml b/Jobs/restrictedBlocks.yml old mode 100755 new mode 100644 index 6bb428a..c551d91 --- a/Jobs/restrictedBlocks.yml +++ b/Jobs/restrictedBlocks.yml @@ -4,9 +4,22 @@ # By setting time to -1 will keep block protected until global cleanup, mainly used for structure blocks like diamond # If you want to have default value for all blocks, enable GlobalBlockTimer in generalConfig file blocksTimer: + OAK_SAPLING: 60 ACACIA_SAPLING: 60 + BIRCH_SAPLING: 60 + DARK_OAK_SAPLING: 60 + JUNGLE_SAPLING: 60 + OAK_LEAVES: 60 + SPRUCE_LEAVES: 60 + ACACIA_LEAVES: 60 BIRCH_LEAVES: 60 - FERN: 60 + DARK_OAK_LEAVES: 60 + JUNGLE_LEAVES: 60 + GRASS: 60 + TALL_GRASS: 60 + GRASS_BLOCK: 60 + GRASS_PATH: 60 + SEAGRASS: 60 DEAD_BUSH: 60 RAIL: 60 POWERED_RAIL: 60 @@ -14,36 +27,50 @@ blocksTimer: ACTIVATOR_RAIL: 60 COBWEB: 60 DANDELION: 60 - ALLIUM: 60 - LARGE_FERN: 60 + POPPY: 60 + SUNFLOWER: 60 BROWN_MUSHROOM: 60 + BROWN_MUSHROOM_BLOCK: 60 + MUSHROOM_STEM: 60 RED_MUSHROOM: 60 + RED_MUSHROOM_BLOCK: 60 TORCH: 60 REDSTONE_TORCH: 60 LADDER: 5 + LIGHT_BLUE_CARPET: 60 + LIGHT_GRAY_CARPET: 60 + LIME_CARPET: 60 + MAGENTA_CARPET: 60 + ORANGE_CARPET: 60 + PINK_CARPET: 60 BLACK_CARPET: 60 - STONE_BUTTON: 5 + BLUE_CARPET: 60 + BROWN_CARPET: 60 + CYAN_CARPET: 60 + GRAY_CARPET: 60 + GREEN_CARPET: 60 OAK_BUTTON: 5 + SPRUCE_BUTTON: 5 + STONE_BUTTON: 60 + ACACIA_BUTTON: 60 + BIRCH_BUTTON: 60 + DARK_OAK_BUTTON: 60 + JUNGLE_BUTTON: 60 LEVER: 60 SNOW: 60 SNOW_BLOCK: 60 TRIPWIRE_HOOK: 60 - TRIPWIRE: 60 - REDSTONE_WIRE: 60 - LEGACY_DIODE_BLOCK_OFF: 60 + REPEATER: 60 + COMPARATOR: 60 LILY_PAD: 30 VINE: 30 - LEGACY_WHEAT: 5 - LEGACY_SUGAR_CANE_BLOCK: 30 + WHEAT: 5 + SUGAR_CANE: 30 CACTUS: 30 - BEETROOTS: 60 - POTATOES: 60 - CARROTS: 60 - LEGACY_NETHER_WARTS: 60 + NETHER_WART: 60 PUMPKIN: 30 - PUMPKIN_STEM: 30 + CARVED_PUMPKIN: 30 MELON: 30 - MELON_STEM: 30 GOLD_ORE: -1 IRON_ORE: -1 COAL_ORE: -1 diff --git a/Jobs/schedule.yml b/Jobs/schedule.yml old mode 100755 new mode 100644 diff --git a/Jobs/shopItems.yml b/Jobs/shopItems.yml old mode 100755 new mode 100644 index 8fe6ae8..ab97cd2 --- a/Jobs/shopItems.yml +++ b/Jobs/shopItems.yml @@ -3,10 +3,8 @@ Items: # (REQUIRED) Item price in Jobs Points Price: 10000.0 Icon: - # (REQUIRED) Icon item id - Id: 278 - # (Optional - Default: 0) Icon item data value - Data: 0 + # (REQUIRED) Icon item + Id: diamond_pickaxe # (Optional - Default: 1) Icon item amount Amount: 1 # (Optional) Icon name. Supports usual color codes @@ -16,8 +14,13 @@ Items: - "&6Efficiency V" - "&6Unbreaking III" - "&eAnd one tasty apple!" - # (Optional - default: false) Hides icon if player dont have permission to get this item + # (Optional - default: false) Hides icon if player don't have permission to get this item HideWithoutPermission: true + # (Optional) When you want to use Player Head material with skin then use this + #CustomHead: + # PlayerName: playerName + # Using the current player (if have job) who opened the gui. The PlayerName string is ignoring if this exist. + # UseCurrentPlayer: true # (Optional) List of permissions required to buy this item RequiredPermission: - jobs.item.pickaxe @@ -27,9 +30,9 @@ Items: - Woodcutter-10 # (Optional) Total level from all jobs player currently in RequiredTotalLevels: 100 - # (Optional) Performs comands on item purchase + # (Optional) Performs commands on item purchase # use 'msg ' at start of command to send nice message to player - # all other commands will be performed normaly as they would be executed from console + # all other commands will be performed normally as they would be executed from console # use [player] variable to include buyers name PerformCommands: - "msg &eThanks for buying this super pick axe!" @@ -37,10 +40,8 @@ Items: GiveItems: # Can be any word PickAxe: - # (Required) Item id - Id: 278 - # (Optional - Default: 0) Item data - Data: 0 + # (Required) Item name + Id: diamond_pickaxe # (Optional - Default: 1) Item amount Amount: 1 # (Optional) Item name @@ -54,12 +55,12 @@ Items: - DURABILITY=3 # Can be any word Apple: - # (Required) Item id - Id: 260 + # (Required) Item name + Id: apple WoodenShovel: Price: 100.0 Icon: - Id: 269 + Id: wooden_shovel Name: "&eWooden shovel" HideWithoutPermission: true RequiredPermission: @@ -68,11 +69,11 @@ Items: - Digger-5 PerformCommands: - "msg &eThanks [player] for buying this shovel!" - - "give [player] 269 1" + - "give [player] wooden_shovel 1" LureEnchantBook: Price: 100.0 Icon: - Id: 403 + Id: enchanted_book Name: "&eEnchant book" Lore: - "&eContains Lure 3 enchant" @@ -83,19 +84,15 @@ Items: - Fisherman-100 PerformCommands: - "msg &eThanks [player] for buying this book!" - # (Optional) Gives items by defined criteria GiveItems: - # Can be any word Book: - # (Required) Item id - Id: 403 - # (Optional) Item enchants + Id: enchanted_book Enchants: - LURE=3 Elytra: Price: 100000.0 Icon: - Id: 443 + Id: elytra Name: "&eAngel wings" HideWithoutPermission: true RequiredPermission: @@ -104,8 +101,6 @@ Items: - "msg &eThanks [player] for buying Angel Wings!" # (Optional) Gives items by defined criteria GiveItems: - # Can be any word Elytra: - # (Required) Item id - Id: 443 + Id: elytra \ No newline at end of file diff --git a/Jobs/titleConfig.yml b/Jobs/titleConfig.yml old mode 100755 new mode 100644 index 6c905b6..a88868b --- a/Jobs/titleConfig.yml +++ b/Jobs/titleConfig.yml @@ -1,15 +1,13 @@ # Title configuration -# # Stores the titles people gain at certain levels. # Each title requres to have a name, short name (used when the player has more than # 1 job) the colour of the title and the level requrirement to attain the title. -# # It is recommended but not required to have a title at level 0. -# # Titles are completely optional. # Posible variable are {level} to add current jobs level. # Optionaly you can set different titles based by job. # JobName: Miner + Titles: Novice: Name: N diff --git a/LibsDisguises/config.yml b/LibsDisguises/config.yml deleted file mode 100755 index d2751f0..0000000 --- a/LibsDisguises/config.yml +++ /dev/null @@ -1,186 +0,0 @@ -# Shall I notify people of a LibsDisguises update? -NotifyUpdate: true - -# The disguise plugin stores all GameProfiles inside a file called 'cache.yml' -# This means that the plugin doesn't need to constantly call Mojang just to find a skin for an offline player -# However some people may prefer to disable this. -# Even if you disable this, if there was disguises in the cache already then it will use them -SaveGameProfiles: true - -# This option is useless if you don't enable SaveGameProfiles! -# If a player has been disguised before and their skin saved into the cache -# When they join the server will automatically update the cache incase they changed their skin -UpdateGameProfiles: true - -# THIS IS A PREMIUM ONLY FEATURE. TO USE IT, PURCHASE THE PLUGIN. -# Saves disguises so that they persist after server shutdown, chunks unload, player logouts and so on. -# As such, this completely replaces the KeepDisguises aspect which has been removed except for the player death. -# Players - Are player disguises saved -# Entities - Are entities disguises saved (This is everything that's not a player) -# If you are using the dev builds, place your premium version of Lib's Disguises.jar inside the LibsDisguises folder -# This will enable premium only features for the dev builds. -# The saved disguises are saved in a json file format inside the plugin folder, there will be no other formats -SaveDisguises: - Players: false - Entities: false - -# Does the player keep their disguise after they die? -KeepDisguises: - PlayerDeath: false - -# Should the plugin use translations? Note that a player must see the message before it will appear in translations.yml -Translations: false - -# How should the plugin handle self disguises scoreboards? It disables pushing in whichever team they're assigned. -# If you want them to be able to push again when they undisguise, set this to CREATE_SCOREBOARD -# I have to disable pushing or you will be pushed around by your own self disguise -# MODIFY_SCOREBOARD - Modifies the player's current team if possible, otherwise assigns them to a new scoreboard team. -# IGNORE_SCOREBOARD - Doesn't touch scoreboards at all, effectively means that if you didn't disable pushing in their scoreboard team; They will still be pushed around -# CREATE_SCOREBOARD - Creates a new team which copies the attributes of their previous scoreboard team which they are then assigned to. This means they keep nametag color and other options. -SelfDisguisesScoreboard: MODIFY_SCOREBOARD - -# Whats the permission to get the notification? -Permission: 'libsdisguises.update' - -# Whats the max size allowed for command disguiseradius -DisguiseRadiusMax: 50 - -# Whats the max size allowed for command undisguiseradius -UndisguiseRadiusMax: 50 - -# Shall the players view their disguises? -# Best used when viewing yourself in 3rd person -ViewSelfDisguises: true - -# Shall I disguise the sounds? -# This turns your damage sound into a MOOOO -DisguiseSounds: true - -# Shall the disguised hear their disguise sounds or their damage sounds. -# I disable this as it can be a little confusing when not used with self disguises -HearSelfDisguise: true - -# Shall I send the velocity packets? I REALLY recommend you don't disable. -# This is the only thing allowing the mobs to fly without glitching out. -SendVelocity: true - -# For self disguises, they need to have the armor and the held item removed -# Else they see floating armor, floating held items. -# This turns the items invisible in the disguised players inventory. It does not actually remove them! -# Be warned that in creative this can actually delete the item from the inventory due to a weird bug -RemoveArmor: true -RemoveHeldItem: false - -# If you set a disguise to burning, it will no longer be able to be shown as sneaking or invisible. -# Set this to true if you want the disguise to get the animations of the disguised entity. Such as invisible, on fire, sprinting, sneaking, blocking -# This is only valid if you set a animation on the disguise itself. Because the entitys animations are applied otherwise. -AddEntityAnimations: true - -# When a sheep or wolf is right clicked with dye. The client automatically assumes it was successful and displays the sheeps wool or the wolfs collar as dyed. -# This is a option that either prevents that happening, or it changes their color officially in the plugin so that everyone sees it changed. -# Its currently set to false which means that the color is not changed and will refresh itself to the player. -# Please note that this will not remove the dye from their hands. This also does not check if the disguised entity is actually a sheep/wolf and wants a say in its color. -DyeableSheep: false -DyeableWolf: false - -# This is only called into action when the disguise is constructed using the commands. -# And when the disguise supports that. This will not be used at all for plugins constructing the disguises for instance. -# Such as prophunt. Its also false because its kind of a retarded feature. -# This is pretty simple. It shows the players displayname (Name as it appears in chat) above their head. -# This also overrides any custom name they have set in their disguise options. -# This does not take effect on player disguises -ShowNamesAboveDisguises: false - -# This supports the above option. -# If this is true, then the name shown above the head appears regardless of if you are looking at the disguise directly or not. -NameAboveHeadAlwaysVisible: true - -# This modifys the bounding box, This is stuff like can a arrow hit them. -# If you turn this to true, arrows will act like they hit the disguise in the right place! -# So someone disguised as a enderdragon will easily get shot down by arrows! -# This WILL conflict with NoCheatPlus. Other plugins may also get problems. -# This shouldn't really be enabled for players as it also interferes with their movement because the server thinks the player is larger than he really is. -# That makes the player unable to approach this building because the server thinks he is trying to glitch inside blocks. -# This feature is highly experimental and is garanteed to cause problems for players who are disguised -ModifyBoundingBox: false - -# This prevents disguised players from being targeted by monsters. -# This doesn't prevent their targeting you if already targeting when disguised -# They will just ignore you unless provoked. -MonstersIgnoreDisguises: false - -# This works only for players, disguised monsters and the like will not be undisguised -# Should the player's disguises be removed if he attacks something? -BlowDisguisesWhenAttacking: false -# Should the player's disguises be removed if he's attacked by something? -BlowDisguisesWhenAttacked: false - -#Stop shulker disguises from moving, they're weird. This option only effects PLAYERS that are disguised, other entities disguised as shulkers will NOT be effected! -StopShulkerDisguisesFromMoving: true - -# A option to choose how many seconds a DisguiseEntity command is valid for people to right click a entity to disguise it before expiring -DisguiseEntityExpire: 10 - -# Another option to choose the same thing for DisguiseClone command -DisguiseCloneExpire: 10 -# Max disguises to store at a time with the DisguiseClone command -DisguiseCloneSize: 3 - -# This controls if a entitys max health is determined by the entity, or by the disguise. -# Wither is 200, a player is 20. With this enabled, a player disguised as a wither will have the boss bar health accurate to the players health. -# Else it will be 1/20 of the boss bar when he is full health. -# Setting this in LivingWatcher overrides both values. -MaxHealthDeterminedByEntity: true - -# This here is a option to turn off misc disguises. -# This means you can not have a living entity disguise as a non-living entity. -# This disables the Attributes packet, Non-living entities can still disguise as other non-living -# This means that the above option will not work as it uses the attribute packet. -MiscDisguisesForLiving: true - -# Turn this to true to have players undisguised when switching worlds -UndisguiseOnWorldChange: false - -# Contact Mojang's servers? Disabling this option will disable player skin disguises! -ContactMojangServers: true - -# Hide players in tab when disguised? This means a disguised player cannot be seen when you press tab! This can be toggled on/off per disguise -HideDisguisedPlayersFromTab: false - -# Always show player disguises in tab? The names will continue to appear in tab until the disguise is removed. -ShowPlayerDisguisesInTab: false - -# Don't like players able to set themselves invisible when using the disguise commands? Toggle this to true and no one can use setInvisible! Plugins can still use this however. -DisableInvisibility: false - -# This will help performance, especially with CPU -# Due to safety reasons, self disguises can never have their packets disabled. -PacketsEnabled: - # This disables the animation packet. If a disguised entity sends a animation packet and they are using a non-living disguise. People will crash. - # Disabling this also means that if a player disguised as a non-player leaves a bug. People will crash - Animation: true - # Disabling this means that you can't use the setSleeping option on a player disguise. Also you will crash anyone watching when you try to sleep in a bed if disguised as a non-player - # This also sends a chunk packet at key positions else it doesn't work for 1.8. Lazyness means it does it for older versions too currently. - Bed: true - # This disguises the collect packet. If a living entity disguised as a non-living entity picks up a item. People will crash. This fixes it - # This also fixes people crashing if a item disguised as a sleeping player is picked up - Only true if Bed is enabled as well - Collect: true - # This disables a fix for when a disguised entity wearing armor dies, if the disguise can wear armor. It drops unpickupable items to anyone watching. - EntityStatus: true - # Entity equipment is the packets that are sent to ensure that a disguise has or doesn't have armor, and their held item. - # Disabling this means that any disguises which can wear armor or hold items will show the armor/held item that the disguised is wearing. - Equipment: true - # This doesn't actually disable the packet. It would introduce problems. Instead it does the next best thing and caches the data. - # This means that entity metadata will not change, and will only be sent in the spawn packet. - # This is good if performance is extremely in need. - # This is bad to disable unless you are ONLY going to use the disguises for decorations. - # To be honest. This is basically "Disable entity animations". That option is called 'AddEntityAnimations' in the config but unlike that, this is always in effect. - # Animations set by use of the api or through the disguise command are still in effect. - Metadata: true - # Movement packets are the biggest cpu hit. These are majorly used to ensure that the disguises facing direction isn't bugged up. - # If you are using the Item_Frame disguise, when a packet is sent (Roughly every 2min) the disguise will bug up until they move. - Movement: true - # Disable this if you don't mind crashing everytime you see someone riding something disguised as a non-living entity - Riding: true - # When disguised as a wither skull, it sends a look packet every tick so that the wither skull is facing the right way. - WitherSkull: true \ No newline at end of file diff --git a/LimitedCreative/config.yml b/LimitedCreative/config.yml deleted file mode 100755 index 2baa514..0000000 --- a/LimitedCreative/config.yml +++ /dev/null @@ -1,392 +0,0 @@ -# Limited Creative - Configuration -# -# (YAML-Syntax: http://en.wikipedia.org/wiki/YAML) -# -# This configuration-file is automatically written when changed via -# ingame-commands. So any manual added comments are removed. - -# Inventory-Feature -# -# http://dev.bukkit.org/server-mods/limited-creative/pages/features/inventory/ -inventory: - # InventoryEnabled - # - # Use this option to disable the separated inventories feature, for example if - # you use another Plugin handling the inventories, like - # Multiverse-Inventories. - # - # default: true - enabled: true - - # InventoryStoreCreative - # - # Should the creative-inventory also be stored on disk, when switching to - # survival? - # If disabled, the inventory gets cleared every time on switching to creative. - # - # default: true - storeCreative: true - - # InventorySeparateAdventure - # - # When true, your players get a separate inventory when switching to adventure - # gamemode (2). Otherwise they have the default survival inventory while in - # adventure gamemode. - # - # default: false - separateAdventure: true - - # InventoryFolder - # - # The folder inside the datadir-folder (plugin/LimitedCreative) where the - # inventories are saved to. - # By default the inventories are saved to - # "plugin/LimitedCreative/inventories". - # - # default: "inventories" - folder: inventories - - # InventoryCreativeArmor - # - # When set, all creative Player automatically wears the given items as Armor. - # So they are better seen by other Players. - creativeArmor: - # InventoryCreativeArmorEnabled - # - # When disabled, the players Armor isn't changed. - # - # default: true - enabled: true - - # InventoryCreativeArmorItems - # - # Allows changing of the "Creative-Armor" to be wear when in creative mode. - # *see Blacklist for details on Item-Types - # - # When using commands to change this options, use "current" (without quotes) - # to set it to the currently wearing item. This way you can easily set it to - # dyed leather armor. - head: CHAINMAIL_HELMET - chest: CHAINMAIL_CHESTPLATE - legs: CHAINMAIL_LEGGINGS - feet: CHAINMAIL_BOOTS - -# Creative Limits-Feature -# -# http://dev.bukkit.org/server-mods/limited-creative/pages/features/limit/ -limit: - # LimitEnabled - # - # Prevents all players in creative-mode from: - # - accessing chests - # - dropping items from "inventory" to the ground - # - doing PvP (wouldn't be fair, would it?) - # - # Also if this option is disabled all other Limit-Options below are disabled - # too. To just disable some of these limitations, use the - # "nolimit"-permissions. - # - # default: true - enabled: true - - # LimitDropsInsteadPrevent - # - # When enabled items that are dropped by creative players are removed (burning - # in the hellfire or such, they just disappear). When disabled the items stay - # in the inventory of the player. - # - # default: true - removeDrops: true - - # LimitPickup - # - # Prevents the pickup of items while in creative mode. Either the items are - # just stay on ground and ignore that a creative player walks over it - # ("prevent"), or the are "remove"d when a creative player walks over it. - # - # valid options: remove / prevent / false - # default: prevent - pickup: prevent - - # LimitDamageToMobs - # - # Prevents dealing damage to all creatures when the player is in creative - # (friendly sheeps as well as hostile creepers). - # - # default: false - damageToMobs: false - - # LimitInteraction - # - # Prevents players of interacting with specific blocks as addition to chests - # in creative mode (and only in creative). - # - # You can use the technical name (http://public.ja-s.de/bukkit/material) or - # the id of the block/item (better use the id, if you're not sure). You may - # add the data separated with a colon e.g.: "WOOL:11" blocks blue wool. But be - # sure to put it in quotes, to not break yml-configuration! Named data values - # aren't supported yet. If you don't add a data-value, all blocks of this - # material are blocked. - # - # default: - # - WALL_SIGN - # - SIGN_POST - # - JUKEBOX - interact: - - WALL_SIGN - - SIGN_POST - - JUKEBOX - - # LimitEntityInteraction - # - # Prevents players of interacting with specific entities in creative mode (and - # only in creative). - # - # You can use the technical name (see http://tinyurl.com/bukkit-entity) or the - # id of the entity (better use the id, if you're not sure). - # default: - # - VILLAGER - entityInteract: - - VILLAGER - - # LimitUse - # - # Prevents players of using or placing specific items/blocks in creative mode - # (and only in creative). - # - # You can use the technical name (see http://public.ja-s.de/bukkit/material) - # or the id of the block/item (better use the id, if you're not sure). You may - # add the data separated with a colon e.g.: "WOOL:11" blocks blue wool. But be - # sure to put it in quotes, to not break yml-configuration! Named data values - # aren't supported yet. If you don't add a data-value, all blocks of this - # material are blocked. - # - # default: - # - EXP_BOTTLE - # - EYE_OF_ENDER - # - BEDROCK - use: - - EXP_BOTTLE - - EYE_OF_ENDER - - BEDROCK - - PISTON_BASE - - PISTON_EXTENSION - - PISTON_STICKY_BASE - - PISTON_MOVING_PIECE - - # LimitBreak - # - # Prevents players of destroying specific blocks in creative mode (and only in - # creative). - # - # You can use the technical name (see http://public.ja-s.de/bukkit/material) - # or the id of the block/item (better use the id, if you're not sure). You may - # add the data separated with a colon e.g.: "WOOL:11" blocks blue wool. But be - # sure to put it in quotes, to not break yml-configuration! Named data values - # aren't supported yet. If you don't add a data-value, all blocks of this - # material are blocked. - # - # default: - # - BEDROCK - break: - - EXP_BOTTLE - - EYE_OF_ENDER - - BEDROCK - - # LimitChestOpen - # - # Enable this to prevents the ChestOpening-Animination when blocking - # interaction with a chest. But therefore - # you're no longer able to place blocks on chest and such while crouching. - # default: false - chestOpen: false - -# Region GameModes-Feature -# -# http://dev.bukkit.org/server-mods/limited-creative/pages/features/region/ -region: - # RegionEnabled - # - # Enables the feature for "creative-regions". This Feature is automatically - # disabled, if the required plugin "WorldGuard" - # (http://dev.bukkit.org/server-mods/worldguard/) isn't found. - # - # default: true - enabled: true - - # RegionRememberOptional - # - # Remembers if players disables the Region-GameMode (by switching in an - # optional region to World-Default-GameMode with /lc creative|survival). So - # when the player re-enters the region, he keep his GameMode which he left it - # in. - # Hint: This is very confusing, if MultiVerse "enforce gamemode" swaps your - # state (default). So better don't use with Multiverse. - # - # default: false - rememberOptional: false - - # RegionSafeMode - # - # When a player leaves a region he always will get back to the World-GameMode, - # even if he entered the region already in the Region-GameMode. So its the - # opposite analog to RegionRememberOptional. - # That means: If a GM in creative-mode walks/flies through a creative-region - # in a survival world, he will get back to survival on leaving the region. - # - # default: false - safeMode: false - - # RegionMaximumFallingHeight - # - # When the player is more than this count of blocks above the ground, he is - # prevented from changing the region that sets him survival which would cause - # him falling and hurting. - # - # Set to -1 to disable - # - # default: 3 - maxFallingHeight: 3 - -# CommandBlocker-Feature -# -# http://dev.bukkit.org/server-mods/limited-creative/pages/features/command-blocker/ -cmdblock: - # CmdBlockerEnabled - # - # Enables the feature for blocking certain commands in creative mode. - # - # default: true - enabled: true - - # CmdBlockerList - # - # Defines the list of commands that are blocked while in creative mode. The - # leading / isn't included. By default the list-item is treated as simple - # string as typed in by the user after the /. All commands starting with this - # string are blocked, even if more parameteres are entered by the user. - # If the first character is ^ the entry is interpreted as a regular expression - # (including the ^ for begin of the string). - # Only use regular expressions if you know them! - # - # Examples: - # - home - # - give diamond - # - ^home .+ - # - ^chest (one|two|three) - # - ^(lc|limitedcreative) s(urvival)?\s*$ - # - # default: [] - commands: [] - -# GameMode-Permissions-Feature -# -# This Feature requires Vault-Plugin to be active. -# -# http://dev.bukkit.org/server-mods/limited-creative/pages/features/gmperm/ -gmperm: - # GMPermEnabled - # - # Activates that players are put in a special permission group while in - # creative mode. - # - # default: false - enabled: false - - # GMPermCreativeGroup - # - # Defines the Permission-Group which the player gets added to on entering - # creative-mode. If this value is changed the old group won't be automatically - # removed from players already in it. So be sure to delete the old group or - # remove all player of it, that they don't get stuck with that permissions. - creativeGroup: '' - - # GMPermAdventureGroup - # - # Like GMPermCreativeGroup but for adventure users. This is optional, so you - # don't have to set any group. - # - # default: false - adventureGroup: false - -# BlockState-Feature -# -# http://dev.bukkit.org/server-mods/limited-creative/pages/features/blockstate/ -blockstate: - # BlockStateEnabled - # - # This Feature stores the GameMode a Block was created in, and prevents drops - # if a Block was created in creative mode. - # Due to the huge load of this Feature, it isn't enabled by default. It uses - # the Database-credentials from bukkit.yml - # (http://wiki.bukkit.org/Bukkit.yml#database) in the server-directory. - # - # default: false - enabled: true - - # BlockStateThreading - # - # Uses Threading to minimize lag. This fully relies on Bukkit metadata - # implementation. You only should need this, - # if there are often plays more then 10 players at once on your server, or - # you're about to use huge WorldEdits often. - # Be aware that this requires more memory, to increase the performance - # - # Without threading, huge WorldEdits becomes much noticeable slower. - # - # default: true - useThreading: true - - # BlockStateTool - # - # The id or technical name (http://public.ja-s.de/bukkit/material) of an item - # that displays information about the right-clicked block. - # - # default: WOOD_PICKAXE - tool: WOOD_PICKAXE - - # BlockStateLogSurvival - # - # Log all Block-Places to the database. Disable to make the database more slim - # by not adding blocks placed in survival-mode. - # - # default: false - logSurvival: false - - # BlockStateIgnoredWorlds - # - # While you may use per world permissions to configure limitations fine - # graded, you may want to disable the BlockState-Feature for certain worlds - # (like complete creative worlds) to save cpu and memory. - # - # default: [] - ignoredWorlds: [plotworld] - - # BlockStateWorldEditIntegration - # - # Allows you to disable hook into WorldEdit for better Performance. By default - # Integration is enable, so it logs block modifications via worldedit as - # creative-placed blocks in the database. - # A server reload (better restart) is needed to disabled WE-Integration. - # - # default: true - worldeditIntegration: true - -# Metrics -# -# This settings allows the Addon-Author to track the Servers using this plugin. -# It will not track any player related data like names, ips, online time or -# such. Please do not disable the option! As more servers are using the plugin -# and the author knows, as more he is willing to support the plugin! Its a -# win-win for both. -# -# default: true -metrics: false - -# Debug -# -# The debug modus spams much details about the plugin to the server-log -# (console) which can help to solve issues. -# -# default: false -debug: false diff --git a/LuckPerms/config.yml b/LuckPerms/config.yml new file mode 100644 index 0000000..99537b9 --- /dev/null +++ b/LuckPerms/config.yml @@ -0,0 +1,642 @@ +#################################################################################################### +# +----------------------------------------------------------------------------------------------+ # +# | __ __ ___ __ __ | # +# | | | | / ` |__/ |__) |__ |__) |\/| /__` | # +# | |___ \__/ \__, | \ | |___ | \ | | .__/ | # +# | | # +# | https://luckperms.github.io | # +# | | # +# | SOURCE CODE: https://github.com/lucko/LuckPerms | # +# | WIKI: https://github.com/lucko/LuckPerms/wiki | # +# | BUG REPORTS: https://github.com/lucko/LuckPerms/issues | # +# | | # +# | Each option in this file is documented and explained here: | # +# | ==> https://github.com/lucko/LuckPerms/wiki/Configuration | # +# | | # +# | New options are not added to this file automatically. Default values are used if an | # +# | option cannot be found. The latest config versions can be obtained at the link above. | # +# +----------------------------------------------------------------------------------------------+ # +#################################################################################################### + +# +----------------------------------------------------------------------------------------------+ # +# | | # +# | ESSENTIAL SETTINGS | # +# | | # +# | Important settings that control how LuckPerms functions. | # +# | | # +# +----------------------------------------------------------------------------------------------+ # + +# The name of the server, used for server specific permissions. +# +# - When set to "global" this setting is effectively ignored. +# - In all other cases, the value here is added to all players in a "server" context. +# - See: https://github.com/lucko/LuckPerms/wiki/Context +server: global + +# If the servers own UUID cache/lookup facility should be used when there is no record for a player +# already in LuckPerms. +# +# - When this is set to 'false', commands using a player's username will not work unless the player +# has joined since LuckPerms was first installed. +# - To get around this, you can use a player's uuid directly in the command, or enable this option. +# - When this is set to 'true', the server facility is used. This may use a number of methods, +# including checking the servers local cache, or making a request to the Mojang API. +use-server-uuid-cache: false + + + + +# +----------------------------------------------------------------------------------------------+ # +# | | # +# | STORAGE SETTINGS | # +# | | # +# | Controls which storage method LuckPerms will use to store data. | # +# | | # +# +----------------------------------------------------------------------------------------------+ # + +# How the plugin should store data +# +# - The various options are explained in more detail on the wiki: +# https://github.com/lucko/LuckPerms/wiki/Choosing-a-Storage-type +# +# - Possible options: +# +# | Remote databases - require connection information to be configured below +# |=> MySQL +# |=> MariaDB (preferred over MySQL) +# |=> PostgreSQL +# |=> MongoDB +# +# | Flatfile/local database - don't require any extra configuration +# |=> H2 (preferred over SQLite) +# |=> SQLite +# +# | Readable & editable text files - don't require any extra configuration +# |=> YAML (.yml files) +# |=> JSON (.json files) +# |=> HOCON (.conf files) +# |=> TOML (.toml files) +# | +# | By default, user, group and track data is separated into different files. Data can be combined +# | and all stored in the same file by switching to a combined storage variant. +# | Just add '-combined' to the end of the storage-method, e.g. 'yaml-combined' +# +# - A H2 database is the default option. +# - If you want to edit data manually in "traditional" storage files, we suggest using YAML. +storage-method: h2 + +# The following block defines the settings for remote database storage methods. +# +# - You don't need to touch any of the settings here if you're using a local storage method! +# - The connection detail options are shared between all remote storage types. +data: + + # Define the address and port for the database. + # - The standard DB engine port is used by default + # (MySQL: 3306, PostgreSQL: 5432, MongoDB: 27017) + # - Specify as "host:port" if differs + address: localhost + + # The name of the database to store LuckPerms data in. + # - This must be created already. Don't worry about this setting if you're using MongoDB. + database: minecraft + + # Credentials for the database. + username: root + password: 'NOPE' + + # These settings apply to the MySQL connection pool. + # - The default values will be suitable for the majority of users. + # - Do not change these settings unless you know what you're doing! + pool-settings: + + # Sets the maximum size of the MySQL connection pool. + # - Basically this value will determine the maximum number of actual + # connections to the database backend. + # - More information about determining the size of connection pools can be found here: + # https://github.com/brettwooldridge/HikariCP/wiki/About-Pool-Sizing + maximum-pool-size: 10 + + # Sets the minimum number of idle connections that the pool will try to maintain. + # - For maximum performance and responsiveness to spike demands, it is recommended to not set + # this value and instead allow the pool to act as a fixed size connection pool. + # (set this value to the same as 'maximum-pool-size') + minimum-idle: 10 + + # This setting controls the maximum lifetime of a connection in the pool in milliseconds. + # - The value should be at least 30 seconds less than any database or infrastructure imposed + # connection time limit. + maximum-lifetime: 1800000 # 30 minutes + + # This setting controls the maximum number of milliseconds that the plugin will wait for a + # connection from the pool, before timing out. + connection-timeout: 5000 # 5 seconds + + # This setting allows you to define extra properties for connections. + properties: + useUnicode: true + characterEncoding: utf8 + + # The prefix for all LuckPerms SQL tables. + # - Change this is you want to use different tables for different servers. + table_prefix: 'luckperms_' + + # The prefix to use for all LuckPerms collections. Change this if you want to use different + # collections for different servers. The default is no prefix. + mongodb_collection_prefix: '' + + # MongoDB ClientConnectionURI for use with replica sets and custom connection options + # - See https://docs.mongodb.com/manual/reference/connection-string/ + mongodb_connection_URI: '' + +# Define settings for a "split" storage setup. +# +# - This allows you to define a storage method for each type of data. +# - The connection options above still have to be correct for each type here. +split-storage: + # Don't touch this if you don't want to use split storage! + enabled: false + methods: + # These options don't need to be modified if split storage isn't enabled. + user: h2 + group: h2 + track: h2 + uuid: h2 + log: h2 + + + + +# +----------------------------------------------------------------------------------------------+ # +# | | # +# | UPDATE PROPAGATION & MESSAGING SERVICE | # +# | | # +# | Controls the ways in which LuckPerms will sync data & notify other servers of changes. | # +# | These options are documented on greater detail on the wiki under "Instant Updates". | # +# | | # +# +----------------------------------------------------------------------------------------------+ # + +# This option controls how frequently LuckPerms will perform a sync task. +# +# - A sync task will refresh all data from the storage, and ensure that the most up-to-date data is +# being used by the plugin. +# - This is disabled by default, as most users will not need it. However, if you're using a remote +# storage type without a messaging service setup, you may wish to set this to something like 3. +# - Set to -1 to disable the task completely. +sync-minutes: -1 + +# If the file watcher should be enabled. +# +# - When using a file-based storage type, LuckPerms can monitor the data files for changes, and +# automatically update when changes are detected. +# - If you don't want this feature to be active, set this option to false. +watch-files: true + +# Define which messaging service should be used by the plugin. +# +# - If enabled and configured, LuckPerms will use the messaging service to inform other connected +# servers of changes. +# - Use the command "/lp networksync" to manually push changes. +# - Data is NOT stored using this service. It is only used as a messaging platform. +# +# - If you decide to enable this feature, you should set "sync-minutes" to -1, as there is no need +# for LuckPerms to poll the database for changes. +# +# - Possible options: +# => sql Uses the SQL database to form a queue system for communication. Will only work when +# 'storage-method' is set to MySQL or MariaDB. This is chosen by default if the +# option is set to 'none' and SQL storage is in use. Set to 'notsql' to disable this. +# => pluginmsg Uses the plugin messaging channels to communicate with the proxy. +# LuckPerms must be installed on your proxy & all connected servers backend servers. +# Won't work if you have more than one proxy. +# => lilypad Uses LilyPad pub-sub to push changes. You need to have the LilyPad-Connect plugin +# installed. +# => redis Uses Redis pub-sub to push changes. Your server connection info must be configured +# below. +# => none Disables the service. +messaging-service: none + +# If LuckPerms should automatically push updates after a change has been made with a command. +auto-push-updates: true + +# If LuckPerms should push logging entries to connected servers via the messaging service. +push-log-entries: true + +# If LuckPerms should broadcast received logging entries to players on this platform. +# +# - If you have LuckPerms installed on your backend servers as well as a BungeeCord proxy, you +# should set this option to false on either your backends or your proxies, to avoid players being +# messaged twice about log entries. +broadcast-received-log-entries: true + +# Settings for Redis. +# Port 6379 is used by default; set address to "host:port" if differs +redis: + enabled: false + address: localhost + password: 'NOPE' + + + + +# +----------------------------------------------------------------------------------------------+ # +# | | # +# | CUSTOMIZATION SETTINGS | # +# | | # +# | Settings that allow admins to customize the way LuckPerms operates. | # +# | | # +# +----------------------------------------------------------------------------------------------+ # + +# Controls how temporary permissions/parents/meta should be accumulated. +# +# - The default behaviour is "deny". +# - This behaviour can also be specified when the command is executed. See the command usage +# documentation for more info. +# +# - Possible options: +# => accumulate durations will be added to the existing expiry time +# => replace durations will be replaced if the new duration is later than the current +# expiration +# => deny the command will just fail if you try to add another node with the same expiry +temporary-add-behaviour: deny + +# Controls how LuckPerms will determine a users "primary" group. +# +# - The meaning and influence of "primary groups" are explained in detail on the wiki. +# - The preferred approach is to let LuckPerms automatically determine a users primary group +# based on the relative weight of their parent groups. +# +# - Possible options: +# => stored use the value stored against the users record in the file/database +# => parents-by-weight just use the users most highly weighted parent +# => all-parents-by-weight same as above, but calculates based upon all parents inherited from +# both directly and indirectly +primary-group-calculation: parents-by-weight + +# If the plugin should check for "extra" permissions with users run LP commands. +# +# - These extra permissions allow finer control over what users can do with each command, and who +# they have access to edit. +# - The nature of the checks are documented on the wiki under "Argument based command permissions". +# - Argument based permissions are *not* static, unlike the 'base' permissions, and will depend upon +# the arguments given within the command. +argument-based-command-permissions: false + +# If the plugin should check whether senders are a member of a given group before they're able to +# edit the groups data or add/remove other users to/from it. +# Note: these limitations do not apply to the web editor! +require-sender-group-membership-to-modify: false + +# If the plugin should send log notifications to users whenever permissions are modified. +# +# - Notifications are only sent to those with the appropriate permission to receive them +# - They can also be temporarily enabled/disabled on a per-user basis using +# '/lp log notify ' +log-notify: true + +# Defines the options for prefix and suffix stacking. +# +# - The feature allows you to display multiple prefixes or suffixes alongside a players username in +# chat. +# - It is explained and documented in more detail on the wiki under "Prefix & Suffix Stacking". +# +# - The options are divided into separate sections for prefixes and suffixes. +# - The 'duplicates' setting refers to how duplicate elements are handled. Can be 'retain-all', +# 'first-only' or 'last-only'. +# - The value of 'start-spacer' is included at the start of the resultant prefix/suffix. +# - The value of 'end-spacer' is included at the end of the resultant prefix/suffix. +# - The value of 'middle-spacer' is included between each element in the resultant prefix/suffix. +# +# - Possible format options: +# => highest Selects the value with the highest weight, from all values +# held by or inherited by the player. +# +# => lowest Same as above, except takes the one with the lowest weight. +# +# => highest_own Selects the value with the highest weight, but will not +# accept any inherited values. +# +# => lowest_own Same as above, except takes the value with the lowest weight. +# +# => highest_inherited Selects the value with the highest weight, but will only +# accept inherited values. +# +# => lowest_inherited Same as above, except takes the value with the lowest weight. +# +# => highest_on_track_ Selects the value with the highest weight, but only if the +# value was inherited from a group on the given track. +# +# => lowest_on_track_ Same as above, except takes the value with the lowest weight. +# +# => highest_not_on_track_ Selects the value with the highest weight, but only if the +# value was inherited from a group not on the given track. +# +# => lowest_not_on_track_ Same as above, except takes the value with the lowest weight. +meta-formatting: + prefix: + format: + - "highest" + duplicates: first-only + start-spacer: "" + middle-spacer: " " + end-spacer: "" + suffix: + format: + - "highest" + duplicates: first-only + start-spacer: "" + middle-spacer: " " + end-spacer: "" + + + + +# +----------------------------------------------------------------------------------------------+ # +# | | # +# | PERMISSION CALCULATION AND INHERITANCE | # +# | | # +# | Modify the way permission checks, meta lookups and inheritance resolutions are handled. | # +# | | # +# +----------------------------------------------------------------------------------------------+ # + +# The algorithm LuckPerms should use when traversing the "inheritance tree". +# +# - Possible options: +# => breadth-first See: https://en.wikipedia.org/wiki/Breadth-first_search +# => depth-first-pre-order See: https://en.wikipedia.org/wiki/Depth-first_search +# => depth-first-post-order See: https://en.wikipedia.org/wiki/Depth-first_search +inheritance-traversal-algorithm: depth-first-pre-order + +# +----------------------------------------------------------------------------------------------+ # +# | Permission resolution settings | # +# +----------------------------------------------------------------------------------------------+ # + +# If users on this server should have their global permissions applied. +# When set to false, only server specific permissions will apply for users on this server +include-global: true + +# If users on this server should have their global world permissions applied. +# When set to false, only world specific permissions will apply for users on this server +include-global-world: true + +# If users on this server should have global (non-server specific) groups applied +apply-global-groups: true + +# If users on this server should have global (non-world specific) groups applied +apply-global-world-groups: true + +# +----------------------------------------------------------------------------------------------+ # +# | Inheritance settings | # +# +----------------------------------------------------------------------------------------------+ # + +# If the plugin should apply wildcard permissions. +# +# - If set to true, LuckPerms will detect wildcard permissions, and resolve & apply all registered +# permissions matching the wildcard. +apply-wildcards: true + +# If the plugin should parse regex permissions. +# +# - If set to true, LuckPerms will detect regex permissions, marked with "r=" at the start of the +# node, and resolve & apply all registered permissions matching the regex. +apply-regex: true + +# If the plugin should complete and apply shorthand permissions. +# +# - If set to true, LuckPerms will detect and expand shorthand node patterns. +apply-shorthand: true + +# If the plugin should apply Bukkit child permissions. +# +# - Plugin authors can define custom permissions structures for their plugin, which will be resolved +# and used by LuckPerms if this setting is enabled. +apply-bukkit-child-permissions: true + +# If the plugin should apply Bukkit default permissions. +# +# - Plugin authors can define permissions which should be given to all users by default, or setup +# permissions which should/shouldn't be given to opped players. +# - If this option is set to false, LuckPerms will ignore these defaults. +apply-bukkit-default-permissions: true + +# If the plugin should apply attachment permissions. +# +# - Other plugins on the server are able to add their own "permission attachments" to players. +# - This allows them to grant players additional permissions which last until the end of the +# session, or until they're removed. +# - If this option is set to false, LuckPerms will not include these attachment permissions when +# considering if a player should have access to a certain permission. +apply-bukkit-attachment-permissions: true + +# +----------------------------------------------------------------------------------------------+ # +# | Extra settings | # +# +----------------------------------------------------------------------------------------------+ # + +# Allows you to set "aliases" for the worlds sent forward for context calculation. +# +# - These aliases are provided in addition to the real world name. Applied recursively. +# - Remove the comment characters for the default aliases to apply. +world-rewrite: +# world_nether: world +# world_the_end: world + +# Define special group weights for this server. +# +# - Group weights can also be applied directly to group data, using the setweight command. +# - This section allows weights to be set on a per-server basis. +group-weight: +# admin: 10 + + + + +# +----------------------------------------------------------------------------------------------+ # +# | | # +# | FINE TUNING OPTIONS | # +# | | # +# | A number of more niche settings for tweaking and changing behaviour. The section also | # +# | contains toggles for some more specialised features. It is only necessary to make changes to | # +# | these options if you want to fine-tune LuckPerms behaviour. | # +# | | # +# +----------------------------------------------------------------------------------------------+ # + +# +----------------------------------------------------------------------------------------------+ # +# | Server Operator (OP) settings | # +# +----------------------------------------------------------------------------------------------+ # + +# Controls whether server operators should exist at all. +# +# - When set to 'false', all players will be de-opped, and the /op and /deop commands will be +# disabled. +enable-ops: true + +# Enables or disables a special permission based system in LuckPerms for controlling OP status. +# +# - If set to true, any user with the permission "luckperms.autoop" will automatically be granted +# server operator status. This permission can be inherited, or set on specific servers/worlds, +# temporarily, etc. +# - Additionally, setting this to true will force the "enable-ops" option above to false. All users +# will be de-opped unless they have the permission node, and the op/deop commands will be +# disabled. +# - It is recommended that you use this option instead of assigning a single '*' permission. +auto-op: false + +# Defines if "opped" players should be able to use all LuckPerms commands by default. +# +# - Set to false to only allow users who have the permissions access to the commands +commands-allow-op: true + +# +----------------------------------------------------------------------------------------------+ # +# | Vault integration settings | # +# +----------------------------------------------------------------------------------------------+ # + +# If Vault lookups for offline players on the main server thread should be enabled. +# +# LuckPerms has a "catch" for plugins attempting to perform unsafe offline player data lookups +# from the main server thread. This catch raises an exception (causes an error to occur) when unsafe +# lookups are made, instead of allowing the lookup to happen, which would likely cause the server +# to lag. +# +# However, if you're willing to accept the consequences, the catch can be disabled by setting this +# option to 'true. +vault-unsafe-lookups: false + +# Controls which group LuckPerms should use for NPC players when handling Vault requests. +# +# - As NPCs aren't actually real players, LuckPerms does not load any user data for them. This +# becomes an issue when plugins want to check for their permissions using Vault. +# - As a solution, Vault checks for NPCs fallback to a group, which is defined below. +vault-npc-group: default + +# Controls how LuckPerms should consider the OP status of NPC players when handing Vault requests. +# +# - If you want NPCs to have the same permissions as "normal" players, set this option to false. +# - If you want NPCs to have OP status, set this option to true. +vault-npc-op-status: false + +# If the vault-server option below should be used. +# +# - When this option is set to false, the server value defined above under "server" is used. +use-vault-server: false + +# The name of the server used within Vault operations. +# +# - If you don't want Vault operations to be server specific, set this to "global". +# - Will only take effect if use-vault-server is set to true above. +vault-server: global + +# If global permissions should be considered when retrieving meta or player groups +vault-include-global: true + +# If Vault operations should ignore any world arguments if supplied. +vault-ignore-world: false + +# If LuckPerms should print debugging info to console when a plugin uses a Vault function +vault-debug: false + +# +----------------------------------------------------------------------------------------------+ # +# | Miscellaneous (and rarely used) settings | # +# +----------------------------------------------------------------------------------------------+ # + +# If LuckPerms should produce extra logging output when it handles logins. +# +# - Useful if you're having issues with UUID forwarding or data not being loaded. +debug-logins: false + +# If LuckPerms should use the "server-name" property from the "server.properties" file as the +# "server" option within LuckPerms. +use-server-properties-name: false + +# If LuckPerms should allow usernames with non alphanumeric characters. +# +# - Note that due to the design of the storage implementation, usernames must still be 16 characters +# or less. +allow-invalid-usernames: false + +# If LuckPerms should allow a users primary group to be removed with the 'parent remove' command. +# +# - When this happens, the plugin will set their primary group back to default. +prevent-primary-group-removal: false + + + + +# +----------------------------------------------------------------------------------------------+ # +# | | # +# | DEFAULT ASSIGNMENTS | # +# | | # +# +----------------------------------------------------------------------------------------------+ # + +# This section allows you to define defaults to give users whenever they connect to the server. +# The default assignments are highly configurable and conditional. +# +# There is one default assignment built into LuckPerms, which will add all users to the "default" +# group if they are not a member of any other group. This setting cannot be disabled. However, you +# can use this section to add more of your own. +# +# IMPORTANT: +# In order to save storage space, LuckPerms does not store users who have no permissions defined, +# and are only a member of the default group. Adding default assignments to this section will negate +# this effect. It is HIGHLY RECCOMENDED that instead of assigning defaults here, you add permissions +# to the "default" group, or set the "default" group to inherit other groups, and then use the +# group-name-rewrite rule above. +# +# It is also important to note that these rules are considered every time a player logs into the +# server, and are applied directly to the user's data. Simply removing a rule here will not reverse +# the effect of that rule on any users who have already had it applied to them. +# +# The "has" and "lacks" conditions below support standard boolean logic, using the 'and' & 'or' +# characters used in Java. +# e.g. "(some.other.permission | some.permission.other) & some.thing.else" == a user has +# 'some.other.permission', or 'some.permission.other', and they also have 'some.thing.else' +# +# Groups are represented by the permission node: group. +# Per server and per world nodes are represented by "server-world/permission" or "server/permission" +# +# Within conditions, permission nodes MUST be escaped using "<" and ">". See the example below. +# +# Explanation of the examples below: (they're just to demonstrate the features & use cases) +# +# rule1: +# If a user is either in the vip or vip+ group, and they have the "titles.titlecollector" permission +# set to true, and the "some.random.permission" set to false... if they're not in the group +# "prison_titlepack" on the "prison" server, then give add them to the "prison_titlepack" group on +# the "prison" server, and remove "some.random.permission". +# +# rule2: +# If the user isn't in any of the following groups on the skyblock server: sb_level1, sb_level2, +# sb_level3, then add them to sb_level1 on the skyblock server. +# +# rule3: +# If the user is a member of the default group, remove them from default, add them to member, and +# set their primary group to member. +# +# WARNING: Unlike internal commands, this system does not ensure that a group exists before adding +# a user to it. It also does not unsure that a user is a member of a group before making that group +# their primary group. +# +# Before you use "give: group." or "set-primary-group", make sure that the group exists, and +# that the user is a member of the group. +default-assignments: +# rule1: +# if: +# has-true: ( | ) & +# has-false: +# lacks: +# give: +# - prison/group.prison_titlepack +# take: +# - some.random.permission +# rule2: +# if: +# lacks: & & +# give: +# - skyblock/group.sb_level1 +# rule3: +# if: +# has-true: +# take: +# - group.default +# give: +# - group.member +# set-primary-group: member diff --git a/Movecraft/config.yml b/Movecraft/config.yml deleted file mode 100755 index 3f4e3a4..0000000 --- a/Movecraft/config.yml +++ /dev/null @@ -1,148 +0,0 @@ -Locale: en -CompatibilityMode: true -SinkRateTicks: 20 -SinkCheckTicks: 100 -TracerRateTicks: 5 -PilotTool: 280 -WorldGuardBlockMoveOnBuildPerm: true -WorldGuardBlockSinkOnPVPPerm: true -ManOverBoardTimeout: 30 -FireballLifespan: 6 -FireballPenetration: true -DisableSpillProtection: false -RequireCreatePerm: false -TNTContactExplosives: true -DisableCrates: false -FadeWrecksAfter: 0 -RepairTicksPerBlock: 10 -RepairMoneyPerBlock: 10 -BlockQueueChunkSize: 1000 -AllowCrewSigns: true -WGCustomFlagsUsePilotFlag: false -WGCustomFlagsUseMoveFlag: false -WGCustomFlagsUseRotateFlag: false -WGCustomFlagsUseSinkFlag: false -TownyBlockMoveOnSwitchPerm: false -TownyBlockSinkOnNoPVP: false -TownyWorldHeightLimits: - world: - underTownSpawn: 255 - worldMin: -1 - aboveTownSpawn: 96 - worldMax: -1 - world2: - worldMin: -1 - worldMax: -1 - underTownSpawn: 255 - aboveTownSpawn: 96 - world_nether: - underTownSpawn: 255 - worldMin: -1 - aboveTownSpawn: 96 - worldMax: -1 - world_the_end: - underTownSpawn: 255 - worldMin: -1 - aboveTownSpawn: 96 - worldMax: -1 - frontier: - worldMin: -1 - worldMax: -1 - underTownSpawn: 255 - aboveTownSpawn: 96 - flatworld: - underTownSpawn: 255 - worldMin: -1 - aboveTownSpawn: 96 - worldMax: -1 - wilds: - underTownSpawn: 255 - worldMin: -1 - aboveTownSpawn: 96 - worldMax: -1 - CakeVSPie: - worldMin: -1 - worldMax: -1 - underTownSpawn: 255 - aboveTownSpawn: 96 - sensfortress: - worldMin: -1 - worldMax: -1 - underTownSpawn: 255 - aboveTownSpawn: 96 - newworld_the_end: - underTownSpawn: 255 - worldMin: -1 - aboveTownSpawn: 96 - worldMax: -1 - newworld: - underTownSpawn: 255 - worldMin: -1 - aboveTownSpawn: 96 - worldMax: -1 - newworld_nether: - underTownSpawn: 255 - worldMin: -1 - aboveTownSpawn: 96 - worldMax: -1 - hardcore: - underTownSpawn: 255 - worldMin: -1 - aboveTownSpawn: 96 - worldMax: -1 - VoidWorldEnd: - underTownSpawn: 255 - worldMin: -1 - aboveTownSpawn: 96 - worldMax: -1 - VoidWorld: - underTownSpawn: 255 - worldMin: -1 - aboveTownSpawn: 96 - worldMax: -1 - VoidWorldHell: - underTownSpawn: 255 - worldMin: -1 - aboveTownSpawn: 96 - worldMax: -1 - hardcoretest: - underTownSpawn: 255 - worldMin: -1 - aboveTownSpawn: 96 - worldMax: -1 - VoidWorld2: - underTownSpawn: 255 - worldMin: -1 - aboveTownSpawn: 96 - worldMax: -1 - Dungeons: - underTownSpawn: 255 - worldMin: -1 - aboveTownSpawn: 96 - worldMax: -1 - BACKUP_world: - underTownSpawn: 255 - worldMin: -1 - aboveTownSpawn: 96 - worldMax: -1 - test: - underTownSpawn: 255 - worldMin: -1 - aboveTownSpawn: 96 - worldMax: -1 - OldRegionFiles: - underTownSpawn: 255 - worldMin: -1 - aboveTownSpawn: 96 - worldMax: -1 - plotworld: - underTownSpawn: 255 - worldMin: -1 - aboveTownSpawn: 96 - worldMax: -1 - luna: - underTownSpawn: 255 - worldMin: -1 - aboveTownSpawn: 96 - worldMax: -1 -DurabilityOverride: {} diff --git a/Movecraft/types/Airship.craft b/Movecraft/types/Airship.craft deleted file mode 100755 index 0a6f21f..0000000 --- a/Movecraft/types/Airship.craft +++ /dev/null @@ -1,163 +0,0 @@ -name: Airship -maxSize: 7500 -minSize: 1000 -allowedBlocks: - - 5 - - 8 - - 9 - - 10 - - 11 - - 17 - - 20 - - 23 - - 25 - - 26 - - 29 - - 33 - - 34 - - 35 - - 41 - - 42 - - 43 - - 44 - - 47 - - 49 - - 50 - - 51 - - 53 - - 54 - - 55 - - 57 - - 58 - - 61 - - 62 - - 63 - - 64 - - 65 - - 68 - - 69 - - 70 - - 71 - - 72 - - 75 - - 76 - - 77 - - 82 - - 85 - - 87 - - 89 - - 92 - - 93 - - 94 - - 95 - - 96 - - 98 - - 101 - - 102 - - 107 - - 109 - - 112 - - 113 - - 114 - - 116 - - 117 - - 118 - - 122 - - 123 - - 124 - - 125 - - 126 - - 130 - - 131 - - 133 - - 134 - - 135 - - 136 - - 138 - - 139 - - 140 - - 143 - - 144 - - 145 - - 146 - - 147 - - 148 - - 149 - - 150 - - 151 - - 152 - - 154 - - 155 - - 156 - - 157 - - 158 - - 159 - - 160 - - 171 - - 172 - - 173 -# - 176 # Banner -# - 177 # Banner - - 165 - - 167 - - 183 - - 184 - - 185 - - 186 - - 187 - - 188 - - 189 - - 190 - - 191 - - 192 - - 193 - - 194 - - 195 - - 196 - - 197 - -forbiddenBlocks: - - 34 - -canCruise: true -canFly: true -maxHeightLimit: 256 -maxHeightAboveGround: 100 -vertCruiseSkipBlocks: 1 -collisionExplosion: 0.0 -detectionMultiplier: 10.0 -underwaterDetectionMultiplier: 1.0 -speed: 2.0 -cruiseSkipBlocks: 4 -cruiseSpeed: 0.75 -fuelBurnRate: 2.0 -sinkPercent: 99.0 -overallSinkPercent: 60.0 -tryNudge: false -canStaticMove: true -maxStaticMove: 2 -flyblocks: - 35: #wool represents lift - - 45.0 - - 100.0 - 152: # redstone represents engines - - 2.5 - - 100.0 - 61: - - 0.05 - - 100.0 - [54,146]: # limit chests to make big airships important for merchant missions - - 0.0 - - 2.0 - [23,154,158]: # dispensers and hoppers can be used for inventory too, so limit them as well - - 0.0 - - 5.0 - 145: # anvils are OP armor, so limit it - - 0.0 - - 1.0 - 49: # so is obsidian - - 0.0 - - 1.0 - 8: # so is water - - 0.0 - - 1.0 diff --git a/Movecraft/types/Airskiff.craft b/Movecraft/types/Airskiff.craft deleted file mode 100755 index e1b4faa..0000000 --- a/Movecraft/types/Airskiff.craft +++ /dev/null @@ -1,128 +0,0 @@ -name: Airskiff -maxSize: 200 -minSize: 10 -allowedBlocks: - - 5 - - 8 - - 9 - - 10 - - 11 - - 17 - - 20 # - - 23 # - - 25 # - - 26 # - - 29 # - - 33 # - - 35 - - 41 # - - 43 # - - 44 # - - 47 # - - 50 # - - 52 - - 53 - - 54 # - - 55 - - 57 # - - 58 # - - 61 # - - 62 # - - 63 # - - 64 # - - 65 # - - 68 # - - 69 # - - 72 - - 75 # - - 76 # - - 77 # - - 85 - - 92 - - 93 - - 94 - - 95 # - - 96 # - - 101 # - - 102 # - - 107 - - 113 # - - 117 - - 118 # - - 123 # - - 124 # - - 125 - - 126 - - 130 # - - 131 # - - 133 # - - 134 - - 135 - - 136 - - 138 - - 140 - - 143 # - - 144 # - - 145 - - 146 # - - 147 - - 148 - - 149 - - 150 - - 151 - - 152 # - - 154 # - - 157 - - 165 # - - 171 - - 173 - - 167 # Iron Trap Door -# - 176 # Banner -# - 177 # Banner - -forbiddenBlocks: - - 34 - -canFly: true -canCruise: true -cruiseSpeed: 1.0 -maxHeightLimit: 200 -maxHeightAboveGround: 50 -collisionExplosion: 0.0 -fuelBurnRate: 2.0 -explodeOnCrash: 2.0 -cruiseSkipBlocks: 6 -sinkSpeed: 4.0 -overallSinkPercent: 97.0 -detectionMultiplier: 20.0 -underwaterDetectionMultiplier: 2.0 -smokeOnSink: 1 -keepMovingOnSink: true -speed: 3.0 -tryNudge: false -sinkPercent: 99.0 -flyblocks: - 35: #wool represents lift - - 45.0 - - 100.0 - [54,146]: # limit chests to make big airships important for merchant missions - - 0.0 - - N2 - [23,154]: # dispensers and hoppers can be used for inventory too, so limit them as well - - 0.0 - - 5.0 - 152: # redstone represents engines - - 2.5 - - 100.0 - 61: - - 0.05 - - 100.0 - 145: # anvils are OP armor, so limit it - - 0.0 - - 1.0 - 49: # so is obsidian - - 0.0 - - 1.0 - 8: # so is water - - 0.0 - - 1.0 diff --git a/Movecraft/types/BigAirship.craft b/Movecraft/types/BigAirship.craft deleted file mode 100755 index c47ceb6..0000000 --- a/Movecraft/types/BigAirship.craft +++ /dev/null @@ -1,154 +0,0 @@ -name: BigAirship -maxSize: 20000 -minSize: 1000 -allowedBlocks: - - 5 - - 8 - - 9 - - 10 - - 11 - - 17 - - 20 - - 23 - - 25 - - 26 - - 29 - - 33 - - 35 - - 41 - - 42 - - 43 - - 44 - - 47 - - 49 - - 50 - - 51 - - 53 - - 54 - - 55 - - 57 - - 58 - - 61 - - 62 - - 63 - - 64 - - 65 - - 68 - - 69 - - 70 - - 71 - - 72 - - 75 - - 76 - - 77 - - 82 - - 85 - - 87 - - 89 - - 92 - - 93 - - 94 - - 95 - - 96 - - 98 - - 101 - - 102 - - 107 - - 109 - - 112 - - 113 - - 114 - - 116 - - 117 - - 118 - - 122 - - 123 - - 124 - - 125 - - 126 - - 130 - - 131 - - 133 - - 134 - - 135 - - 136 - - 138 - - 139 - - 140 - - 143 - - 144 - - 145 - - 146 - - 147 - - 148 - - 149 - - 150 - - 151 - - 152 - - 154 - - 155 - - 156 - - 157 - - 158 - - 159 - - 171 - - 172 - - 173 -# - 176 # Banner -# - 177 # Banner - - 165 - - 167 - - 183 - - 184 - - 185 - - 186 - - 187 - - 188 - - 189 - - 190 - - 191 - - 192 - - 193 - - 194 - - 195 - - 196 - - 197 - -forbiddenBlocks: - - 7 - - 34 #Piston Head - -canCruise: true -canFly: true -maxHeightLimit: 200 -maxHeightAboveGround: 100 -vertCruiseSkipBlocks: 1 -collisionExplosion: 0.0 -speed: 0.75 -cruiseSkipBlocks: 6 -cruiseSpeed: 0.35 -fuelBurnRate: 4.0 -sinkPercent: 99.0 -overallSinkPercent: 60.0 -tryNudge: false -canStaticMove: true -maxStaticMove: 2 -flyblocks: - 35: #wool represents lift - - 50.0 - - 100.0 - 152: # redstone represents engines - - 2.0 - - 100.0 - [54,146]: # limit chests to make big airships important for merchant missions - - 0.0 - - 1.0 - 145: # anvils are OP armor, so limit it - - 0.0 - - 1.0 - 49: # so is obsidian - - 0.0 - - 1.0 - 8: # so is water - - 0.0 - - 1.0 diff --git a/Movecraft/types/BigAirskiff.craft b/Movecraft/types/BigAirskiff.craft deleted file mode 100755 index 9a0f4a4..0000000 --- a/Movecraft/types/BigAirskiff.craft +++ /dev/null @@ -1,138 +0,0 @@ -name: BigAirskiff -maxSize: 500 -minSize: 150 -allowedBlocks: - - 5 - - 8 - - 9 - - 10 - - 11 - - 17 - - 20 - - 23 - - 25 - - 26 - - 29 - - 33 - - 35 - - 41 - - 43 - - 44 - - 47 - - 50 - - 52 - - 53 - - 54 - - 55 - - 57 - - 58 - - 61 - - 62 - - 63 - - 64 - - 65 - - 68 - - 69 - - 72 - - 75 - - 76 - - 77 - - 85 - - 92 - - 93 - - 94 - - 95 - - 96 - - 101 - - 102 - - 107 - - 113 - - 117 - - 118 - - 123 - - 124 - - 125 - - 126 - - 130 - - 131 - - 133 - - 134 - - 135 - - 117 - - 118 - - 123 - - 124 - - 125 - - 126 - - 130 - - 131 - - 133 - - 134 - - 135 - - 136 - - 138 - - 140 - - 143 - - 144 - - 145 - - 146 - - 147 - - 148 - - 149 - - 150 - - 151 - - 152 - - 154 - - 157 - - 165 - - 171 - - 173 -# - 176 # Banner -# - 177 # Banner - -forbiddenBlocks: - - 34 - -canFly: true -canCruise: true -cruiseSkipBlocks: 5 -cruiseSpeed: 1.0 -maxHeightLimit: 200 -maxHeightAboveGround: 50 -collisionExplosion: 0.0 -fuelBurnRate: 2.0 -explodeOnCrash: 2.0 -detectionMultiplier: 20.0 -underwaterDetectionMultiplier: 2.0 -sinkSpeed: 3.5 -overallSinkPercent: 98.0 -smokeOnSink: 1 -keepMovingOnSink: true -speed: 2.5 -tryNudge: false -sinkPercent: 99.0 -flyblocks: - 35: #wool represents lift - - 45.0 - - 100.0 - [54,146]: # limit chests to make big airships important for merchant missions - - 0.0 - - N4 - [23,154]: # dispensers can be used for inventory too, so limit them as well - - 0.0 - - 6.0 - 152: # redstone represents engines - - 2.5 - - 100.0 - 61: - - 0.05 - - 100.0 - 145: # anvils are OP armor, so limit it - - 0.0 - - 1.0 - 49: # so is obsidian - - 0.0 - - 1.0 - 8: # so is water - - 0.0 - - 1.0 diff --git a/Movecraft/types/BigSubAirship.craft b/Movecraft/types/BigSubAirship.craft deleted file mode 100755 index 331e400..0000000 --- a/Movecraft/types/BigSubAirship.craft +++ /dev/null @@ -1,135 +0,0 @@ -name: BigSubAirship -maxSize: 20000 -minSize: 1000 -allowedBlocks: - - 5 - - 10 - - 11 - - 17 - - 20 - - 23 - - 25 - - 26 - - 29 - - 33 - - 34 - - 35 - - 41 - - 42 - - 43 - - 44 - - 47 - - 49 - - 50 - - 53 - - 54 - - 55 - - 57 - - 58 - - 61 - - 62 - - 63 - - 64 - - 65 - - 68 - - 69 - - 70 - - 71 - - 72 - - 75 - - 76 - - 77 - - 82 - - 85 - - 87 - - 89 - - 92 - - 93 - - 94 - - 95 - - 96 - - 101 - - 102 - - 107 - - 109 - - 112 - - 113 - - 114 - - 116 - - 117 - - 118 - - 122 - - 123 - - 124 - - 125 - - 126 - - 130 - - 131 - - 133 - - 134 - - 135 - - 136 - - 138 - - 139 - - 140 - - 143 - - 144 - - 145 - - 146 - - 147 - - 148 - - 149 - - 150 - - 151 - - 152 - - 154 - - 155 - - 156 - - 157 - - 158 - - 159 - - 171 - - 172 - - 173 - -forbiddenBlocks: - - 7 - -canCruise: true -cruiseSkipBlocks: 4 -cruiseSpeed: 0.35 -canFly: false -minHeightLimit: 1 -maxHeightLimit: 200 -maxHeightAboveGround: 100 -vertCruiseSkipBlocks: 1 -speed: 0.75 -collisionExplosion: 0.0 -fuelBurnRate: 4.0 -tryNudge: false -sinkPercent: 99.0 -overallSinkPercent: 60.0 -halfSpeedUnderwater: true - -flyblocks: - 42: # iron represents ballast tanks - - 10.0 - - 100.0 - 35: # wool represents lift - - 50.0 - - 100.0 - [54,146]: # limit chests to make big airships important for merchant missions - - 0.0 - - 1.0 - 152: # redstone represents engines - - 1.0 - - 100.0 - 145: # anvils are OP armor, so limit it - - 0.0 - - 1.0 - 49: # so is obsidian - - 0.0 - - 1.0 - 8: # so is water - - 0.0 - - 1.0 diff --git a/Movecraft/types/BigSubAirskiff.craft b/Movecraft/types/BigSubAirskiff.craft deleted file mode 100755 index f2e2cd8..0000000 --- a/Movecraft/types/BigSubAirskiff.craft +++ /dev/null @@ -1,138 +0,0 @@ -name: BigSubAirskiff -maxSize: 500 -minSize: 10 -allowedBlocks: - - 5 - - 10 - - 11 - - 17 - - 20 - - 23 - - 25 - - 26 - - 29 - - 33 - - 34 - - 35 - - 41 - - 42 - - 43 - - 44 - - 47 - - 49 - - 50 - - 53 - - 54 - - 55 - - 57 - - 58 - - 61 - - 62 - - 63 - - 64 - - 65 - - 68 - - 69 - - 70 - - 71 - - 72 - - 75 - - 76 - - 77 - - 82 - - 85 - - 87 - - 89 - - 92 - - 93 - - 94 - - 95 - - 96 - - 98 - - 101 - - 102 - - 107 - - 109 - - 112 - - 113 - - 114 - - 116 - - 117 - - 118 - - 122 - - 123 - - 124 - - 125 - - 126 - - 130 - - 131 - - 133 - - 134 - - 135 - - 136 - - 138 - - 139 - - 140 - - 143 - - 144 - - 145 - - 146 - - 147 - - 148 - - 149 - - 150 - - 151 - - 152 - - 154 - - 155 - - 156 - - 157 - - 171 - - 172 - - 173 - -forbiddenBlocks: - - 34 - -canFly: false -canCruise: false -minHeightLimit: 1 -maxHeightLimit: 200 -maxHeightAboveGround: 50 -collisionExplosion: 0.0 -fuelBurnRate: 2.0 -explodeOnCrash: 2.0 -sinkPercent: 99.0 -overallSinkPercent: 98.0 -detectionMultiplier: 20.0 -underwaterDetectionMultiplier: 2.0 -sinkSpeed: 5.0 -keepMovingOnSink: true -halfSpeedUnderwater: true -speed: 2.5 -tryNudge: false -flyblocks: - 35: - - 50.0 - - 100.0 - 152: - - 8.0 - - 100.0 - 42: - - 10.0 - - 100.0 - [54,146]: # limit chests to make big airships important for merchant missions - - 0.0 - - N2 - [23,154]: # dispensers can be used for inventory too, so limit them as well - - 0.0 - - 6.0 - 145: # anvils are OP armor, so limit it - - 0.0 - - 1.0 - 49: # so is obsidian - - 0.0 - - 1.0 - 8: # so is water - - 0.0 - - 1.0 diff --git a/Movecraft/types/Boat.craft b/Movecraft/types/Boat.craft deleted file mode 100755 index 6051359..0000000 --- a/Movecraft/types/Boat.craft +++ /dev/null @@ -1,128 +0,0 @@ -name: Boat -maxSize: 250 -minSize: 50 -allowedBlocks: - - 5 - - 10 - - 11 - - 17 - - 20 - - 23 - - 25 - - 26 - - 29 - - 33 - - 34 - - 35 - - 41 - - 42 - - 43 - - 44 - - 47 - - 49 - - 50 - - 53 - - 54 - - 55 - - 57 - - 58 - - 61 - - 62 - - 63 - - 64 - - 65 - - 68 - - 69 - - 70 - - 71 - - 72 - - 75 - - 76 - - 77 - - 82 - - 85 - - 87 - - 89 - - 92 - - 93 - - 94 - - 95 - - 96 - - 98 - - 101 - - 102 - - 107 - - 109 - - 112 - - 113 - - 114 - - 116 - - 117 - - 118 - - 122 - - 123 - - 124 - - 125 - - 126 - - 130 - - 131 - - 133 - - 134 - - 135 - - 136 - - 138 - - 139 - - 140 - - 143 - - 144 - - 145 - - 146 - - 147 - - 148 - - 149 - - 150 - - 151 - - 152 - - 154 - - 155 - - 156 - - 157 - - 158 - - 159 - - 171 - - 172 - - 173 - -forbiddenBlocks: - - 7 - -cruiseSpeed: 1.0 -canCruise: true -cruiseSkipBlocks: 6 -#depends mostly on the ship -canFly: false -sinkPercent: 99.0 -overallSinkPercent: 60.0 -minHeightLimit: 50 -maxHeightLimit: 80 -requireWaterContact: true -allowVerticalMovement: false -speed: 2.0 -#default is one, moves relatively quick -tryNudge: false -flyblocks: - 5: - - 30.0 - - 100.0 - 35: - - 10.0 - - 40.0 - [54,146]: - - 0.0 - - 5.0 - 145: # anvils are OP armor, so limit it - - 0.0 - - 4.0 - 49: # so is obsidian - - 0.0 - - 4.0 diff --git a/Movecraft/types/Car.craft b/Movecraft/types/Car.craft deleted file mode 100755 index 6bded93..0000000 --- a/Movecraft/types/Car.craft +++ /dev/null @@ -1,152 +0,0 @@ -name: Car -maxSize: 5000 -minSize: 2 -allowedBlocks: - - 5 - - 8 - - 9 - - 10 - - 11 - - 17 - - 20 - - 23 - - 25 - - 26 - - 29 - - 33 - - 34 - - 35 - - 41 - - 42 - - 43 - - 44 - - 47 - - 49 - - 50 - - 51 - - 53 - - 54 - - 55 - - 57 - - 58 - - 61 - - 62 - - 63 - - 64 - - 65 - - 66 - - 68 - - 69 - - 70 - - 71 - - 72 - - 75 - - 76 - - 77 - - 82 - - 85 - - 87 - - 89 - - 92 - - 93 - - 94 - - 95 - - 96 - - 98 - - 101 - - 102 - - 107 - - 109 - - 112 - - 113 - - 114 - - 116 - - 117 - - 118 - - 122 - - 123 - - 124 - - 125 - - 126 - - 130 - - 131 - - 133 - - 134 - - 135 - - 136 - - 138 - - 139 - - 140 - - 143 - - 144 - - 145 - - 146 - - 147 - - 148 - - 149 - - 150 - - 151 - - 152 - - 154 - - 155 - - 156 - - 157 - - 158 - - 159 - - 160 - - 165 - - 167 - - 171 - - 172 - - 173 - - 183 - - 184 - - 185 - - 186 - - 187 - - 188 - - 189 - - 190 - - 191 - - 192 - - 193 - - 194 - - 195 - - 196 - - 197 - -forbiddenBlocks: - - 7 - -canHover: true -canHoverOverWater: false -hoverLimit: 0 -useGravity: true -canCruise: true -cruiseSkipBlocks: 2 -blockedByWater: True -maxHeightLimit: 128 -collisionExplosion: 0.0 -overallSinkPercent: 60.0 -speed: 2.0 -fuelBurnRate: 0.0 -sinkPercent: 99.0 -tryNudge: false -canStaticMove: true -maxStaticMove: 2 -flyblocks: - 152: - - 1.0 - - 100.0 - 49: - - 0.0 - - 10.0 -harvestBlocks: - - 6 - - 31 - - 37 - - 38 - - 39 - - 40 - - 50 - - 175 diff --git a/Movecraft/types/Citygate.craft b/Movecraft/types/Citygate.craft deleted file mode 100755 index 08dc338..0000000 --- a/Movecraft/types/Citygate.craft +++ /dev/null @@ -1,25 +0,0 @@ -name: CityGate -maxSize: 1000 -minSize: 3 -allowedBlocks: - - "5:3" #Jungle Wood Planks - - "5:5" #Dark Oak Planks - - 162 #Dark Oak Logs - - 191 #Dark Oak Fence - - 190 #Jungle Fence - #- 69 #Lever - #- 33 #Piston - -forbiddenBlocks: - - 7 #Bedrock - - 34 #Piston Head - -blockedByWater: true -allowHorizontalMovement: false -allowVerticalMovement: false -speed: 1.0 -tryNudge: false -flyblocks: - 85: - - 0.0 - - 100.0 diff --git a/Movecraft/types/Elevator.craft b/Movecraft/types/Elevator.craft deleted file mode 100755 index b6adbbb..0000000 --- a/Movecraft/types/Elevator.craft +++ /dev/null @@ -1,108 +0,0 @@ -name: elevator -maxSize: 1000 -minSize: 2 -allowedBlocks: - - 5 - - 8 - - 9 - - 10 - - 11 - - 17 - - 20 - - 23 - - 25 - - 26 - - 29 - - 33 - - 35 - - 41 - - 43 - - 44 - - 47 - - 50 - - 52 - - 53 - - 54 - - 55 - - 57 - - 58 - - 61 - - 62 - - 63 - - 64 - - 65 - - 68 - - 69 - - 72 - - 75 - - 76 - - 77 - - 85 - - 92 - - 93 - - 94 - - 95 - - 96 - - 101 - - 102 - - 107 - - 112 - - 113 - - 114 - - 117 - - 118 - - 123 - - 124 - - 125 - - 126 - - 130 - - 131 - - 133 - - 134 - - 135 - - 117 - - 118 - - 123 - - 124 - - 125 - - 126 - - 130 - - 131 - - 133 - - 134 - - 135 - - 136 - - 138 - - 140 - - 143 - - 144 - - 145 - - 146 - - 147 - - 148 - - 149 - - 150 - - 151 - - 152 - - 154 - - 157 - - 158 - - 171 - - 173 - -forbiddenBlocks: - - 7 - -canFly: true -canCruise: true -collisionExplosion: 0.0 -allowHorizontalMovement: false -canStaticMove: true -maxStaticMove: 2 -speed: 5.0 -tryNudge: false -sinkPercent: 99.0 -flyblocks: - 35: - - 0.0 - - 100.0 diff --git a/Movecraft/types/LargeMerchant.craft b/Movecraft/types/LargeMerchant.craft deleted file mode 100755 index c73decb..0000000 --- a/Movecraft/types/LargeMerchant.craft +++ /dev/null @@ -1,128 +0,0 @@ -name: LargeMerchant -maxSize: 5000 -minSize: 1000 -allowedBlocks: - - 5 - - 10 - - 11 - - 17 - - 20 - - 23 - - 25 - - 26 - - 29 - - 33 - - 35 - - 41 - - 42 - - 43 - - 44 - - 47 - - 49 - - 50 - - 53 - - 54 - - 55 - - 57 - - 58 - - 61 - - 62 - - 63 - - 64 - - 65 - - 68 - - 69 - - 70 - - 71 - - 72 - - 75 - - 76 - - 77 - - 82 - - 85 - - 87 - - 89 - - 92 - - 93 - - 94 - - 95 - - 96 - - 98 - - 101 - - 102 - - 107 - - 109 - - 112 - - 113 - - 114 - - 116 - - 117 - - 118 - - 122 - - 123 - - 124 - - 125 - - 126 - - 130 - - 131 - - 133 - - 134 - - 135 - - 136 - - 138 - - 139 - - 140 - - 143 - - 144 - - 145 - - 146 - - 147 - - 148 - - 149 - - 150 - - 151 - - 152 - - 154 - - 155 - - 156 - - 157 - - 158 - - 159 - - 171 - - 172 - - 173 - -forbiddenBlocks: - - 7 - - 34 #Piston Head - -canCruise: true -cruiseSkipBlocks: 4 -#depends mostly on the ship -canFly: false -sinkPercent: 99.0 -overallSinkPercent: 60.0 -minHeightLimit: 50 -maxHeightLimit: 80 -requireWaterContact: true -allowVerticalMovement: false -speed: 1.0 -#default is one, moves relatively quick -tryNudge: false -flyblocks: - 5: - - 30.0 - - 100.0 - 35: - - 10.0 - - 40.0 - 73: - - 0.0 - - 0.5 - #Limited self defense capabilities - 145: # anvils are OP armor, so limit it - - 0.0 - - 4.0 - 49: # so is obsidian - - 0.0 - - 4.0 diff --git a/Movecraft/types/LaunchCannon.craft b/Movecraft/types/LaunchCannon.craft deleted file mode 100755 index fe447c5..0000000 --- a/Movecraft/types/LaunchCannon.craft +++ /dev/null @@ -1,26 +0,0 @@ -name: LaunchCannon -maxSize: 2 -minSize: 1 -allowedBlocks: - - 173 - -forbiddenBlocks: - - 7 -useGravity: false -canCruise: true -cruiseOnPilot: true -cruiseSkipBlocks: 0 -canFly: false -minHeightLimit: 10 -maxHeightLimit: 65 -collisionExplosion: 6.0 -moveEntities: false -speed: 12.0 -tryNudge: false -sinkPercent: 99.0 -flyblocks: - 173: - - 50.0 - - 100.0 - - diff --git a/Movecraft/types/LaunchTorpedo.craft b/Movecraft/types/LaunchTorpedo.craft deleted file mode 100755 index 2d5ea48..0000000 --- a/Movecraft/types/LaunchTorpedo.craft +++ /dev/null @@ -1,27 +0,0 @@ -name: LaunchTorpedo -maxSize: 10 -minSize: 2 -allowedBlocks: - - 173 - -forbiddenBlocks: - - 7 -useGravity: false -hoverLimit: 0 -canCruise: true -cruiseOnPilot: true -cruiseSkipBlocks: 0 -canFly: false -minHeightLimit: 10 -maxHeightLimit: 65 -collisionExplosion: 8.0 -moveEntities: false -speed: 5.0 -tryNudge: false -sinkPercent: 99.0 -flyblocks: - 173: - - 50.0 - - 100.0 - - diff --git a/Movecraft/types/LightAirship.craft b/Movecraft/types/LightAirship.craft deleted file mode 100755 index 35399e9..0000000 --- a/Movecraft/types/LightAirship.craft +++ /dev/null @@ -1,159 +0,0 @@ -name: LightAirship -maxSize: 1000 -minSize: 500 -allowedBlocks: - - 5 - - 8 - - 9 - - 10 - - 11 - - 17 - - 20 - - 23 - - 25 - - 26 - - 29 - - 33 - - 35 - - 41 - - 42 - - 43 - - 44 - - 47 - - 49 - - 50 - - 51 - - 53 - - 54 - - 55 - - 57 - - 58 - - 61 - - 62 - - 63 - - 64 - - 65 - - 68 - - 69 - - 70 - - 71 - - 72 - - 75 - - 76 - - 77 - - 82 - - 85 - - 87 - - 89 - - 92 - - 93 - - 94 - - 95 - - 96 - - 98 - - 101 - - 102 - - 107 - - 109 - - 112 - - 113 - - 114 - - 116 - - 117 - - 118 - - 122 - - 123 - - 124 - - 125 - - 126 - - 130 - - 131 - - 133 - - 134 - - 135 - - 136 - - 138 - - 139 - - 140 - - 143 - - 144 - - 145 - - 146 - - 147 - - 148 - - 149 - - 150 - - 151 - - 152 - - 154 - - 155 - - 156 - - 157 - - 158 - - 159 - - 160 - - 171 - - 172 - - 173 - - 176 # Banner - - 177 # Banner - - 165 - - 167 - - 183 - - 184 - - 185 - - 186 - - 187 - - 188 - - 189 - - 190 - - 191 - - 192 - - 193 - - 194 - - 195 - - 196 - - 197 - -forbiddenBlocks: - - 34 - -canCruise: true -canFly: true -maxHeightLimit: 200 -maxHeightAboveGround: 75 -vertCruiseSkipBlocks: 2 -collisionExplosion: 0.0 -detectionMultiplier: 15.0 -underwaterDetectionMultiplier: 1.0 -speed: 1.0 -cruiseSkipBlocks: 5 -cruiseSpeed: 0.5 -fuelBurnRate: 2.0 -sinkPercent: 99.0 -overallSinkPercent: 60.0 -tryNudge: false -canStaticMove: true -maxStaticMove: 2 -flyblocks: - 35: #wool represents lift - - 75.0 - - 100.0 - 152: # redstone represents engines - - 1.0 - - 100.0 - [54,146]: # limit chests to make big airships important for merchant missions - - 0.0 - - 3.0 - [23,154,158]: # dispensers and hoppers can be used for inventory too, so limit them as well - - 0.0 - - 2.0 - 145: # anvils are OP armor, so limit it - - 0.0 - - 1.0 - 49: # so is obsidian - - 0.0 - - 1.0 - 8: # so is water - - 0.0 - - 1.0 diff --git a/Movecraft/types/MediumMerchant.craft b/Movecraft/types/MediumMerchant.craft deleted file mode 100755 index 187ad8b..0000000 --- a/Movecraft/types/MediumMerchant.craft +++ /dev/null @@ -1,130 +0,0 @@ -name: MediumMerchant -maxSize: 1000 -minSize: 200 -allowedBlocks: - - 5 - - 10 - - 11 - - 17 - - 20 - - 25 - - 26 - - 29 - - 33 - - 35 - - 41 - - 42 - - 43 - - 44 - - 47 - - 49 - - 50 - - 53 - - 54 - - 55 - - 57 - - 58 - - 61 - - 62 - - 63 - - 64 - - 65 - - 68 - - 69 - - 70 - - 71 - - 72 - - 75 - - 76 - - 77 - - 82 - - 85 - - 87 - - 89 - - 92 - - 93 - - 94 - - 95 - - 96 - - 98 - - 101 - - 102 - - 107 - - 109 - - 112 - - 113 - - 114 - - 116 - - 117 - - 118 - - 122 - - 123 - - 124 - - 125 - - 126 - - 130 - - 131 - - 133 - - 134 - - 135 - - 136 - - 138 - - 139 - - 140 - - 143 - - 144 - - 145 - - 146 - - 147 - - 148 - - 149 - - 150 - - 151 - - 152 - - 154 - - 155 - - 156 - - 157 - - 158 - - 159 - - 171 - - 172 - - 173 - -forbiddenBlocks: - - 7 - - 34 #Piston Head - -canCruise: true -cruiseSkipBlocks: 4 -#depends mostly on the ship -canFly: false -sinkPercent: 99.0 -overallSinkPercent: 60.0 -minHeightLimit: 50 -maxHeightLimit: 80 -requireWaterContact: true -allowVerticalMovement: false -speed: 1.5 -#default is one, moves relatively quick -tryNudge: false -flyblocks: - 5: - - 30.0 - - 100.0 - 35: - - 12.0 - - 40.0 - 54: - - 0.0 - - 10.0 - 173: - - 0.0 - - 0.5 - #Limited self defense capabilities - 145: # anvils are OP armor, so limit it - - 0.0 - - 4.0 - 49: # so is obsidian - - 0.0 - - 4.0 diff --git a/Movecraft/types/MegaAirship.craft b/Movecraft/types/MegaAirship.craft deleted file mode 100755 index f484832..0000000 --- a/Movecraft/types/MegaAirship.craft +++ /dev/null @@ -1,152 +0,0 @@ -name: MegaAirship -maxSize: 100000 -minSize: 5000 -allowedBlocks: - - 5 - - 8 - - 9 - - 10 - - 11 - - 17 - - 20 - - 23 - - 25 - - 26 - - 29 - - 33 - - 35 - - 41 - - 42 - - 43 - - 44 - - 47 - - 49 - - 50 - - 51 - - 53 - - 54 - - 55 - - 57 - - 58 - - 61 - - 62 - - 63 - - 64 - - 65 - - 68 - - 69 - - 70 - - 71 - - 72 - - 75 - - 76 - - 77 - - 82 - - 85 - - 87 - - 89 - - 92 - - 93 - - 94 - - 95 - - 96 - - 98 - - 101 - - 102 - - 107 - - 109 - - 112 - - 113 - - 114 - - 116 - - 117 - - 118 - - 122 - - 123 - - 124 - - 125 - - 126 - - 130 - - 131 - - 133 - - 134 - - 135 - - 136 - - 138 - - 139 - - 140 - - 143 - - 144 - - 145 - - 146 - - 147 - - 148 - - 149 - - 150 - - 151 - - 152 - - 154 - - 155 - - 156 - - 157 - - 158 - - 159 - - 171 - - 172 - - 173 - - 165 - - 167 - - 183 - - 184 - - 185 - - 186 - - 187 - - 188 - - 189 - - 190 - - 191 - - 192 - - 193 - - 194 - - 195 - - 196 - - 197 - -forbiddenBlocks: - - 7 - - 34 #Piston Head - -canCruise: true -canFly: true -maxHeightLimit: 200 -maxHeightAboveGround: 100 -vertCruiseSkipBlocks: 1 -collisionExplosion: 0.0 -speed: 1 -cruiseSkipBlocks: 4 -cruiseSpeed: 0.5 -fuelBurnRate: 8.0 -sinkPercent: 99.0 -overallSinkPercent: 60.0 -tryNudge: false -canStaticMove: true -maxStaticMove: 2 -flyblocks: - 35: #wool represents lift - - 50.0 - - 100.0 - 152: # redstone represents engines - - 1.0 - - 100.0 - [54,146]: # limit chests to make big airships important for merchant missions - - 0.0 - - 1.0 - 145: # anvils are OP armor, so limit it - - 0.0 - - 1.0 - 49: # so is obsidian - - 0.0 - - 1.0 - 8: # so is water - - 0.0 - - 1.0 diff --git a/Movecraft/types/Portcullis.craft b/Movecraft/types/Portcullis.craft deleted file mode 100755 index f1c3b96..0000000 --- a/Movecraft/types/Portcullis.craft +++ /dev/null @@ -1,23 +0,0 @@ -name: portcullis -maxSize: 1000 -minSize: 3 -allowedBlocks: - - 85 #Wood fence - - 101 #Iron bars - - 102 #Glass pane - - 113 #Nether Brick Fence - - 139 #Cobblestone Wall - -forbiddenBlocks: - - 7 - -blockedByWater: false -allowHorizontalMovement: false -canStaticMove: true -maxStaticMove: 2 -speed: 1.0 -tryNudge: false -flyblocks: - 85: - - 0.0 - - 100.0 diff --git a/Movecraft/types/Raft.craft b/Movecraft/types/Raft.craft deleted file mode 100755 index 24c6cc8..0000000 --- a/Movecraft/types/Raft.craft +++ /dev/null @@ -1,121 +0,0 @@ -name: Raft -maxSize: 50 -minSize: 5 -allowedBlocks: - - 5 - - 10 - - 11 - - 17 - - 20 - - 23 - - 25 - - 26 - - 29 - - 33 - - 34 - - 35 - - 41 - - 42 - - 43 - - 44 - - 47 - - 49 - - 50 - - 53 - - 54 - - 55 - - 57 - - 58 - - 61 - - 62 - - 63 - - 64 - - 65 - - 68 - - 69 - - 70 - - 71 - - 72 - - 75 - - 76 - - 77 - - 82 - - 85 - - 87 - - 89 - - 92 - - 93 - - 94 - - 95 - - 96 - - 98 - - 101 - - 102 - - 107 - - 109 - - 112 - - 113 - - 114 - - 116 - - 117 - - 118 - - 122 - - 123 - - 124 - - 125 - - 126 - - 130 - - 131 - - 133 - - 134 - - 135 - - 136 - - 138 - - 139 - - 140 - - 143 - - 144 - - 145 - - 146 - - 147 - - 148 - - 149 - - 150 - - 151 - - 152 - - 154 - - 155 - - 156 - - 157 - - 158 - - 159 - - 171 - - 172 - - 173 - -forbiddenBlocks: - - 7 - -canCruise: true -cruiseSkipBlocks: 2 -#depends mostly on the ship -canFly: false -sinkPercent: 99.0 -overallSinkPercent: 60.0 -minHeightLimit: 50 -maxHeightLimit: 80 -requireWaterContact: true -allowVerticalMovement: false -speed: 1.0 -#default is one, moves relatively quick -tryNudge: false -flyblocks: - 5: - - 30.0 - - 100.0 - 145: # anvils are OP armor, so limit it - - 0.0 - - 1.0 - 49: # so is obsidian - - 0.0 - - 1.0 diff --git a/Movecraft/types/Ship.craft b/Movecraft/types/Ship.craft deleted file mode 100755 index 503e1e1..0000000 --- a/Movecraft/types/Ship.craft +++ /dev/null @@ -1,140 +0,0 @@ -name: Ship -maxSize: 2000 -minSize: 10 -allowedBlocks: - - 5 - - 10 - - 11 - - 17 - - 20 - - 23 - - 25 - - 26 - - 29 - - 33 - - 35 - - 41 - - 42 - - 43 - - 44 - - 47 - - 49 - - 50 - - 53 - - 54 - - 55 - - 57 - - 58 - - 61 - - 62 - - 63 - - 64 - - 65 - - 68 - - 69 - - 70 - - 71 - - 72 - - 75 - - 76 - - 77 - - 82 - - 85 - - 87 - - 89 - - 92 - - 93 - - 94 - - 95 - - 96 - - 98 - - 101 - - 102 - - 107 - - 109 - - 112 - - 113 - - 114 - - 116 - - 117 - - 118 - - 122 - - 123 - - 124 - - 125 - - 126 - - 130 - - 131 - - 133 - - 134 - - 135 - - 136 - - 138 - - 139 - - 140 - - 143 - - 144 - - 145 - - 146 - - 147 - - 148 - - 149 - - 150 - - 151 - - 152 - - 154 - - 155 - - 156 - - 157 - - 158 - - 159 - - 162 - - 163 - - 164 - - 171 - - 172 - - 173 - - 183 - - 184 - - 185 - - 186 - - 187 - - 188 - - 189 - - 190 - - 191 - - 192 - - 193 - - 194 - - 195 - - 196 - - 197 - -forbiddenBlocks: - - 7 - - 34 #Piston Head - -canCruise: true -cruiseSkipBlocks: 4 -canFly: false -sinkPercent: 99.0 -overallSinkPercent: 60.0 -minHeightLimit: 20 -maxHeightLimit: 80 -requireWaterContact: true -allowVerticalMovement: false -speed: 0.5 -tryNudge: false -flyblocks: - [5,17]: - - 25.0 - - 100.0 - 145: # anvils are OP armor, so limit it - - 0.0 - - 1.0 - 49: # so is obsidian - - 0.0 - - 1.0 - 8: # so is water - - 0.0 - - 1.0 diff --git a/Movecraft/types/SmallShip.craft b/Movecraft/types/SmallShip.craft deleted file mode 100755 index 0b2f5f2..0000000 --- a/Movecraft/types/SmallShip.craft +++ /dev/null @@ -1,128 +0,0 @@ -name: SmallShip -maxSize: 200 -minSize: 50 -allowedBlocks: - - 5 - - 10 - - 11 - - 17 - - 20 - - 23 - - 25 - - 26 - - 29 - - 33 - - 35 - - 41 - - 42 - - 43 - - 44 - - 47 - - 49 - - 50 - - 53 - - 54 - - 55 - - 57 - - 58 - - 61 - - 62 - - 63 - - 64 - - 65 - - 68 - - 69 - - 70 - - 71 - - 72 - - 75 - - 76 - - 77 - - 82 - - 85 - - 87 - - 89 - - 92 - - 93 - - 94 - - 95 - - 96 - - 98 - - 101 - - 102 - - 107 - - 109 - - 112 - - 113 - - 114 - - 116 - - 117 - - 118 - - 122 - - 123 - - 124 - - 125 - - 126 - - 130 - - 131 - - 133 - - 134 - - 135 - - 136 - - 138 - - 139 - - 140 - - 143 - - 144 - - 145 - - 146 - - 147 - - 148 - - 149 - - 150 - - 151 - - 152 - - 154 - - 155 - - 156 - - 157 - - 158 - - 159 - - 171 - - 172 - - 173 - -forbiddenBlocks: - - 7 - - 34 #Piston Head - -canCruise: true -cruiseSkipBlocks: 6 -cruiseSpeed: 2.0 -#depends mostly on the ship -canFly: false -sinkPercent: 99.0 -overallSinkPercent: 60.0 -minHeightLimit: 50 -maxHeightLimit: 80 -requireWaterContact: true -allowVerticalMovement: false -speed: 2.0 -#default is one, moves relatively quick -tryNudge: false -flyblocks: - 5: - - 30.0 - - 100.0 - 35: - - 10.0 - - 40.0 - [54,146]: - - 0.0 - - 5.0 - 145: # anvils are OP armor, so limit it - - 0.0 - - 4.0 - 49: # so is obsidian - - 0.0 - - 4.0 diff --git a/Movecraft/types/SubAirship.craft b/Movecraft/types/SubAirship.craft deleted file mode 100755 index 946fdfd..0000000 --- a/Movecraft/types/SubAirship.craft +++ /dev/null @@ -1,132 +0,0 @@ -name: SubAirship -maxSize: 10000 -minSize: 1000 -allowedBlocks: - - 5 - - 10 - - 11 - - 17 - - 20 - - 23 - - 25 - - 26 - - 29 - - 33 - - 35 - - 41 - - 42 - - 43 - - 44 - - 47 - - 49 - - 50 - - 53 - - 54 - - 55 - - 57 - - 58 - - 61 - - 62 - - 63 - - 64 - - 65 - - 68 - - 69 - - 70 - - 71 - - 72 - - 75 - - 76 - - 77 - - 82 - - 85 - - 87 - - 89 - - 92 - - 93 - - 94 - - 95 - - 96 - - 101 - - 102 - - 107 - - 109 - - 112 - - 113 - - 114 - - 116 - - 117 - - 118 - - 122 - - 123 - - 124 - - 125 - - 126 - - 130 - - 131 - - 133 - - 134 - - 135 - - 136 - - 138 - - 139 - - 140 - - 143 - - 144 - - 145 - - 146 - - 147 - - 148 - - 149 - - 150 - - 151 - - 152 - - 154 - - 155 - - 156 - - 157 - - 158 - - 159 - - 171 - - 172 - - 173 - -forbiddenBlocks: - - 7 - - 34 #Piston Head - -canCruise: true -cruiseSkipBlocks: 4 -vertCruiseSkipBlocks: 1 -cruiseSpeed: 0.5 -canFly: false -minHeightLimit: 1 -maxHeightLimit: 200 -speed: 1.0 -collisionExplosion: 0.0 -fuelBurnRate: 2.0 -tryNudge: false -sinkPercent: 99.0 -overallSinkPercent: 60.0 -flyblocks: - 42: # iron represents ballast tanks - - 10.0 - - 100.0 - 35: # wool represents lift - - 50.0 - - 100.0 - [54,146]: # limit chests to make big airships important for merchant missions - - 0.0 - - 1.0 - 152: # redstone represents engines - - 1.0 - - 100.0 - 145: # anvils are OP armor, so limit it - - 0.0 - - 1.0 - 49: # so is obsidian - - 0.0 - - 1.0 - 8: # so is water - - 0.0 - - 1.0 diff --git a/Movecraft/types/Submarine.craft b/Movecraft/types/Submarine.craft deleted file mode 100755 index 2bf375a..0000000 --- a/Movecraft/types/Submarine.craft +++ /dev/null @@ -1,123 +0,0 @@ -name: Submarine -maxSize: 100000 -minSize: 10 -allowedBlocks: - - 5 - - 10 - - 11 - - 17 - - 20 - - 23 - - 25 - - 26 - - 29 - - 33 - - 35 - - 41 - - 42 - - 43 - - 44 - - 47 - - 49 - - 50 - - 53 - - 54 - - 55 - - 57 - - 58 - - 61 - - 62 - - 63 - - 64 - - 65 - - 68 - - 69 - - 70 - - 71 - - 72 - - 75 - - 76 - - 77 - - 82 - - 85 - - 87 - - 89 - - 92 - - 93 - - 94 - - 95 - - 96 - - 101 - - 102 - - 107 - - 109 - - 112 - - 113 - - 114 - - 116 - - 117 - - 118 - - 122 - - 123 - - 124 - - 125 - - 126 - - 130 - - 131 - - 133 - - 134 - - 135 - - 136 - - 138 - - 139 - - 140 - - 143 - - 144 - - 145 - - 146 - - 147 - - 148 - - 149 - - 150 - - 151 - - 152 - - 154 - - 155 - - 156 - - 157 - - 158 - - 159 - - 163 - - 171 - - 172 - - 173 - -forbiddenBlocks: - - 7 - - 34 #Piston Head - -canCruise: true -cruiseSkipBlocks: 4 -canFly: false -minHeightLimit: 10 -maxHeightLimit: 67 -sinkPercent: 99.0 -overallSinkPercent: 60.0 -speed: 0.5 -requireWaterContact: true -allowVerticalMovement: true -fuelBurnRate: 1.0 -tryNudge: false -flyblocks: - 5: - - 25.0 - - 100.0 - 145: # anvils are OP armor, so limit it - - 0.0 - - 1.0 - 49: # so is obsidian - - 0.0 - - 1.0 - 42: - - 15.0 - - 100.0 diff --git a/Movecraft/types/TorpTurret.craft b/Movecraft/types/TorpTurret.craft deleted file mode 100755 index 5a875eb..0000000 --- a/Movecraft/types/TorpTurret.craft +++ /dev/null @@ -1,114 +0,0 @@ -name: TorpTurret -maxSize: 1000 -minSize: 1 -allowedBlocks: - - 8 - - 9 - - 10 - - 11 - - 17 - - 20 - - 23 - - 25 - - 26 - - 29 - - 33 - - "35:8" - - 41 - - 43 - - 44 - - 47 - - 50 - - 52 - - 53 - - 54 - - 55 - - 57 - - 58 - - 61 - - 62 - - 63 - - 64 - - 65 - - 68 - - 69 - - 70 - - 71 - - 72 - - 77 - - 85 - - 89 - - 92 - - 93 - - 94 - - 95 - - 96 - - 101 - - 102 - - 107 - - 113 - - 114 - - 117 - - 118 - - 123 - - 124 - - 125 - - 126 - - 130 - - 131 - - 133 - - 134 - - 135 - - 117 - - 118 - - 123 - - 124 - - 125 - - 126 - - 130 - - 131 - - 133 - - 134 - - 135 - - 136 - - 138 - - 140 - - 143 - - 144 - - 145 - - 146 - - 147 - - 148 - - 149 - - 150 - - 151 - - 152 - - 154 - - 157 - - 158 - - "159:7" - - "159:8" - - "159:15" - - 165 - - 171 - - 173 - -forbiddenBlocks: - - 7 - -canFly: true -canCruise: false -maxHeightLimit: 144 -collisionExplosion: 0.0 -allowHorizontalMovement: false -allowVerticalMovement: false -speed: 5.0 -tryNudge: false -sinkPercent: 99.0 -flyblocks: - 35: - - 0.0 - - 100.0 - 49: - - 0.0 - - 10.0 \ No newline at end of file diff --git a/Movecraft/types/TreasureShip.craft b/Movecraft/types/TreasureShip.craft deleted file mode 100755 index fb4cc90..0000000 --- a/Movecraft/types/TreasureShip.craft +++ /dev/null @@ -1,128 +0,0 @@ -name: TreasureShip -maxSize: 20000 -minSize: 5000 - -allowedBlocks: - - 5 - - 10 - - 11 - - 17 - - 20 - - 23 - - 25 - - 26 - - 29 - - 33 - - 35 - - 41 - - 42 - - 43 - - 44 - - 47 - - 49 - - 50 - - 53 - - 54 - - 55 - - 57 - - 58 - - 61 - - 62 - - 63 - - 64 - - 65 - - 68 - - 69 - - 70 - - 71 - - 72 - - 75 - - 76 - - 77 - - 82 - - 85 - - 87 - - 89 - - 92 - - 93 - - 94 - - 95 - - 96 - - 98 - - 101 - - 102 - - 107 - - 109 - - 112 - - 113 - - 114 - - 116 - - 117 - - 118 - - 122 - - 123 - - 124 - - 125 - - 126 - - 130 - - 131 - - 133 - - 134 - - 135 - - 136 - - 138 - - 139 - - 140 - - 143 - - 144 - - 145 - - 146 - - 147 - - 148 - - 149 - - 150 - - 151 - - 152 - - 154 - - 155 - - 156 - - 157 - - 158 - - 159 - - 171 - - 172 - - 173 - -forbiddenBlocks: - - 7 - - 34 #Piston Head - -canCruise: true -cruiseSkipBlocks: 4 -#depends mostly on the ship -canFly: false -sinkPercent: 99.0 -overallSinkPercent: 60.0 -minHeightLimit: 50 -maxHeightLimit: 80 -requireWaterContact: true -allowVerticalMovement: false -speed: 0.5 -#default is one, moves relatively quick -tryNudge: false -flyblocks: - 5: - - 30.0 - - 100.0 - 35: - - 10.0 - - 40.0 - 173: - - 0.0 - - 0.5 - 145: # anvils are OP armor, so limit it - - 0.0 - - 4.0 - 49: # so is obsidian - - 0.0 - - 4.0 diff --git a/Movecraft/types/Turret.craft b/Movecraft/types/Turret.craft deleted file mode 100755 index 99eb513..0000000 --- a/Movecraft/types/Turret.craft +++ /dev/null @@ -1,113 +0,0 @@ -name: Turret -maxSize: 1000 -minSize: 1 -allowedBlocks: - - 8 - - 9 - - 10 - - 11 - - 17 - - 20 - - 23 - - 25 - - 26 - - 29 - - 33 - - "35:8" - - 41 - - 43 - - 44 - - 47 - - 50 - - 52 - - 53 - - 54 - - 55 - - 57 - - 58 - - 61 - - 62 - - 63 - - 64 - - 65 - - 68 - - 69 - - 70 - - 71 - - 72 - - 77 - - 85 - - 89 - - 92 - - 93 - - 94 - - 95 - - 96 - - 101 - - 102 - - 107 - - 113 - - 114 - - 117 - - 118 - - 123 - - 124 - - 125 - - 126 - - 130 - - 131 - - 133 - - 134 - - 135 - - 117 - - 118 - - 123 - - 124 - - 125 - - 126 - - 130 - - 131 - - 133 - - 134 - - 135 - - 136 - - 138 - - 140 - - 143 - - 144 - - 145 - - 146 - - 147 - - 148 - - 149 - - 150 - - 151 - - 152 - - 154 - - 157 - - 158 - - "159:7" - - "159:8" - - "159:15" - - 165 - - 171 - -forbiddenBlocks: - - 7 - -canFly: true -canCruise: false -maxHeightLimit: 144 -collisionExplosion: 0.0 -allowHorizontalMovement: false -allowVerticalMovement: false -speed: 5.0 -tryNudge: false -sinkPercent: 99.0 -flyblocks: - 35: - - 0.0 - - 100.0 - 49: - - 0.0 - - 10.0 diff --git a/Multiverse-Core/config.yml b/Multiverse-Core/config.yml old mode 100755 new mode 100644 index 410338e..319d2fc --- a/Multiverse-Core/config.yml +++ b/Multiverse-Core/config.yml @@ -28,7 +28,8 @@ multiverse-configuration: silentstart: 'false' messagecooldown: '5000' version: '2.9' - firstspawnworld: luna + firstspawnworld: worldhub teleportcooldown: '1000' defaultportalsearch: 'false' portalsearchradius: '128' + autopurge: 'true' diff --git a/Multiverse-Core/worlds.yml b/Multiverse-Core/worlds.yml old mode 100755 new mode 100644 index b945e9a..6fffa45 --- a/Multiverse-Core/worlds.yml +++ b/Multiverse-Core/worlds.yml @@ -1,148 +1,4 @@ worlds: - Dungeons: - ==: MVWorld - hidden: 'false' - alias: Dungeons - color: WHITE - style: NORMAL - pvp: 'true' - scale: '1.0' - respawnWorld: '' - allowWeather: 'true' - difficulty: NORMAL - spawning: - ==: MVSpawnSettings - animals: - ==: MVSpawnSubSettings - spawn: 'true' - spawnrate: '-1' - exceptions: [] - monsters: - ==: MVSpawnSubSettings - spawn: 'true' - spawnrate: '-1' - exceptions: [] - entryfee: - ==: MVEntryFee - amount: '0.0' - currency: '-1' - hunger: 'true' - autoHeal: 'true' - adjustSpawn: 'true' - portalForm: ALL - gameMode: SURVIVAL - keepSpawnInMemory: 'true' - spawnLocation: - ==: MVSpawnLocation - x: 0.0 - y: 128.0 - z: 0.0 - pitch: 0.0 - yaw: 0.0 - autoLoad: 'true' - bedRespawn: 'true' - worldBlacklist: [] - environment: NORMAL - seed: '-2888845179815911706' - generator: VoidWorld - playerLimit: '-1' - allowFlight: 'true' - BACKUP_world: - ==: MVWorld - hidden: 'false' - alias: BACKUP_world - color: WHITE - style: NORMAL - pvp: 'true' - scale: '1.0' - respawnWorld: '' - allowWeather: 'true' - difficulty: NORMAL - spawning: - ==: MVSpawnSettings - animals: - ==: MVSpawnSubSettings - spawn: 'true' - spawnrate: '-1' - exceptions: [] - monsters: - ==: MVSpawnSubSettings - spawn: 'true' - spawnrate: '-1' - exceptions: [] - entryfee: - ==: MVEntryFee - amount: '0.0' - currency: '-1' - hunger: 'true' - autoHeal: 'true' - adjustSpawn: 'true' - portalForm: ALL - gameMode: SURVIVAL - keepSpawnInMemory: 'true' - spawnLocation: - ==: MVSpawnLocation - x: 1407.0 - y: 63.0 - z: 123.0 - pitch: 0.0 - yaw: 0.0 - autoLoad: 'true' - bedRespawn: 'true' - worldBlacklist: [] - environment: NORMAL - seed: '7008642968894271479' - generator: TerrainControl - playerLimit: '-1' - allowFlight: 'true' - world: - ==: MVWorld - hidden: 'false' - alias: world - color: WHITE - style: NORMAL - pvp: 'true' - scale: '1.0' - respawnWorld: '' - allowWeather: 'true' - difficulty: NORMAL - spawning: &id007 - ==: MVSpawnSettings - animals: - ==: MVSpawnSubSettings - spawn: 'true' - spawnrate: '-1' - exceptions: [] - monsters: - ==: MVSpawnSubSettings - spawn: 'true' - spawnrate: '-1' - exceptions: [] - entryfee: &id008 - ==: MVEntryFee - amount: '0.0' - currency: '-1' - hunger: 'true' - autoHeal: 'true' - adjustSpawn: 'false' - portalForm: ALL - gameMode: SURVIVAL - keepSpawnInMemory: 'false' - spawnLocation: - ==: MVSpawnLocation - x: 1385.2648659554345 - y: 71.04026167783364 - z: -32.50617928137268 - pitch: 90.0 - yaw: 91.80102 - autoLoad: 'true' - bedRespawn: 'true' - worldBlacklist: &id009 [] - environment: NORMAL - seed: '7008642968894271479' - generator: TerrainControl - playerLimit: '-1' - allowFlight: 'true' world_the_end: ==: MVWorld hidden: 'false' @@ -169,7 +25,6 @@ worlds: entryfee: ==: MVEntryFee amount: '0.0' - currency: '-1' hunger: 'true' autoHeal: 'true' adjustSpawn: 'true' @@ -178,28 +33,28 @@ worlds: keepSpawnInMemory: 'true' spawnLocation: ==: MVSpawnLocation - x: -4.710357902146693 - y: 59.0 - z: 0.6541565622183771 - pitch: 2.5500019 - yaw: -91.005165 + x: 0.0 + y: 62.0 + z: 0.0 + pitch: 0.0 + yaw: 0.0 autoLoad: 'true' bedRespawn: 'true' worldBlacklist: [] environment: THE_END - seed: '2133291894169730654' + seed: '1923020019' generator: 'null' playerLimit: '-1' allowFlight: 'true' - test: + world: ==: MVWorld hidden: 'false' - alias: test + alias: world color: WHITE style: NORMAL pvp: 'true' scale: '1.0' - respawnWorld: '' + respawnWorld: worldhub allowWeather: 'true' difficulty: NORMAL spawning: @@ -217,7 +72,6 @@ worlds: entryfee: ==: MVEntryFee amount: '0.0' - currency: '-1' hunger: 'true' autoHeal: 'true' adjustSpawn: 'true' @@ -226,16 +80,16 @@ worlds: keepSpawnInMemory: 'true' spawnLocation: ==: MVSpawnLocation - x: 705.0 - y: 4.0 - z: 93.0 + x: 0.0 + y: 71.0 + z: -240.0 pitch: 0.0 yaw: 0.0 autoLoad: 'true' bedRespawn: 'true' worldBlacklist: [] environment: NORMAL - seed: '1808669882861857288' + seed: '1923020019' generator: 'null' playerLimit: '-1' allowFlight: 'true' @@ -265,7 +119,6 @@ worlds: entryfee: ==: MVEntryFee amount: '0.0' - currency: '-1' hunger: 'true' autoHeal: 'true' adjustSpawn: 'true' @@ -274,126 +127,30 @@ worlds: keepSpawnInMemory: 'true' spawnLocation: ==: MVSpawnLocation - x: 0.0 - y: 92.0 - z: 0.0 + x: 6.5 + y: 64.0 + z: -5.5 pitch: 0.0 yaw: 0.0 autoLoad: 'true' bedRespawn: 'true' worldBlacklist: [] environment: NETHER - seed: '2133291894169730654' + seed: '1923020019' generator: 'null' playerLimit: '-1' allowFlight: 'true' - plotworld: + worldhub: ==: MVWorld hidden: 'false' - alias: plotworld - color: WHITE - style: NORMAL - pvp: 'true' - scale: '1.0' - respawnWorld: '' - allowWeather: 'false' - difficulty: NORMAL - spawning: - ==: MVSpawnSettings - animals: - ==: MVSpawnSubSettings - spawn: 'false' - spawnrate: '-1' - exceptions: [] - monsters: - ==: MVSpawnSubSettings - spawn: 'false' - spawnrate: '-1' - exceptions: [] - entryfee: - ==: MVEntryFee - amount: '0.0' - currency: '-1' - hunger: 'false' - autoHeal: 'true' - adjustSpawn: 'false' - portalForm: ALL - gameMode: CREATIVE - keepSpawnInMemory: 'true' - spawnLocation: - ==: MVSpawnLocation - x: -99.94598490882755 - y: 65.0 - z: 361.22998653715314 - pitch: 26.886911 - yaw: 2.6845398 - autoLoad: 'true' - bedRespawn: 'true' - worldBlacklist: [] - environment: NORMAL - seed: '-7282589520118052005' - generator: PlotSquared - playerLimit: '-1' - allowFlight: 'true' - flatworld: - ==: MVWorld - hidden: 'false' - alias: flatworld - color: WHITE - style: NORMAL - pvp: 'true' - scale: '1.0' - respawnWorld: '' - allowWeather: 'false' - difficulty: NORMAL - spawning: - ==: MVSpawnSettings - animals: - ==: MVSpawnSubSettings - spawn: 'false' - spawnrate: '-1' - exceptions: [] - monsters: - ==: MVSpawnSubSettings - spawn: 'false' - spawnrate: '-1' - exceptions: [] - entryfee: - ==: MVEntryFee - amount: '0.0' - currency: '-1' - hunger: 'true' - autoHeal: 'true' - adjustSpawn: 'true' - portalForm: ALL - gameMode: CREATIVE - keepSpawnInMemory: 'true' - spawnLocation: - ==: MVSpawnLocation - x: 170.0 - y: 15.0 - z: -39.0 - pitch: 0.0 - yaw: 0.0 - autoLoad: 'true' - bedRespawn: 'true' - worldBlacklist: [] - environment: NORMAL - seed: '4622440486943241231' - generator: flat - playerLimit: '-1' - allowFlight: 'true' - OldRegionFiles: - ==: MVWorld - hidden: 'false' - alias: OldRegionFiles + alias: worldhub color: WHITE style: NORMAL pvp: 'true' scale: '1.0' respawnWorld: '' allowWeather: 'true' - difficulty: NORMAL + difficulty: PEACEFUL spawning: ==: MVSpawnSettings animals: @@ -409,7 +166,6 @@ worlds: entryfee: ==: MVEntryFee amount: '0.0' - currency: '-1' hunger: 'true' autoHeal: 'true' adjustSpawn: 'true' @@ -418,50 +174,16 @@ worlds: keepSpawnInMemory: 'true' spawnLocation: ==: MVSpawnLocation - x: 0.0 - y: 128.0 - z: 0.0 + x: 162.5 + y: 4.0 + z: -95.5 pitch: 0.0 yaw: 0.0 autoLoad: 'true' bedRespawn: 'true' worldBlacklist: [] environment: NORMAL - seed: '-144931670761317394' - generator: VoidWorld - playerLimit: '-1' - allowFlight: 'true' - luna: - ==: MVWorld - hidden: 'false' - alias: world - color: WHITE - style: NORMAL - pvp: 'true' - scale: '1.0' - respawnWorld: '' - allowWeather: 'true' - difficulty: NORMAL - spawning: *id007 - entryfee: *id008 - hunger: 'true' - autoHeal: 'true' - adjustSpawn: 'true' - portalForm: ALL - gameMode: SURVIVAL - keepSpawnInMemory: 'true' - spawnLocation: - ==: MVSpawnLocation - x: 2.384034371076785 - y: 71.0 - z: 0.4918349035618148 - pitch: 17.100275 - yaw: -269.4009 - autoLoad: 'true' - bedRespawn: 'true' - worldBlacklist: *id009 - environment: NORMAL - seed: '7008642968894271479' - generator: TerrainControl + seed: '-5692829584426207714' + generator: 'null' playerLimit: '-1' allowFlight: 'true' diff --git a/Multiverse-Portals/config.yml b/Multiverse-Portals/config.yml deleted file mode 100755 index b903dc3..0000000 --- a/Multiverse-Portals/config.yml +++ /dev/null @@ -1,16 +0,0 @@ -# This is the MV-Portals Config. If you mess it up, copy the values out -# delete it, and it will be regenerated. Then use the ingame interface -# to add your values back via the "/mvp conf" command. -# When in-game, simply type: "/mvp conf ?" for help. -# A config with explanations can be found here: -# https://github.com/Multiverse/Multiverse-Portals/wiki/config.yml - -wand: 271 -useonmove: true -portalsdefaulttonether: false -enforceportalaccess: true -portalcooldown: 1000 -clearonremove: false -teleportvehicles: true -framematerials: [] -version: 2.7 diff --git a/MythicMobs/DropTables/ExampleDropTables.yml b/MythicMobs/DropTables/ExampleDropTables.yml old mode 100755 new mode 100644 index bac93f4..c2fb50b --- a/MythicMobs/DropTables/ExampleDropTables.yml +++ b/MythicMobs/DropTables/ExampleDropTables.yml @@ -1,14 +1,19 @@ -# -# This example file shows you how to set up a basic drop table. -# Drop tables can be used in both a mob's equipment and drops -# to have multiple items tied to a single table. +# For more information, check out the plugin manual or join us on Discord: +# http://www.mythicmobs.net +# + SkeletonKingDrops: Conditions: - playerwithin 40 Drops: - - KingsCrown 1 0.01 - - 371:0 32-64 1 - - exp 100 + - SkeletonKingItemDrops 1 + - experience 100 - heroesexp 200 - DropsPerLevel: - - exp 10 +SkeletonKingItemDrops: + MinItems: 1 + MaxItems: 2 + Drops: + - KingsCrown 1 0.01 + - SkeletonKingSword 0.1 + - GOLD_NUGGET 32-64 1 + - DIAMOND 1-12 0.8 diff --git a/MythicMobs/Items/ExampleItems.yml b/MythicMobs/Items/ExampleItems.yml old mode 100755 new mode 100644 index 34e4821..dea431a --- a/MythicMobs/Items/ExampleItems.yml +++ b/MythicMobs/Items/ExampleItems.yml @@ -1,8 +1,9 @@ -# -# This example file shows you how to set up special items -# for your mobs to equip or drop. +# For more information, check out the plugin manual or join us on Discord: +# http://www.mythicmobs.net +# + SkeletonKingSword: - Id: 276 + Id: DIAMOND_SWORD Data: 0 Display: '&3Greatsword of the Skeleton King' Lore: @@ -17,7 +18,7 @@ SkeletonKingSword: Health: 10 MovementSpeed: 0.1 KingsCrown: - Id: 314 + Id: GOLDEN_HELMET Data: 0 Amount: 1 Display: '&dCrown of the King' @@ -29,7 +30,7 @@ KingsCrown: - PROTECTION_PROJECTILE:2 - PROTECTION_FIRE:2 - PROTECTION_EXPLOSIONS:2 - Hides: + Hide: - ATTRIBUTES - ENCHANTS Attributes: @@ -37,7 +38,7 @@ KingsCrown: Health: 10 KnockbackResistance: 10 BanditTunic: - Id: 299 + Id: LEATHER_CHESTPLATE Display: '&aBandit Tunic' Lore: - '&6A leather tunic taken from' diff --git a/MythicMobs/Items/mobheads.yml b/MythicMobs/Items/mobheads.yml deleted file mode 100755 index fd1c0c8..0000000 --- a/MythicMobs/Items/mobheads.yml +++ /dev/null @@ -1,7 +0,0 @@ -RobotHead: - Id: 397 - Data: 3 - Options: - SkinTexture: eyJ0aW1lc3RhbXAiOjE1MDYxMDgyNTI5NzgsInByb2ZpbGVJZCI6IjliZDU2MGRiNGZjMDQyYjhhY2I3NWMyOTJlZmM5MmMxIiwicHJvZmlsZU5hbWUiOiJ0cmFpbnJpZGVyIiwidGV4dHVyZXMiOnsiU0tJTiI6eyJ1cmwiOiJodHRwOi8vdGV4dHVyZXMubWluZWNyYWZ0Lm5ldC90ZXh0dXJlL2NkMTAzMTQ3YzdiY2IwY2IzMmFhZWI5M2Q3MWM4OWYzZjU5YWRlNWY0YzQwMmQ3MTgxZGY5Y2U5Mjg4MjgifX19 - Display: '&2Robot Head' - Amount: 1 \ No newline at end of file diff --git a/MythicMobs/Mobs/ExampleMobs.yml b/MythicMobs/Mobs/ExampleMobs.yml old mode 100755 new mode 100644 index 98024cf..512f461 --- a/MythicMobs/Mobs/ExampleMobs.yml +++ b/MythicMobs/Mobs/ExampleMobs.yml @@ -1,46 +1,26 @@ -# -# These example files show you some of the basic attributes and -# skills MythicMobs can use. Far more is possible! +# For more information, check out the plugin manual or join us on Discord: +# http://www.mythicmobs.net +# + SkeletalKnight: Type: WITHER_SKELETON - Display: '&2Skeletal Knight' + Display: '&aSkeletal Knight' Health: 40 Damage: 8 + Equipment: + - IRON_HELMET HEAD + - IRON_CHESTPLATE CHEST + - IRON_LEGGINGS LEGS + - IRON_BOOTS FEET + - IRON_SWORD HAND + - SHIELD OFFHAND Drops: - - gold_nugget 2 0.5 - DropsPerLevel: - - gold_nugget 1 0.5 + - GOLD_NUGGET{display="Gold Coin"} 1to2 0.5 LevelModifiers: - health 5 - damage 0.5 Options: MovementSpeed: 0.1 -StaticallyChargedSheep: - Type: SHEEP - Display: '&bStatically Charged Sheep' - Health: 100 - Damage: 2 - Options: - MovementSpeed: 0.3 - DamageModifiers: - - LIGHTNING 0 - - FIRE 0.5 - Skills: - - lightning @LivingInRadius{r=10} ~onTimer:100 -AngrySludge: - Type: SLIME - Display: Angry Sludge - Health: 100 - Damage: 2 - Options: - Size: 20 - MovementSpeed: 0.1 - PreventSlimeSplit: true - PreventOtherDrops: true - MaxCombatDistance: 30 - KnockbackResistance: 1 - Skills: - - skill{s=AngrySludgePoison} 0.2 SkeletonKing: Type: WITHER_SKELETON Display: '&6Skeleton King' @@ -51,11 +31,11 @@ SkeletonKing: @PlayersInRadius{r=40} ~onCombat >0 0.2 - message{m="<&co> Ahahahahah! Die, !"} @PlayersInRadius{r=40} ~onPlayerKill >0 1 - - skill{s=SummonSkeletons} @Self 0.1 - - skill{s=SmashAttack} @Target >0 0.2 + - skill{s=SummonSkeletons} @self 0.1 + - skill{s=SmashAttack} @target >0 0.2 Equipment: - - KingsCrown:4 - - SkeletonKingSword:0 + - KingsCrown HEAD + - SkeletonKingSword HAND Drops: - SkeletonKingDrops Options: @@ -70,3 +50,30 @@ SkeletalMinion: Damage: 2 Options: MovementSpeed: 0.1 +StaticallyChargedSheep: + Type: SHEEP + Display: '&aStatically Charged Sheep' + Health: 100 + Damage: 2 + Options: + MovementSpeed: 0.3 + DamageModifiers: + - LIGHTNING 0 + - FIRE 0.5 + Skills: + - lightning @LivingInRadius{r=10} ~onTimer:100 +AngrySludge: + Type: SLIME + Display: '&aAngry Sludge' + Health: 100 + Damage: 2 + Options: + Size: 20 + MovementSpeed: 0.1 + PreventSlimeSplit: true + PreventOtherDrops: true + MaxCombatDistance: 30 + KnockbackResistance: 1 + Skills: + - skill{s=AngrySludgePoison} 0.2 + - blockmask{material=SLIME_BLOCK;r=1;duration=100} @self ~onTimer:20 diff --git a/MythicMobs/Mobs/VanillaMobs.yml b/MythicMobs/Mobs/VanillaMobs.yml old mode 100755 new mode 100644 index eea9797..a866be3 --- a/MythicMobs/Mobs/VanillaMobs.yml +++ b/MythicMobs/Mobs/VanillaMobs.yml @@ -1,7 +1,7 @@ -# -# This example file shows you how to change default values for -# vanilla mobs. Most MythicMobs options will work here, including -# skills and effects! **Despawn: FALSE does not work, though.** +# For more information, check out the plugin manual or join us on Discord: +# http://www.mythicmobs.net +# + CAVE_SPIDER: Health: 30 Damage: 7 diff --git a/MythicMobs/Mobs/puck.yml b/MythicMobs/Mobs/puck.yml deleted file mode 100755 index 04e14c9..0000000 --- a/MythicMobs/Mobs/puck.yml +++ /dev/null @@ -1,21 +0,0 @@ -Puck: - Mobtype: Skeleton - Display: 'Puck' - Disguise: - Type: BLOCK - Block: OBSIDIAN - BlockData: 0 - ShowName: true - AIGoalSelectors: - - 0 clear - AITargetSelectors: - - 0 clear - Health: 900 - Damage: 0 - Equipment: - Drops: - Options: - PreventOtherDrops: true - Skills: - - explosion{yield=4} @target ~onDeath 1 - - effect:lightning @self ~onSpawn 1 \ No newline at end of file diff --git a/MythicMobs/Mobs/testenemy.yml b/MythicMobs/Mobs/testenemy.yml deleted file mode 100755 index 22dcb23..0000000 --- a/MythicMobs/Mobs/testenemy.yml +++ /dev/null @@ -1,22 +0,0 @@ -SkeletalSoldier: - Mobtype: skeleton - Display: '&7Skeletal Soldier' - Health: 75 - Damage: 2.5 - Equipment: - - RobotHead:4 - - iron_chestplate:3 - - iron_leggings:2 - - iron_boots:1 - - iron_sword:0 - Drops: - - iron_chestplate 1 0.5 - - iron_leggings 1 0.5 - - iron_boots 1 0.5 - Options: - FollowRange: 10 - AlwaysShowName: false - MovementSpeed: 0.3 - PreventOtherDrops: true - Skills: - - skill{s=IceBolt} @target ~onTimer:100 \ No newline at end of file diff --git a/MythicMobs/Mobs/workerautomaton.yml b/MythicMobs/Mobs/workerautomaton.yml deleted file mode 100755 index 2ee0da6..0000000 --- a/MythicMobs/Mobs/workerautomaton.yml +++ /dev/null @@ -1,73 +0,0 @@ -WorkerAutomaton: - Mobtype: Iron_golem - Display: '&7Worker Automaton' - AIGoalSelectors: - - 0 clear - - 1 meleeattack - AITargetSelectors: - - 0 clear - - 1 players - Health: 90 - Damage: 3.5 - Equipment: - Drops: - Options: - FollowRange: 10 - AlwaysShowName: false - MovementSpeed: 0.2 - PreventOtherDrops: true - Modules: - ThreatTable: true - Skills: - - explosion{yield=4} @target ~onDeath 1 - - jsonmessage{m="[{'text':'Self-terminate, intruder!','color':'red'}]"} @trigger ~onEnterCombat 0.5 - -ScoutAutomaton: - Mobtype: Zombie - Display: '&7Scout Automaton' - Disguise.Type: Iron_golem - AIGoalSelectors: - - 0 clear - - 1 meleeattack - AITargetSelectors: - - 0 clear - - 1 players - Health: 40 - Damage: 2.0 - Equipment: - Drops: - Options: - FollowRange: 10 - AlwaysShowName: false - MovementSpeed: 0.4 - PreventOtherDrops: true - Modules: - ThreatTable: true - Skills: - - explosion{yield=1} @target ~onDeath 1 - - jsonmessage{m="[{'text':'Intruder alert! Intruder alert!','color':'red'}]"} @trigger ~onEnterCombat 1 - -TriggerAutomaton: - Mobtype: Zombie - Display: '&7Scout Automaton' - Disguise.Type: Iron_golem - AIGoalSelectors: - - 0 clear - - 1 meleeattack - AITargetSelectors: - - 0 clear - - 1 players - Health: 40 - Damage: 2.0 - Equipment: - Drops: - Options: - FollowRange: 10 - AlwaysShowName: false - MovementSpeed: 0.4 - PreventOtherDrops: true - Modules: - ThreatTable: true - Skills: - - explosion{yield=1} @target ~onDeath 1 - - skill{s=Alert} @trigger ~onEnterCombat 1 \ No newline at end of file diff --git a/MythicMobs/RandomSpawns/ExampleRandomSpawns.yml b/MythicMobs/RandomSpawns/ExampleRandomSpawns.yml old mode 100755 new mode 100644 index 4a0a493..9a194d8 --- a/MythicMobs/RandomSpawns/ExampleRandomSpawns.yml +++ b/MythicMobs/RandomSpawns/ExampleRandomSpawns.yml @@ -1,13 +1,13 @@ -# -# These example files show you how to inject Mythic Mobs -# you've created into your world. The name of each block -# can be whatever you'd like but must be unique. +# For more information, check out the plugin manual or join us on Discord: +# http://www.mythicmobs.net +# + RandomSkeletonKing: MobType: SkeletonKing Worlds: world Chance: 0.001 Priority: 1 - Action: replace + Action: REPLACE Conditions: - outside true RandomSkeletalKnight: @@ -15,4 +15,4 @@ RandomSkeletalKnight: Worlds: world Chance: 0.008 Priority: 1 - Action: add + Action: REPLACE diff --git a/MythicMobs/Skills/ExampleSkills.yml b/MythicMobs/Skills/ExampleSkills.yml old mode 100755 new mode 100644 index 865eb98..b87b6e9 --- a/MythicMobs/Skills/ExampleSkills.yml +++ b/MythicMobs/Skills/ExampleSkills.yml @@ -1,6 +1,7 @@ -# -# These example files show you some VERY basic meta skills. -# You can copy and expand them however you'd like. +# For more information, check out the plugin manual or join us on Discord: +# http://www.mythicmobs.net +# + SmashAttack: Cooldown: 8 Conditions: diff --git a/MythicMobs/Skills/skills.yml b/MythicMobs/Skills/skills.yml deleted file mode 100755 index ae47152..0000000 --- a/MythicMobs/Skills/skills.yml +++ /dev/null @@ -1,17 +0,0 @@ -IceBolt: - Skills: - - projectile{onTick=IceBolt-Tick;onHit=IceBolt-Hit;v=8;i=1;hR=1;vR=1} - -IceBolt-Tick: - Skills: - - effect:particles{p=snowballpoof;amount=20;speed=0;hS=0.2;vS=0.2} @origin - -IceBolt-Hit: - Skills: - - damage{a=10} - - potion{type=SLOW;duration=100;lvl=2} - -Alert: - Skills: - - jsonmessage{m="[{'text':'Intruder alert! Intruder alert!','color':'red'}]"} - - rally{types=WorkerAutomaton;radius=10;vradius=4} \ No newline at end of file diff --git a/MythicMobs/config.yml b/MythicMobs/config.yml old mode 100755 new mode 100644 index c553056..11d82de --- a/MythicMobs/config.yml +++ b/MythicMobs/config.yml @@ -1,17 +1,18 @@ -# -# CONFIGURATION INFORMATION AVAILABLE AT: http://www.mythicmobs.net - +# For more information, check out the plugin manual or join us on Discord: +# http://www.mythicmobs.net +# Configuration: - Version: 4.0 + Version: 4.6 General: AllowMetrics: true CheckForUpdates: true CompatibilityMode: false DebugLevel: 0 ErrorLogging: true + Language: enUS UseVolatileFeatures: true Clock: - ClockInterval: 5 + ClockInterval: 1 SaveInterval: 5 SpawnsInterval: 2 ScannerInterval: 10 @@ -25,7 +26,7 @@ Configuration: EnableTimerSkills: true EnableThreatTables: true EnablePlayerFactions: true - EnableLegacySkills: true + EnableLegacySkills: false KillMessagePrefix: '' PreventOtherDropsByDefault: false ShowHealth: @@ -48,31 +49,30 @@ Configuration: KnockbackResistance: 0 Power: 0 RandomSpawning: + DisableVanillaSpawns: false GenerateSpawnPoints: false - MaxMobsPerChunk: 80 + MaxMobsPerChunk: 2 SpawnRadiusPerPlayer: 64 SpawnRadiusPerPlayerY: 32 DespawnLazyRandomMobs: true MaxGenerationTime: 20 PointsPerSecond: - Land: 10 + Land: 5 Air: 0 - Sea: 0 + Sea: 2 Lava: 0 Ground: 0 Compatibility: Heroes: Enabled: true - ShowXPMessage: true - XPMessageFormat: You receive experience for slaying McMMO: Enabled: true ShowXPMessage: true - XPMessageFormat: You receive experience for slaying + XPMessageFormat: You receive experience for slaying SkillAPI: Enabled: true ShowXPMessage: true - XPMessageFormat: You receive experience for slaying + XPMessageFormat: You receive experience for slaying Vault: Enabled: true ShowMoneyMessage: true diff --git a/PermissionsEx/config.yml b/PermissionsEx/config.yml deleted file mode 100755 index 973041e..0000000 --- a/PermissionsEx/config.yml +++ /dev/null @@ -1,18 +0,0 @@ -multiserver: - use-netevents: true -permissions: - debug: false - allowOps: false - user-add-groups-last: false - log-players: false - createUserRecords: false - backend: file - informplayers: - changes: false - basedir: plugins/PermissionsEx - backends: - file: - type: file - file: permissions.yml -updater: true -alwaysUpdate: false diff --git a/PermissionsEx/permissions.yml b/PermissionsEx/permissions.yml deleted file mode 100644 index da8626e..0000000 --- a/PermissionsEx/permissions.yml +++ /dev/null @@ -1,1074 +0,0 @@ -groups: - default: - options: - default: true - prefix: '[Newcomer]' - rank: '100' - permissions: - - thorpe.command.* - - multiverse.portal.access.Plotworld - - essentials.motd - - movecraft.movecraft.* - - essentials.gamemode.survival - - essentials.gamemode.creative - - essentials.balancetop - - chesthop.shop.sell - - chestshop.shop.buy - - essentials.sethome.multiple.default - - essentials.sethome.multiple - - coreprotect.help - - essentials.afk - - essentials.balance - - essentials.banreason - - essentials.delhome - - essentials.home - - essentials.gc - - essentials.help - - essentials.helpop - - essentials.ignore - - essentials.list - 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inheritance: - - builder - permissions: - - essentials.powertool.* - - worldedit.* - - plots.worldedit.bypass - options: - rank: '30' - mod: - inheritance: - - worldeditor - - donator - - developer - permissions: - - -essentials.god - - libsdisguises.* - - plots.admin - - ChestShop.admin - - fawe.plotsquared.admin - - fawe.worldguard.member - - fawe.worldguard - - fawe.towny.* - - fawe.towny - - fawe.* - - limitedcreative.* - - -bukkit.reload - - essentials.* - - -essentials.reload - - minecraft.command.playsound - - minecraft.command.clone - - -essentials.whois - - -essentials.seen - - worldguard.* - - essentials.sethome.multiple.mod - - group.logo_builders - - group.mod - - dynmap.marker.* - - dynmap.stats - - dynmap.reload - - dynmap.pause - - dynmap.updaterender - - dynmap.cancelrender - - dynmap.radiusrender - - dynmap.render - - multiverse.* - - townychat.* - - towny.* - - coreprotect.* - options: - rank: '20' - admin: - inheritance: - - mod - permissions: - - -bukkit.reload - - ChestShop.admin - 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3bc4dec4-e83d-40c4-8bcf-449a88095942: - group: - - member - options: - name: Deoplo - a768c46d-45f3-4b9c-9b32-02c4fc427d3b: - group: - - member - options: - name: nadirmuki - 2875cece-b356-4fab-8bad-2d4e34200bc6: - group: - - member - options: - name: CookieChiken - 1486b04a-0136-4f5f-829d-be6fe456b580: - group: - - member - options: - name: CaptainRumbIy - 49d0c635-d00c-426d-a153-23ab332363dd: - group: - - member - options: - name: XanMan11 - 4e996119-6a52-4640-a136-1efcc6fc7e98: - group: - - member - options: - name: DerpyPanda27 - f6a7ae21-9297-4219-a1a3-d09f7b077226: - group: - - member - options: - name: Death599 - b867cc93-ae3d-4931-8fc9-e8cc66df24a7: - group: - - member - options: - name: faSpetru - 1e4135f6-e789-4325-8822-6ff9208c3591: - group: - - member - options: - name: meaningoflife42 - 28419b54-c225-46ba-84d6-4a3de86a583d: - group: - - member - options: - name: GodsPotion - 421195d4-1e52-410b-9516-49ac6b31bed0: - group: - - member - options: - name: MrsKawaiii - bf197c71-3725-48c9-9f33-fbf7a8583446: - group: - - member - options: - name: Dragonslayer271 - 7137de0e-f65e-46c6-acd5-675e194afec4: - group: - - member - options: - name: uzou - 17847b6e-0496-4c61-82e3-830075888565: - group: - - member - options: - name: SomethingYuNique - 65414a1f-4f5e-4db5-953d-0a24dc7acbd1: - group: - - member - options: - name: AtlanticMercyyy - 5a80158a-2345-4179-8049-081c438b5581: - group: - - member - options: - name: MrSavagePlayZ diff --git a/Plot2Dynmap/config.yml b/Plot2Dynmap/config.yml old mode 100755 new mode 100644 index ce3aa0a..e69de29 --- a/Plot2Dynmap/config.yml +++ b/Plot2Dynmap/config.yml @@ -1,21 +0,0 @@ -update: - period: 300 -layer: - name: PlotSquared - hidebydefault: false - layerprio: 0 - minzoom: 0 -infowindow:
%id%
%alias%%owner%%trusted%%members%%flags%
-infoelement: '%key% %values%
' -plotstyle: - strokeColor: '#6666CC' - strokeOpacity: 0.8 - strokeWeight: 3 - fillColor: '#FFFFFF' - fillOpacity: 0.01 -custstyle: - customregion1: - strokeColor: '#00FF00' -ownerstyle: - kingoftheworld: - strokecolor: '#C0C0C0' diff --git a/PlotSquared/config/commands.yml b/PlotSquared/config/commands.yml old mode 100755 new mode 100644 index 7bf0e8c..5db525f --- a/PlotSquared/config/commands.yml +++ b/PlotSquared/config/commands.yml @@ -31,7 +31,7 @@ load: aliases: - load - restore - usage: /plot restore + usage: /plot load description: Load your plot confirmation: false confirm: @@ -50,16 +50,9 @@ download: aliases: - download - dl - usage: /plot download [schematic|bo3|world] + usage: /plot download [schematic|world] description: Download your plot confirmation: false -changelog: - aliases: - - changelog - - cl - usage: /plot changelog - description: View the changelog - confirmation: false setup: aliases: - setup @@ -145,35 +138,34 @@ clear: - clear - reset usage: /plot clear - description: Clear a plot + description: Clear the plot you stand on confirmation: true delete: aliases: - delete - dispose - del - - reset usage: /plot delete - description: Delete a plot + description: Delete the plot you stand on confirmation: true trust: aliases: - trust - t usage: /plot trust - description: Allow a player to build in a plot + description: Allow a user to build in a plot while you are offline confirmation: false add: aliases: - add usage: /plot add - description: Allow a user to build while you are online + description: Allow a user to build in a plot while you are online confirmation: false leave: aliases: - leave usage: '' - description: Leave a plot + description: Removes self from being trusted or a member of the plot confirmation: false deny: aliases: @@ -199,7 +191,7 @@ info: aliases: - info - i - usage: /plot info + usage: /plot info [-f, to force info] description: Display plot info confirmation: false near: @@ -229,6 +221,7 @@ schematic: aliases: - schematic - sch + - schem usage: /plot schematic description: Schematic command confirmation: false @@ -236,7 +229,7 @@ plugin: aliases: - plugin - version - usage: '' + usage: /plot plugin description: Show plugin information confirmation: false purge: @@ -249,13 +242,14 @@ purge: reload: aliases: - reload + - rl usage: /plot reload - description: Reload configurations + description: Reload translations and world settings confirmation: false relight: aliases: - relight - usage: '' + usage: /plot relight description: Relight your plot confirmation: false merge: @@ -270,30 +264,24 @@ debugpaste: - debugpaste - dp usage: /plot debugpaste - description: Upload settings.yml, worlds.yml, commands.yml and latest.log to www.hastebin.com + description: Upload settings.yml, worlds.yml, PlotSquared.use_THIS.yml and your + latest.log to https://athion.net/ISPaster/paste confirmation: false unlink: aliases: - unlink - u - unmerge - usage: /plot unlink + usage: /plot unlink [createroads] description: Unlink a mega-plot confirmation: true kick: aliases: - kick - k - usage: + usage: /plot kick description: Kick a player from your plot confirmation: false -rate: - aliases: - - rate - - rt - usage: /plot rate [#|next|purge] - description: Rate the plot - confirmation: false debugclaimtest: aliases: - debugclaimtest @@ -332,13 +320,14 @@ music: aliases: - music usage: /plot music - description: Player music in a plot + description: Play music in your plot confirmation: false debugroadregen: aliases: - debugroadregen - usage: /plot debugroadregen - description: Regenerate all roads based on the road schematic + usage: /plot debugroadregen + description: Regenerate roads in the plot or region the user is, based on the road + schematic confirmation: false debugexec: aliases: @@ -415,13 +404,6 @@ continue: usage: '' description: Continue a plot that was previously marked as done confirmation: false -bo3: - aliases: - - bo3 - - bo2 - usage: '' - description: Mark a plot as done - confirmation: false middle: aliases: - middle @@ -484,7 +466,7 @@ sethome: - sh - seth usage: /plot sethome [none] - description: Set the plot home + description: Set the plot home to your current position confirmation: false cluster: aliases: @@ -499,6 +481,13 @@ debugimportworlds: usage: '' description: Import worlds by player name confirmation: false +rate: + aliases: + - rate + - rt + usage: /plot rate [#|next|purge] + description: Rate the plot + confirmation: false toggle: aliases: - toggle @@ -574,9 +563,3 @@ generatebiome: usage: /plots generatebiome description: Generate a biome in your plot confirmation: false -moveto512: - aliases: - - moveto512 - usage: /plots moveto512 [world] - description: Move plots to a 512 sized region - confirmation: false diff --git a/PlotSquared/config/settings.yml b/PlotSquared/config/settings.yml old mode 100755 new mode 100644 index 431e6c7..0a956e2 --- a/PlotSquared/config/settings.yml +++ b/PlotSquared/config/settings.yml @@ -2,9 +2,9 @@ issues: "https://github.com/IntellectualSites/PlotSquared/issues" suggestion: "https://github.com/IntellectualSites/PlotSquaredSuggestions" wiki: "https://github.com/IntellectualSites/PlotSquared/wiki" -date: "26 Jan 2019 00:00:00 GMT" -build: "https://ci.athion.net/job/PlotSquared/2060" -commit: "https://github.com/IntellectualSites/PlotSquared/commit/e3192f0" +date: "27 Jul 2019 00:00:00 GMT" +build: "https://ci.athion.net/job/PlotSquared/298" +commit: "https://github.com/IntellectualSites/PlotSquared/commit/2468456" platform: "Bukkit" # Show additional information in console debug: true @@ -34,8 +34,6 @@ enabled-components: block-cache: true # Getting a rating won't need the database rating-cache: true - # The converter will attempt to convert the PlotMe database - plotme-converter: true # Allow WorldEdit to be restricted to plots worldedit-restrictions: true # Allow economy to be used @@ -60,8 +58,13 @@ enabled-components: database-purger: false # Delete plots when a player is banned ban-deleter: false + # Prevent possibly unsafe blocks from being used in plot components + prevent-unsafe: true ratings: + # Replace the rating system with a like system. Will add /plot like/dislike, and remove the rating command + use-likes: false + # Rating categories categories: [] claim: @@ -81,6 +84,8 @@ teleport: on-death: false # Teleport to your plot on login on-login: false + # Teleport to your plot on claim + on-claim: true # Add a teleportation delay to all commands delay: 0 # The visit command is ordered by world instead of globally @@ -90,11 +95,6 @@ confirmation: # Teleport to your plot on death confirmation-timeout-seconds: 20 -# Switching from PlotMe? -plotme: - # Cache the uuids from the PlotMe database - cache-uuds: false - # Relating to how many plots someone can claim limit: # Should the limit be global (over multiple worlds) @@ -132,11 +132,22 @@ web: # Configure the paths that will be used paths: schematics: "schematics" - bo3: "bo3" scripts: "scripts" templates: "templates" translations: "translations" +# Schematic Settings +schematics: + # Whether schematic based generation should paste schematic on top of plots, or from Y=1 + paste-on-top: true + +# General settings +general: + # Display scientific numbers (4.2E8) + scientific: false + # Replace wall when merging + merge-replace-wall: true + uuid: # Force using offline UUIDs (it usually detects the right mode) offline: false @@ -158,10 +169,10 @@ chunk-processor: # This is an auto clearing task called `task1` auto-clear: task1: - threshold: 1 + threshold: -1 required-plots: -1 confirmation: true - days: 7 + days: 90 skip-account-age-days: -1 worlds: - "*" diff --git a/PlotSquared/config/updater.properties b/PlotSquared/config/updater.properties new file mode 100644 index 0000000..19ef0ae --- /dev/null +++ b/PlotSquared/config/updater.properties @@ -0,0 +1,8 @@ +# Whether update notifications are enabled +enabled=true +# CI path +path=https://ci.athion.net/ +# Job name +job=PlotSquared-Releases +# Artifact pattern +artifact=^PlotSquared-Bukkit-(?[0-9.]+).jar$ diff --git a/PlotSquared/config/worlds.yml b/PlotSquared/config/worlds.yml old mode 100755 new mode 100644 index c98ec2d..e69de29 --- a/PlotSquared/config/worlds.yml +++ b/PlotSquared/config/worlds.yml @@ -1,54 +0,0 @@ -worlds: - plotworld: - plot: - height: 64 - biome: FOREST - size: 42 - filling: - - '1:0' - auto_merge: false - bedrock: true - create_signs: true - floor: - - '2:0' - wall: - filling: '1:0' - block_claimed: '44:1' - height: 64 - block: '44:0' - misc_spawn_unowned: false - road: - block: '155:0' - height: 64 - width: 7 - home: - nonmembers: side - default: side - schematic: - specify_on_claim: false - on_claim: false - file: 'null' - economy: - prices: - merge: 100 - sell: 100 - claim: 100 - use: false - chat: - enabled: false - limits: - max-members: 128 - world: - max_height: 256 - gamemode: creative - min_height: 1 - border: false - event: - spawn: - egg: false - breeding: false - custom: true - natural_mob_spawning: false - mob_spawner_spawning: false - flags: {} - mob_damage: false diff --git a/PlotSquared/schematics/GEN_ROAD_SCHEMATIC/plotworld/intersection.schematic b/PlotSquared/schematics/GEN_ROAD_SCHEMATIC/plotworld/intersection.schematic deleted file mode 100755 index ceb0bc0..0000000 Binary files a/PlotSquared/schematics/GEN_ROAD_SCHEMATIC/plotworld/intersection.schematic and /dev/null differ diff --git a/PlotSquared/schematics/GEN_ROAD_SCHEMATIC/plotworld/sideroad.schematic b/PlotSquared/schematics/GEN_ROAD_SCHEMATIC/plotworld/sideroad.schematic deleted file mode 100755 index b0154d1..0000000 Binary files a/PlotSquared/schematics/GEN_ROAD_SCHEMATIC/plotworld/sideroad.schematic and /dev/null differ diff --git a/PlotSquared/scripts/addplots.js b/PlotSquared/scripts/addplots.js new file mode 100644 index 0000000..b45f8d4 --- /dev/null +++ b/PlotSquared/scripts/addplots.js @@ -0,0 +1,16 @@ +/* +This will increase a player's allowed plots by the provided value +/plot debugexec runasync addperm +*/ +var uuid = UUIDHandler.getUUID('%s0', null); +if (uuid === null) { + C_INVALID_PLAYER.send(PlotPlayer, '%s0'); +} else if (!MathMan.class.static.isInteger('%s1')) { + C_NOT_VALID_NUMBER.send(PlotPlayer, '(0, ' + Settings.MAX_PLOTS + ')'); +} else { + var amount = parseInt('%s1'); + var pp = IMP.wrapPlayer(UUIDHandler.getUUIDWrapper().getOfflinePlayer(uuid).player); + var allowed = pp.getAllowedPlots(); + MainUtil.class.static.sendMessage(PlotPlayer, '$4Setting permission: plots.plot.' + (allowed + amount) + ' for %s0'); + IMP.getEconomyHandler().setPermission("", pp.getName(), 'plots.plot.' + (allowed + amount), true); +} diff --git a/PlotSquared/scripts/addsigns.js b/PlotSquared/scripts/addsigns.js new file mode 100644 index 0000000..a1d2b87 --- /dev/null +++ b/PlotSquared/scripts/addsigns.js @@ -0,0 +1,12 @@ +/* +This script will fix all signs in the world. +*/ +var plots = PS.sortPlotsByTemp(PS.getPlots()); +for (var i = 0; i < plots.size(); i++) { + var plot = plots.get(i); + if (!plot.isMerged() || !plot.getMerged(0)) { + plot.setSign(); + PS.class.static.log('&cSetting sign for: ' + plot); + } + java.lang.Thread.sleep(10); +} diff --git a/PlotSquared/scripts/automerge.js b/PlotSquared/scripts/automerge.js old mode 100755 new mode 100644 index 4c26dc0..220a248 --- a/PlotSquared/scripts/automerge.js +++ b/PlotSquared/scripts/automerge.js @@ -5,7 +5,7 @@ Need to script something quick with PlotSquared? This is an example script that will auto merge all plots The following utility classes are usable: - - PS + - PlotSquared - TaskManager - TitleManager - ConsolePlayer @@ -28,21 +28,19 @@ The following utility classes are usable: For more information see: https://github.com/IntellectualSites/PlotSquared/wiki/Scripting */ -var plots = PS.sortPlots(PS.getPlots()); +var plots = PS.sortPlotsByTemp(PS.getPlots()); PS.class.static.log("Attempting to auto merge " + plots.size() + " plots"); if ("%s0" === "true") { for (var i = 0; i < plots.size(); i++) { var plot = plots.get(i); - plot.autoMerge(false); + plot.autoMerge(-1, 250000, plot.owner, true); } -} -else if ("%s0" === "false") { +} else if ("%s0" === "false") { for (var i = 0; i < plots.size(); i++) { var plot = plots.get(i); - plot.autoMerge(false); + plot.autoMerge(-1, 250000, plot.owner, false); } -} -else { +} else { C_COMMAND_SYNTAX.send(PlotPlayer, "/plot debugexec automerge.js "); - MainUtil.sendMessage(PlotPlayer, "$1 is true or false if you want to remove roads when auto merging"); -} \ No newline at end of file + MainUtil.class.static.sendMessage(PlotPlayer, "$1 is true or false if you want to remove roads when auto merging"); +} diff --git a/PlotSquared/scripts/furthest.js b/PlotSquared/scripts/furthest.js new file mode 100644 index 0000000..7c53989 --- /dev/null +++ b/PlotSquared/scripts/furthest.js @@ -0,0 +1,32 @@ +/* +* Script to find the furthest plot from origin in a world: +* - /plot debugexec runasync furthest.js +*/ + +if (PS.hasPlotArea("%s0")) { + var plots = PS.getAllPlotsRaw().get("%s0").values().toArray(); + var max = 0; + var maxplot; + for (var i in plots) { + var plot = plots[i]; + if (plot.x > max) { + max = plot.x; + maxplot = plot; + } + if (plot.y > max) { + max = plot.y; + maxplot = plot; + } + if (-plot.x > max) { + max = -plot.x; + maxplot = plot; + } + if (-plot.y > max) { + max = -plot.y; + maxplot = plot; + } + } + PS.class.static.log(plot); +} else { + PlotPlayer.sendMessage("Usage: /plot debugexec runasync furthest.js "); +} diff --git a/PlotSquared/scripts/mycommand.js b/PlotSquared/scripts/mycommand.js new file mode 100644 index 0000000..e5a3f27 --- /dev/null +++ b/PlotSquared/scripts/mycommand.js @@ -0,0 +1,2 @@ +// This command is registered from the start.js file which is run during startup +PlotPlayer.sendMessage("Hello World!"); \ No newline at end of file diff --git a/PlotSquared/scripts/setbiomes.js b/PlotSquared/scripts/setbiomes.js new file mode 100644 index 0000000..48c841c --- /dev/null +++ b/PlotSquared/scripts/setbiomes.js @@ -0,0 +1,12 @@ +/* +This script will reset all biomes in claimed plots +*/ +var plots = PS.sortPlotsByTemp(PS.getPlots()); +for (var i = 0; i < plots.size(); i++) { + var plot = plots.get(i); + if (!plot.isMerged() || !plot.getMerged(0)) { + plot.setBiome("%s0", null); + PS.class.static.log('&cSetting biome for: ' + plot); + } + java.lang.Thread.sleep(1000); +} diff --git a/PlotSquared/scripts/start.js b/PlotSquared/scripts/start.js new file mode 100644 index 0000000..f58be74 --- /dev/null +++ b/PlotSquared/scripts/start.js @@ -0,0 +1,7 @@ +// Add your commands to this list +var commands = ["mycommand"]; + +// Command registration: +for (var i in commands) { + MainCommand.class.static.onCommand(PlotPlayer, "plot", "debugexec", "addcmd", commands[i] + ".js"); +} \ No newline at end of file diff --git a/PlotSquared/templates/bridge.template b/PlotSquared/templates/bridge.template old mode 100755 new mode 100644 diff --git a/PlotSquared/templates/skyblock.template b/PlotSquared/templates/skyblock.template old mode 100755 new mode 100644 diff --git a/PlotSquared/templates/town.template b/PlotSquared/templates/town.template old mode 100755 new mode 100644 diff --git a/ProtocolLib/config.yml b/ProtocolLib/config.yml old mode 100755 new mode 100644 diff --git a/Server/bukkit.yml b/Server/bukkit.yml deleted file mode 100755 index 2256ac2..0000000 --- a/Server/bukkit.yml +++ /dev/null @@ -1,46 +0,0 @@ -# This is the main configuration file for Bukkit. -# As you can see, there's actually not that much to configure without any plugins. -# For a reference for any variable inside this file, check out the Bukkit Wiki at -# http://wiki.bukkit.org/Bukkit.yml -# -# If you need help on this file, feel free to join us on irc or leave a message -# on the forums asking for advice. -# -# IRC: #spigot @ irc.spi.gt -# (If this means nothing to you, just go to http://www.spigotmc.org/pages/irc/ ) -# Forums: http://www.spigotmc.org/ -# Bug tracker: http://www.spigotmc.org/go/bugs - - -settings: - allow-end: true - warn-on-overload: true - permissions-file: permissions.yml - update-folder: update - plugin-profiling: false - connection-throttle: 4000 - query-plugins: true - deprecated-verbose: default - shutdown-message: Server closed -spawn-limits: - monsters: 70 - animals: 15 - water-animals: 5 - ambient: 15 -chunk-gc: - period-in-ticks: 600 - load-threshold: 0 -ticks-per: - animal-spawns: 400 - monster-spawns: 1 - autosave: 6000 -aliases: now-in-commands.yml -database: - username: bukkit - isolation: SERIALIZABLE - driver: org.sqlite.JDBC - password: 'NOPE' - url: jdbc:sqlite:{DIR}{NAME}.db -worlds: - world: - generator: TerrainControl diff --git a/Server/commands.yml b/Server/commands.yml deleted file mode 100755 index 17a0ac7..0000000 --- a/Server/commands.yml +++ /dev/null @@ -1,17 +0,0 @@ -# This is the commands configuration file for Bukkit. -# For documentation on how to make use of this file, check out the Bukkit Wiki at -# http://wiki.bukkit.org/Commands.yml -# -# If you need help on this file, feel free to join us on irc or leave a message -# on the forums asking for advice. -# -# IRC: #spigot @ irc.spi.gt -# (If this means nothing to you, just go to http://www.spigotmc.org/pages/irc/ ) -# Forums: http://www.spigotmc.org/ -# Bug tracker: http://www.spigotmc.org/go/bugs - -command-block-overrides: [] -unrestricted-advancements: false -aliases: - icanhasbukkit: - - version $1- diff --git a/Server/help.yml b/Server/help.yml deleted file mode 100755 index c0ac928..0000000 --- a/Server/help.yml +++ /dev/null @@ -1,56 +0,0 @@ -# This is the help configuration file for Bukkit. -# -# By default you do not need to modify this file. Help topics for all plugin commands are automatically provided by -# or extracted from your installed plugins. You only need to modify this file if you wish to add new help pages to -# your server or override the help pages of existing plugin commands. -# -# This file is divided up into the following parts: -# -- general-topics: lists admin defined help topics -# -- index-topics: lists admin defined index topics -# -- amend-topics: lists topic amendments to apply to existing help topics -# -- ignore-plugins: lists any plugins that should be excluded from help -# -# Examples are given below. When amending command topic, the string will be replaced with the existing value -# in the help topic. Color codes can be used in topic text. The color code character is & followed by 0-F. -# ================================================================ -# -# Set this to true to list the individual command help topics in the master help. -# command-topics-in-master-index: true -# -# Each general topic will show up as a separate topic in the help index along with all the plugin command topics. -# general-topics: -# Rules: -# shortText: Rules of the server -# fullText: | -# &61. Be kind to your fellow players. -# &B2. No griefing. -# &D3. No swearing. -# permission: topics.rules -# -# Each index topic will show up as a separate sub-index in the help index along with all the plugin command topics. -# To override the default help index (displayed when the user executes /help), name the index topic "Default". -# index-topics: -# Ban Commands: -# shortText: Player banning commands -# preamble: Moderator - do not abuse these commands -# permission: op -# commands: -# - /ban -# - /ban-ip -# - /banlist -# -# Topic amendments are used to change the content of automatically generated plugin command topics. -# amended-topics: -# /stop: -# shortText: Stops the server cold....in its tracks! -# fullText: - This kills the server. -# permission: you.dont.have -# -# Any plugin in the ignored plugins list will be excluded from help. The name must match the name displayed by -# the /plugins command. Ignore "Bukkit" to remove the standard bukkit commands from the index. Ignore "All" -# to completely disable automatic help topic generation. -# ignore-plugins: -# - PluginNameOne -# - PluginNameTwo -# - PluginNameThree - diff --git a/Server/logsearch.sh b/Server/logsearch.sh deleted file mode 100755 index d6279d1..0000000 --- a/Server/logsearch.sh +++ /dev/null @@ -1,16 +0,0 @@ -#!/bin/bash -echo "$1" -#if [[ -n "$1" ]]; then -# echo "Specify what to search for." -# exit -#fi - -shopt -s nullglob -fs=(*.gz) -#echo "${fs[@]}" -for f in "${fs[@]}" -do - echo File: $f - gunzip -c $f | grep "$1" -done - diff --git a/Server/restore.sh b/Server/restore.sh deleted file mode 100755 index 0423421..0000000 --- a/Server/restore.sh +++ /dev/null @@ -1,19 +0,0 @@ -#!/bin/bash -# Only read the error stream from the plugin -echo Make sure to only give the integer part of the coordinates! -echo Also, second coordinate must be larger than the first -: ${5?"I need more! -Usage: $0 "} -X1=$(($2/256)) -Z1=$(($3/256)) -X2=$(($4/256)) -Z2=$(($5/256)) -for X in $(seq $X1 $X2); do - for Z in $(seq $Z1 $Z2); do - echo "Unzipping region ($X,$Z)..." >&2 - #unzip "$1" "world/region/r.$X.$Z.mca" -d backupextract - unzip -j -u "$1" "world/region/r.$X.$Z.mca" -d /minecraft/main/BACKUP_world/region # -j: Don't retain folder structure - done -done -echo "Backup restoration finished!" >&2 - diff --git a/Server/screenconf b/Server/screenconf deleted file mode 100644 index 9224916..0000000 --- a/Server/screenconf +++ /dev/null @@ -1,8 +0,0 @@ -source /etc/screenrc -multiuser on -aclchg norbipeti +rwx "#?" # acladd -aclchg iie +rwx "#?" -aclchg ghostise +rwx "#?" -aclchg figytuna +rwx "#?" -# detach - for some reason it doesn't color the prompt if I detach automatically in any way - diff --git a/Server/server.properties b/Server/server.properties deleted file mode 100755 index 030800e..0000000 --- a/Server/server.properties +++ /dev/null @@ -1,42 +0,0 @@ -#Minecraft server properties -#Wed Aug 01 12:01:40 UTC 2018 -spawn-protection=16 -server-name=Unknown Server -generator-settings= -force-gamemode=false -allow-nether=true -gamemode=0 -broadcast-console-to-ops=true -enable-query=false -player-idle-timeout=0 -difficulty=2 -spawn-monsters=true -op-permission-level=4 -pvp=true -snooper-enabled=true -level-type=DEFAULT -hardcore=false -enable-command-block=true -max-players=9001 -network-compression-threshold=256 -resource-pack-sha1= -max-world-size=29999984 -server-port=25565 -debug=false -server-ip= -spawn-npcs=true -allow-flight=false -level-name=world -view-distance=15 -server-id=unnamed -resource-pack= -spawn-animals=true -white-list=false -generate-structures=true -online-mode=true -max-build-height=256 -level-seed= -use-native-transport=true -prevent-proxy-connections=true -enable-rcon=false -motd=Welcome to Chromagaming\nThank you to all of our patrons\! diff --git a/Server/setup.sh b/Server/setup.sh deleted file mode 100755 index e2fbe03..0000000 --- a/Server/setup.sh +++ /dev/null @@ -1,6 +0,0 @@ -# sudo screen -S servertest -t "Main Server" -c screenconf -d -m -s bash -# sudo screen -S devtest -t "Dev Server" -c screenconf -d -m -s bash - -sudo screen -S server -t "Main Server" -c screenconf sh -c 'echo Main Server; cd /minecraft/main; exec bash' -sudo screen -S dev -t "Dev Server" -c screenconf sh -c 'echo Dev Server; cd /minecraft/dev; exec bash' - diff --git a/Server/spigot.yml b/Server/spigot.yml deleted file mode 100755 index 38d9e1e..0000000 --- a/Server/spigot.yml +++ /dev/null @@ -1,124 +0,0 @@ -# This is the main configuration file for Spigot. -# As you can see, there's tons to configure. Some options may impact gameplay, so use -# with caution, and make sure you know what each option does before configuring. -# For a reference for any variable inside this file, check out the Spigot wiki at -# http://www.spigotmc.org/wiki/spigot-configuration/ -# -# If you need help with the configuration or have any questions related to Spigot, -# join us at the IRC or drop by our forums and leave a post. -# -# IRC: #spigot @ irc.spi.gt ( http://www.spigotmc.org/pages/irc/ ) -# Forums: http://www.spigotmc.org/ - -config-version: 11 -settings: - save-user-cache-on-stop-only: false - bungeecord: false - late-bind: false - sample-count: 12 - player-shuffle: 0 - filter-creative-items: true - user-cache-size: 1000 - int-cache-limit: 1024 - moved-wrongly-threshold: 0.0625 - moved-too-quickly-multiplier: 10.0 - item-dirty-ticks: 20 - timeout-time: 60 - restart-on-crash: true - restart-script: ./start.sh - netty-threads: 4 - attribute: - maxHealth: - max: 2048.0 - movementSpeed: - max: 2048.0 - attackDamage: - max: 2048.0 - debug: false -messages: - whitelist: You are not whitelisted on this server! - unknown-command: Unknown command. Type "/help" for help. - server-full: The server is full! - outdated-client: Outdated client! Please use {0} - outdated-server: Outdated server! I'm still on {0} - restart: Server is restarting -commands: - tab-complete: 0 - log: true - spam-exclusions: - - /skill - silent-commandblock-console: false - replace-commands: - - setblock - - summon - - testforblock - - tellraw -advancements: - disable-saving: false - disabled: - - minecraft:story/disabled -stats: - disable-saving: false - forced-stats: {} -world-settings: - default: - verbose: true - mob-spawn-range: 4 - growth: - cactus-modifier: 100 - cane-modifier: 100 - melon-modifier: 100 - mushroom-modifier: 100 - pumpkin-modifier: 100 - sapling-modifier: 100 - wheat-modifier: 100 - netherwart-modifier: 100 - vine-modifier: 100 - cocoa-modifier: 100 - entity-activation-range: - animals: 32 - monsters: 32 - misc: 16 - tick-inactive-villagers: true - entity-tracking-range: - players: 48 - animals: 48 - monsters: 48 - misc: 32 - other: 64 - ticks-per: - hopper-transfer: 8 - hopper-check: 1 - hopper-amount: 1 - random-light-updates: false - save-structure-info: true - dragon-death-sound-radius: 0 - seed-village: 10387312 - seed-feature: 14357617 - seed-monument: 10387313 - seed-slime: 987234911 - hunger: - jump-walk-exhaustion: 0.05 - jump-sprint-exhaustion: 0.2 - combat-exhaustion: 0.1 - regen-exhaustion: 6.0 - swim-multiplier: 0.01 - sprint-multiplier: 0.1 - other-multiplier: 0.0 - max-tnt-per-tick: 100 - max-tick-time: - tile: 50 - entity: 50 - squid-spawn-range: - min: 45.0 - item-despawn-rate: 6000 - merge-radius: - item: 2.5 - exp: 3.0 - arrow-despawn-rate: 1200 - enable-zombie-pigmen-portal-spawns: true - wither-spawn-sound-radius: 0 - view-distance: 10 - hanging-tick-frequency: 100 - zombie-aggressive-towards-villager: true - nerf-spawner-mobs: false diff --git a/Server/townyevents.sh b/Server/townyevents.sh deleted file mode 100755 index f6e5778..0000000 --- a/Server/townyevents.sh +++ /dev/null @@ -1,10 +0,0 @@ -#!/bin/bash -shopt -s nullglob -fs=(*.gz) -#echo "${fs[@]}" -for f in "${fs[@]}" -do - echo File: $f - gunzip -c $f | grep "Msg]" -done - diff --git a/ServerRunner/config.yml b/ServerRunner/config.yml old mode 100755 new mode 100644 index af9e4d3..401430b --- a/ServerRunner/config.yml +++ b/ServerRunner/config.yml @@ -1,4 +1,3 @@ !!buttondevteam.serverrunner.Config {restartAt: 12, serverParams: -Djline.terminal=jline.UnixTerminal - -XX:+UseG1GC -XX:+UnlockExperimentalVMOptions -XX:MaxGCPauseMillis=100 -XX:+DisableExplicitGC -XX:TargetSurvivorRatio=90 -XX:G1NewSizePercent=50 -XX:G1MaxNewSizePercent=80 -XX:InitiatingHeapOccupancyPercent=10 -XX:G1MixedGCLiveThresholdPercent=50 -XX:+AggressiveOpts -XX:+AlwaysPreTouch -XX:+ParallelRefProcEnabled -Dusing.aikars.flags=mcflags.emc.gs - -Xms4G -Xmx6G, serverVersion: 1.12.2} + -Xms2G -Xmx4G, serverVersion: 1.14.4} diff --git a/SimpleBackup/config.yml b/SimpleBackup/config.yml deleted file mode 100755 index dd8f0f0..0000000 --- a/SimpleBackup/config.yml +++ /dev/null @@ -1,83 +0,0 @@ -# Interval between map saves in hours, 0.25 is 15 minutes, 1.0 is 1 hour and so on. (1 hour is default). -# backup-interval-hours: 1.0 -# # -# List of worlds to backup, leave it empty to backup all worlds -# backup-worlds: -# # -# List of additional folders to backup (relative paths only). The 'plugins' folder can contain open or locked files! -# Depending on what plugins you have installed, it may not be a good idea to try to backup that folder. -# Usually plugins that write a large amounts of data frequently (like some loggers) are risky. -# backup-folders: -# - plugins -# # -# The folder where backups are stored. Can be absolute path or relative to the working directory. -# backup-file: backups/ -# # -# The backup file name. See Java's SimpleDateFormat for formatting help. -# backup-date-format: yyyy-MM-dd-HH-mm-ss -# # -# Should a backup be created if no one was online since the last backup? -# backup-empty-server: false -# # -# If zipping is disabled, the world files will be copied to a folder. -# If zipping is enabled, the world files will be compressed in a zip file. -# disable-zipping: false -# # -# Backup delete schedule -# For each interval a desired backup frequency is specified, for example: -# delete-schedule: -# intervals: -# - 3d -# - 4w -# - 6m -# interval-frequencies: -# - 1d -# - 1w -# - 0 -# Translates to: -# for backups older than 3 days, leave only 1 backup per day; -# for backups older than 4 weeks + 3 days, leave only 1 backup per week; -# for backups older than 6 months + 4 weeks + 3 days, do not keep any; -# Supported symbols are ('h' = hour, 'd' = day, 'w' = week, 'm' = month, 'y' = year). -# Fractional numbers are not supported. -# # -# true if a message should be broadcast when backup starts or ends -# broadcast-message: true -# # -# Message tag shown in the chat when the server is backing up. -# Example: if the message was set to '[Bukkit is awesome]' you -# would see "[Bukkit is awesome] Starting Backup" when the -# plugin backs up -# backup-message: '[SimpleBackup]' -# # -# The 'backup starting' message that is broadcast when backup starts -# custom-backup-message: Backup starting -# # -# The 'backup completed' message that is broadcast when backup ends -# custom-backup-message-end: Backup completed -# # -# The time of day to make backups (makes sense with daily backups) -# start-time: '03:00' -# # - -backup-interval-hours: 24.0 -backup-file: backups/ -backup-date-format: yyyy-MM-dd-HH-mm-ss -backup-empty-server: false -disable-zipping: false -delete-schedule: - intervals: - - 2d - interval-frequencies: - - 0 -broadcast-message: true -backup-message: '[SimpleBackup]' -custom-backup-message: Backup starting -custom-backup-message-end: Backup completed -backup-folders: -- TBMC -- plugins/Towny/data -- plugins/Towny/settings -- plugins/WorldGuard/worlds -- plugins/ButtonPresents -start-time: 03:00 diff --git a/SimpleBackupReloaded/config.yml b/SimpleBackupReloaded/config.yml new file mode 100644 index 0000000..2865d17 --- /dev/null +++ b/SimpleBackupReloaded/config.yml @@ -0,0 +1,26 @@ +# The time of day to make backups (makes sense with daily backups) +start-time: 03:00 +backup-interval-hours: 24.0 +backup-worlds: [] +backup-file: backups/ +backup-date-format: yyyy-MM-dd-HH-mm-ss +backup-empty-server: false +disable-zipping: false +broadcast-message: true +backup-message: '[Backup]' +custom-backup-message: Backup starting +custom-backup-message-end: Backup completed +backup-completed-hook: '' +backup-prefix: '' +delete-schedule: + intervals: + - 2d + interval-frequencies: + - 0 +backup-folders: +- TBMC +- plugins/Towny/data +- plugins/Towny/settings +- plugins/WorldGuard/worlds +- plugins/ButtonPresents + diff --git a/SmartSpawn/config.yml b/SmartSpawn/config.yml deleted file mode 100755 index a71b7e9..0000000 --- a/SmartSpawn/config.yml +++ /dev/null @@ -1,8 +0,0 @@ -x: -0.30000001192092896 -y: 71.0 -z: 0.538454286384327 -world: luna -yaw: -269.84985 -pitch: 1.3502265 -warmup: 5 -cooldown: 0 diff --git a/TerrainControl/TerrainControl.ini b/TerrainControl/TerrainControl.ini deleted file mode 100755 index 058c6b5..0000000 --- a/TerrainControl/TerrainControl.ini +++ /dev/null @@ -1,53 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | The TerrainControl Plugin Config File | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# How this config file will be treated. -# Possible Write Modes: -# WriteAll - Write config files with help comments -# WriteWithoutComments - Write config files without help comments -# WriteDisable - Doesn't write to the config files, it only reads. -# Doesn't auto-update the configs. Use with care! -# Defaults to: WriteAll -SettingsMode: WriteAll - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Log Levels | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This is the level with which logs will be produced. -# Possible Log Levels -# Off - Bare logging; This will only show FATAL and ERROR logs -# Quiet - Minimal logging; This will show FATAL, ERROR, and WARN logs -# Standard - Default logging; This is exactly what you are used to. Quiet + INFO logs -# Debug - Above Normal logging; Standard logs + DEBUG logs -# Trace - Verbose logging; This gets very messy, Debug logs + TRACE logs -# -# Defaults to: Standard -LogLevel: Standard - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | File Extension Rules | # -# +-----------------------------------------------------------------+ # -####################################################################### - -################################ -# Default Biome File Extension # -################################ - -# Pre-TC 2.5.0, biome config files were in the form BiomeNameBiomeConfig.ini -# Now, biome config files are in the form BiomeName.bc.ini -# You may change this by choosing between the following extensions: -# BiomeConfig.ini, .biome, .bc, .bc.ini, and .biome.ini -# -# Defaults to: .bc -BiomeConfigExtension: .bc - diff --git a/TerrainControl/worlds/world/WorldBiomes/.DS_Store b/TerrainControl/worlds/world/WorldBiomes/.DS_Store deleted file mode 100755 index 5008ddf..0000000 Binary files a/TerrainControl/worlds/world/WorldBiomes/.DS_Store and /dev/null differ diff --git a/TerrainControl/worlds/world/WorldBiomes/Beach.bc b/TerrainControl/worlds/world/WorldBiomes/Beach.bc deleted file mode 100755 index ace10ff..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Beach.bc +++ /dev/null @@ -1,454 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #FADE55 - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: Ocean - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: River, Swampland, Extreme Hills, Ice Plains Spikes, Ice Plains, Cold Taiga, Cold Taiga Hills, Cold Taiga M, Ice Mountains, MushroomIsland, Deep Ocean, Cold Beach, Stone Beach, Mesa - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.0 - -# Biome volatility. -BiomeVolatility: 0.025 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:sand - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:sand - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.8 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.4 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Grass(Tallgrass,NotGrouped,10,100.0,minecraft:grass,minecraft:dirt) -Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: false - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Birch Forest Hills M.bc b/TerrainControl/worlds/world/WorldBiomes/Birch Forest Hills M.bc deleted file mode 100755 index 0488f25..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Birch Forest Hills M.bc +++ /dev/null @@ -1,464 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #1F502E - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: Birch Forest M - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.55 - -# Biome volatility. -BiomeVolatility: 0.5 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.6 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.6 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(10,TallBirch,80) -Grass(Tallgrass,NotGrouped,30,100.0,minecraft:grass,minecraft:dirt) -Plant(Poppy,4,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Lilac,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(RoseBush,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Peony,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(RedMushroom,1,12.0,0,128,minecraft:grass,minecraft:dirt) -Plant(BrownMushroom,1,25.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -Reed(minecraft:reeds,3,100.0,0,128,minecraft:grass,minecraft:dirt,minecraft:sand) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Birch Forest Hills.bc b/TerrainControl/worlds/world/WorldBiomes/Birch Forest Hills.bc deleted file mode 100755 index 4e033d1..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Birch Forest Hills.bc +++ /dev/null @@ -1,462 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #1F5F32 - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: Birch Forest - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.45 - -# Biome volatility. -BiomeVolatility: 0.3 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.6 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.6 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(10,Birch,80) -Grass(Tallgrass,NotGrouped,30,100.0,minecraft:grass,minecraft:dirt) -Plant(Poppy,4,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Lilac,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(RoseBush,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Peony,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(RedMushroom,1,12.0,0,128,minecraft:grass,minecraft:dirt) -Plant(BrownMushroom,1,25.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -Reed(minecraft:reeds,3,100.0,0,128,minecraft:grass,minecraft:dirt,minecraft:sand) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Birch Forest M.bc b/TerrainControl/worlds/world/WorldBiomes/Birch Forest M.bc deleted file mode 100755 index f3e5ee5..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Birch Forest M.bc +++ /dev/null @@ -1,462 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 10 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #4E6E58 - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 96 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.2 - -# Biome volatility. -BiomeVolatility: 0.4 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.6 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.6 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(10,TallBirch,80) -Grass(Tallgrass,NotGrouped,30,100.0,minecraft:grass,minecraft:dirt) -Plant(Poppy,4,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Lilac,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(RoseBush,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Peony,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(RedMushroom,1,12.0,0,128,minecraft:grass,minecraft:dirt) -Plant(BrownMushroom,1,25.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -Reed(minecraft:reeds,3,100.0,0,128,minecraft:grass,minecraft:dirt,minecraft:sand) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Birch Forest.bc b/TerrainControl/worlds/world/WorldBiomes/Birch Forest.bc deleted file mode 100755 index 91503d4..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Birch Forest.bc +++ /dev/null @@ -1,462 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #307444 - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 96 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.1 - -# Biome volatility. -BiomeVolatility: 0.2 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.6 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.6 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(10,Birch,80) -Grass(Tallgrass,NotGrouped,30,100.0,minecraft:grass,minecraft:dirt) -Plant(Poppy,4,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Lilac,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(RoseBush,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Peony,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(RedMushroom,1,12.0,0,128,minecraft:grass,minecraft:dirt) -Plant(BrownMushroom,1,25.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -Reed(minecraft:reeds,3,100.0,0,128,minecraft:grass,minecraft:dirt,minecraft:sand) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Cold Beach.bc b/TerrainControl/worlds/world/WorldBiomes/Cold Beach.bc deleted file mode 100755 index d801ddd..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Cold Beach.bc +++ /dev/null @@ -1,454 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #FAF0C0 - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.0 - -# Biome volatility. -BiomeVolatility: 0.025 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:sand - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:sand - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.05 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.3 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Grass(Tallgrass,NotGrouped,10,100.0,minecraft:grass,minecraft:dirt) -Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: false - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Cold Taiga Hills.bc b/TerrainControl/worlds/world/WorldBiomes/Cold Taiga Hills.bc deleted file mode 100755 index 99d9f42..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Cold Taiga Hills.bc +++ /dev/null @@ -1,455 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 35 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #243F36 - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: Cold Taiga - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.45 - -# Biome volatility. -BiomeVolatility: 0.3 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.0 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.4 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(10,Taiga1,35,Taiga2,100) -Grass(Tallgrass,NotGrouped,10,100.0,minecraft:grass,minecraft:dirt) -Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:wolf", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:rabbit", "weight": 4, "min": 2, "max": 3}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Cold Taiga M.bc b/TerrainControl/worlds/world/WorldBiomes/Cold Taiga M.bc deleted file mode 100755 index 1ca0dcd..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Cold Taiga M.bc +++ /dev/null @@ -1,455 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 10 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #2E5046 - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.3 - -# Biome volatility. -BiomeVolatility: 0.4 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.0 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.4 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(10,Taiga1,35,Taiga2,100) -Grass(Tallgrass,NotGrouped,10,100.0,minecraft:grass,minecraft:dirt) -Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:wolf", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:rabbit", "weight": 4, "min": 2, "max": 3}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Cold Taiga.bc b/TerrainControl/worlds/world/WorldBiomes/Cold Taiga.bc deleted file mode 100755 index 815de21..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Cold Taiga.bc +++ /dev/null @@ -1,455 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 35 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #31554A - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.2 - -# Biome volatility. -BiomeVolatility: 0.2 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.0 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.4 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(10,Taiga1,35,Taiga2,100) -Grass(Tallgrass,NotGrouped,10,100.0,minecraft:grass,minecraft:dirt) -Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: igloo - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:wolf", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:rabbit", "weight": 4, "min": 2, "max": 3}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Deep Ocean.bc b/TerrainControl/worlds/world/WorldBiomes/Deep Ocean.bc deleted file mode 100755 index 26c2ccc..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Deep Ocean.bc +++ /dev/null @@ -1,455 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #000030 - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: Ocean - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 4 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 100 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: -1.8 - -# Biome volatility. -BiomeVolatility: 0.1 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.5 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.5 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(1,BigTree,1,Tree,9) -Grass(Tallgrass,NotGrouped,10,100.0,minecraft:grass,minecraft:dirt) -Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: false - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: true - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Desert M.bc b/TerrainControl/worlds/world/WorldBiomes/Desert M.bc deleted file mode 100755 index 2b70e47..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Desert M.bc +++ /dev/null @@ -1,458 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 10 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #E58208 - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.225 - -# Biome volatility. -BiomeVolatility: 0.25 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:sand - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:sand - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 2.0 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.0 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -Well(minecraft:sandstone,minecraft:stone_slab:1,minecraft:water,1,0.1,2,128,minecraft:sand) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Fossil(1.156) -Grass(minecraft:deadbush,NotGrouped,4,100.0,minecraft:sand,minecraft:hardened_clay,minecraft:stained_hardened_clay,minecraft:dirt) -Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -Reed(minecraft:reeds,10,100.0,0,128,minecraft:grass,minecraft:dirt,minecraft:sand) -Cactus(minecraft:cactus,10,100.0,0,128,minecraft:sand) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: sandstone - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: desertPyramid - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:zombie", "weight": 19, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 1, "min": 1, "max": 1}, {"mob": "minecraft:husk", "weight": 80, "min": 4, "max": 4}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "minecraft:rabbit", "weight": 4, "min": 2, "max": 3}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Desert.bc b/TerrainControl/worlds/world/WorldBiomes/Desert.bc deleted file mode 100755 index d4f3500..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Desert.bc +++ /dev/null @@ -1,457 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #FA9418 - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: Mesa - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: Ocean, Mesa Plateau, Mesa Plateau F, Mesa Plateau M, Mesa Plateau F M, Mesa (Bryce) - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.125 - -# Biome volatility. -BiomeVolatility: 0.05 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:sand - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:sand - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 2.0 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.0 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:lava,2,1.0,8,119) -Well(minecraft:sandstone,minecraft:stone_slab:1,minecraft:water,1,0.1,2,128,minecraft:sand) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Fossil(1.156) -Grass(minecraft:deadbush,NotGrouped,4,100.0,minecraft:sand,minecraft:hardened_clay,minecraft:stained_hardened_clay,minecraft:dirt) -Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -Reed(minecraft:reeds,10,100.0,0,128,minecraft:grass,minecraft:dirt,minecraft:sand) -Cactus(minecraft:cactus,10,100.0,0,128,minecraft:sand) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: sandstone - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: desertPyramid - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:zombie", "weight": 19, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 1, "min": 1, "max": 1}, {"mob": "minecraft:husk", "weight": 80, "min": 4, "max": 4}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "minecraft:rabbit", "weight": 4, "min": 2, "max": 3}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/DesertHills.bc b/TerrainControl/worlds/world/WorldBiomes/DesertHills.bc deleted file mode 100755 index c631b41..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/DesertHills.bc +++ /dev/null @@ -1,457 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #D25F12 - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: Desert - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.45 - -# Biome volatility. -BiomeVolatility: 0.3 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:sand - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:sand - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 2.0 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.0 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:lava,2,1.0,8,119) -Well(minecraft:sandstone,minecraft:stone_slab:1,minecraft:water,1,0.1,2,128,minecraft:sand) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Fossil(1.156) -Grass(minecraft:deadbush,NotGrouped,4,100.0,minecraft:sand,minecraft:hardened_clay,minecraft:stained_hardened_clay,minecraft:dirt) -Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -Reed(minecraft:reeds,50,100.0,0,128,minecraft:grass,minecraft:dirt,minecraft:sand) -Cactus(minecraft:cactus,10,100.0,0,128,minecraft:sand) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: sandstone - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: desertPyramid - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:zombie", "weight": 19, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 1, "min": 1, "max": 1}, {"mob": "minecraft:husk", "weight": 80, "min": 4, "max": 4}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "minecraft:rabbit", "weight": 4, "min": 2, "max": 3}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Extreme Hills Coastline.bc b/TerrainControl/worlds/world/WorldBiomes/Extreme Hills Coastline.bc deleted file mode 100755 index 83db02b..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Extreme Hills Coastline.bc +++ /dev/null @@ -1,482 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 10 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #5F7E5F - -# Replace this biome to specified after the terrain is generated. -# This will make the world files contain the id of the specified biome, instead of the id of this biome. -# This will cause saplings, colors and mob spawning work as in specified biome. -ReplaceToBiomeName: Extreme Hills - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 1.0 - -# Biome volatility. -BiomeVolatility: 0.9 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 10 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 1.8 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: -0.5 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: minecraft:gravel, minecraft:gravel, -1.0, minecraft:grass, minecraft:dirt, 2.0, minecraft:gravel, minecraft:gravel, 10.0 - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.2 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.3 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -Ore(minecraft:emerald_ore,5,1,100.0,4,31,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -SurfacePatch(minecraft:stone,minecraft:air,63,73,minecraft:grass,minecraft:dirt) -Tree(1,Taiga2,10,BigTree,1,Tree,9) -Grass(Tallgrass,NotGrouped,10,100.0,minecraft:grass,minecraft:dirt) -Plant(Tallgrass,40,100.0,63,73,minecraft:grass,minecraft:dirt) -Plant(Dandelion,4,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This is where you configure mob spawning. Mobs spawn in groups, -# see http://minecraft.gamepedia.com/Spawn#Mob_spawning - -# A mobgroups is made of four parts. They are mob, weight, min and max. -# The mob is one of the Minecraft internal mob names. -# See http://minecraft.gamepedia.com/Chunk_format#Mobs -# The weight is used for a random selection. This is a positive integer. -# The min is the minimum amount of mobs spawning as a group. This is a positive integer. -# The max is the maximum amount of mobs spawning as a group. This is a positive integer. - -# Mob groups are written to the config files in Json. -# Json is a tree document format: http://en.wikipedia.org/wiki/JSON -# Write a mobgroup like this: {"mob": "mobname", "weight": integer, "min": integer, "max": integer} -# For example: {"mob": "Ocelot", "weight": 10, "min": 2, "max": 6} -# For example: {"mob": "MushroomCow", "weight": 5, "min": 2, "max": 2} -# A json list of mobgroups looks like this: [mobgroup, mobgroup, mobgroup...] -# This would be an ampty list: [] -# You can validate your json here: http://jsonlint.com/ - -# There are four categories of mobs: monsters, creatures, water creatures and ambient creatures. -# In custom biomes, you can add your own mobgroups in the lists below. In the vanilla biomes, -# your changes are ignored. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "spider", "weight": 100, "min": 4, "max": 4}, {"mob": "zombie", "weight": 100, "min": 4, "max": 4}, {"mob": "skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "slime", "weight": 100, "min": 4, "max": 4}, {"mob": "enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "pig", "weight": 10, "min": 4, "max": 4}, {"mob": "chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "cow", "weight": 8, "min": 4, "max": 4}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Extreme Hills Edge.bc b/TerrainControl/worlds/world/WorldBiomes/Extreme Hills Edge.bc deleted file mode 100755 index 8d6bbfd..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Extreme Hills Edge.bc +++ /dev/null @@ -1,456 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #72789A - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: Extreme Hills - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: Extreme Hills+ - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.8 - -# Biome volatility. -BiomeVolatility: 0.3 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.2 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.3 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -Ore(minecraft:emerald_ore,5,1,100.0,4,31,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(1,Taiga2,10,BigTree,1,Tree,9) -Grass(Tallgrass,NotGrouped,10,100.0,minecraft:grass,minecraft:dirt) -Plant(Dandelion,4,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:llama", "weight": 5, "min": 4, "max": 6}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Extreme Hills M.bc b/TerrainControl/worlds/world/WorldBiomes/Extreme Hills M.bc deleted file mode 100755 index f665b76..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Extreme Hills M.bc +++ /dev/null @@ -1,456 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 10 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #525252 - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 1.0 - -# Biome volatility. -BiomeVolatility: 0.5 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: minecraft:gravel, minecraft:gravel, -1.0, minecraft:grass, minecraft:dirt, 2.0, minecraft:gravel, minecraft:gravel, 10.0 - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.2 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.3 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -Ore(minecraft:emerald_ore,5,1,100.0,4,31,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(1,Taiga2,10,BigTree,1,Tree,9) -Grass(Tallgrass,NotGrouped,10,100.0,minecraft:grass,minecraft:dirt) -Plant(Dandelion,4,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:llama", "weight": 5, "min": 4, "max": 6}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Extreme Hills Ocean.bc b/TerrainControl/worlds/world/WorldBiomes/Extreme Hills Ocean.bc deleted file mode 100755 index 4e7a55c..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Extreme Hills Ocean.bc +++ /dev/null @@ -1,481 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #20206D - -# Replace this biome to specified after the terrain is generated. -# This will make the world files contain the id of the specified biome, instead of the id of this biome. -# This will cause saplings, colors and mob spawning work as in specified biome. -ReplaceToBiomeName: Extreme Hills - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: -1.0 - -# Biome volatility. -BiomeVolatility: 0.1 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 3 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.7 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: -0.5 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:stone - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:stone - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.5 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.5 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -SurfacePatch(minecraft:grass,minecraft:air,67,77,minecraft:stone) -Tree(1,Taiga2,10,BigTree,1,Tree,9) -Grass(Tallgrass,NotGrouped,10,100.0,minecraft:grass,minecraft:dirt) -Plant(Tallgrass,40,100.0,63,73,minecraft:grass,minecraft:dirt) -Plant(Dandelion,4,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: false - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: true - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This is where you configure mob spawning. Mobs spawn in groups, -# see http://minecraft.gamepedia.com/Spawn#Mob_spawning - -# A mobgroups is made of four parts. They are mob, weight, min and max. -# The mob is one of the Minecraft internal mob names. -# See http://minecraft.gamepedia.com/Chunk_format#Mobs -# The weight is used for a random selection. This is a positive integer. -# The min is the minimum amount of mobs spawning as a group. This is a positive integer. -# The max is the maximum amount of mobs spawning as a group. This is a positive integer. - -# Mob groups are written to the config files in Json. -# Json is a tree document format: http://en.wikipedia.org/wiki/JSON -# Write a mobgroup like this: {"mob": "mobname", "weight": integer, "min": integer, "max": integer} -# For example: {"mob": "Ocelot", "weight": 10, "min": 2, "max": 6} -# For example: {"mob": "MushroomCow", "weight": 5, "min": 2, "max": 2} -# A json list of mobgroups looks like this: [mobgroup, mobgroup, mobgroup...] -# This would be an ampty list: [] -# You can validate your json here: http://jsonlint.com/ - -# There are four categories of mobs: monsters, creatures, water creatures and ambient creatures. -# In custom biomes, you can add your own mobgroups in the lists below. In the vanilla biomes, -# your changes are ignored. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "spider", "weight": 100, "min": 4, "max": 4}, {"mob": "zombie", "weight": 100, "min": 4, "max": 4}, {"mob": "skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "slime", "weight": 100, "min": 4, "max": 4}, {"mob": "enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Extreme Hills Snowy.bc b/TerrainControl/worlds/world/WorldBiomes/Extreme Hills Snowy.bc deleted file mode 100755 index e2348c1..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Extreme Hills Snowy.bc +++ /dev/null @@ -1,480 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #BFBFBF - -# Replace this biome to specified after the terrain is generated. -# This will make the world files contain the id of the specified biome, instead of the id of this biome. -# This will cause saplings, colors and mob spawning work as in specified biome. -ReplaceToBiomeName: Extreme Hills - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 1.0 - -# Biome volatility. -BiomeVolatility: 0.5 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: minecraft:grass, minecraft:dirt, 1.0, minecraft:stone, minecraft:stone, 10.0 - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.1 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.3 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -Ore(minecraft:emerald_ore,5,1,100.0,4,31,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(1,Taiga2,10,BigTree,1,Tree,9) -Grass(Tallgrass,NotGrouped,10,100.0,minecraft:grass,minecraft:dirt) -Plant(Dandelion,4,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This is where you configure mob spawning. Mobs spawn in groups, -# see http://minecraft.gamepedia.com/Spawn#Mob_spawning - -# A mobgroups is made of four parts. They are mob, weight, min and max. -# The mob is one of the Minecraft internal mob names. -# See http://minecraft.gamepedia.com/Chunk_format#Mobs -# The weight is used for a random selection. This is a positive integer. -# The min is the minimum amount of mobs spawning as a group. This is a positive integer. -# The max is the maximum amount of mobs spawning as a group. This is a positive integer. - -# Mob groups are written to the config files in Json. -# Json is a tree document format: http://en.wikipedia.org/wiki/JSON -# Write a mobgroup like this: {"mob": "mobname", "weight": integer, "min": integer, "max": integer} -# For example: {"mob": "Ocelot", "weight": 10, "min": 2, "max": 6} -# For example: {"mob": "MushroomCow", "weight": 5, "min": 2, "max": 2} -# A json list of mobgroups looks like this: [mobgroup, mobgroup, mobgroup...] -# This would be an ampty list: [] -# You can validate your json here: http://jsonlint.com/ - -# There are four categories of mobs: monsters, creatures, water creatures and ambient creatures. -# In custom biomes, you can add your own mobgroups in the lists below. In the vanilla biomes, -# your changes are ignored. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "spider", "weight": 100, "min": 4, "max": 4}, {"mob": "zombie", "weight": 100, "min": 4, "max": 4}, {"mob": "skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "slime", "weight": 100, "min": 4, "max": 4}, {"mob": "enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "pig", "weight": 10, "min": 4, "max": 4}, {"mob": "chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "cow", "weight": 8, "min": 4, "max": 4}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Extreme Hills+ M.bc b/TerrainControl/worlds/world/WorldBiomes/Extreme Hills+ M.bc deleted file mode 100755 index f35d091..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Extreme Hills+ M.bc +++ /dev/null @@ -1,456 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 10 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #466246 - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: Extreme Hills M - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 1.0 - -# Biome volatility. -BiomeVolatility: 0.5 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: minecraft:gravel, minecraft:gravel, -1.0, minecraft:grass, minecraft:dirt, 2.0, minecraft:gravel, minecraft:gravel, 10.0 - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.2 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.3 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -Ore(minecraft:emerald_ore,5,1,100.0,4,31,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(1,Taiga2,66,BigTree,10,Tree,100) -Grass(Tallgrass,NotGrouped,10,100.0,minecraft:grass,minecraft:dirt) -Plant(Dandelion,4,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:llama", "weight": 5, "min": 4, "max": 6}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Extreme Hills+.bc b/TerrainControl/worlds/world/WorldBiomes/Extreme Hills+.bc deleted file mode 100755 index 21628db..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Extreme Hills+.bc +++ /dev/null @@ -1,456 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #507050 - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: Extreme Hills - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 1.0 - -# Biome volatility. -BiomeVolatility: 0.5 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.2 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.3 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -Ore(minecraft:emerald_ore,5,1,100.0,4,31,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(1,Taiga2,66,BigTree,10,Tree,100) -Grass(Tallgrass,NotGrouped,10,100.0,minecraft:grass,minecraft:dirt) -Plant(Dandelion,4,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:llama", "weight": 5, "min": 4, "max": 6}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Extreme Hills.bc b/TerrainControl/worlds/world/WorldBiomes/Extreme Hills.bc deleted file mode 100755 index 9017330..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Extreme Hills.bc +++ /dev/null @@ -1,456 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #606060 - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 1.0 - -# Biome volatility. -BiomeVolatility: 0.5 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: minecraft:grass, minecraft:dirt, 1.0, minecraft:stone, minecraft:stone, 10.0 - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.2 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.3 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -Ore(minecraft:emerald_ore,5,1,100.0,4,31,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(1,Taiga2,10,BigTree,1,Tree,9) -Grass(Tallgrass,NotGrouped,10,100.0,minecraft:grass,minecraft:dirt) -Plant(Dandelion,4,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:llama", "weight": 5, "min": 4, "max": 6}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Flower Forest.bc b/TerrainControl/worlds/world/WorldBiomes/Flower Forest.bc deleted file mode 100755 index 9e4623e..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Flower Forest.bc +++ /dev/null @@ -1,469 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 10 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #2D8E49 - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: Plains - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 96 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.1 - -# Biome volatility. -BiomeVolatility: 0.4 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.7 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.8 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(10,Birch,20,Tree,100) -Tree(1,BigTree,42) -Grass(Tallgrass,NotGrouped,30,100.0,minecraft:grass,minecraft:dirt) -Plant(Poppy,40,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Lilac,6,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(RoseBush,6,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Peony,6,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(OrangeTulip,80,25.0,0,128,minecraft:grass,minecraft:dirt) -Plant(RedTulip,80,25.0,0,128,minecraft:grass,minecraft:dirt) -Plant(WhiteTulip,80,25.0,0,128,minecraft:grass,minecraft:dirt) -Plant(PinkTulip,80,25.0,0,128,minecraft:grass,minecraft:dirt) -Plant(AzureBluet,1,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Allium,1,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(OxeyeDaisy,1,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(RedMushroom,1,12.0,0,128,minecraft:grass,minecraft:dirt) -Plant(BrownMushroom,1,25.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -Reed(minecraft:reeds,3,100.0,0,128,minecraft:grass,minecraft:dirt,minecraft:sand) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:rabbit", "weight": 4, "min": 2, "max": 3}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Forest Smooth.bc b/TerrainControl/worlds/world/WorldBiomes/Forest Smooth.bc deleted file mode 100755 index 17c938f..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Forest Smooth.bc +++ /dev/null @@ -1,487 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #076D24 - -# Replace this biome to specified after the terrain is generated. -# This will make the world files contain the id of the specified biome, instead of the id of this biome. -# This will cause saplings, colors and mob spawning work as in specified biome. -ReplaceToBiomeName: Forest - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: Plains - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 96 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.1 - -# Biome volatility. -BiomeVolatility: 0.05 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.7 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.8 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(10,Birch,20,Tree,100) -Tree(1,BigTree,42) -Grass(Tallgrass,NotGrouped,60,100.0,minecraft:grass,minecraft:dirt) -Plant(Poppy,4,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Lilac,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(RoseBush,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Peony,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(RedMushroom,1,12.0,0,128,minecraft:grass,minecraft:dirt) -Plant(BrownMushroom,1,25.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -Reed(minecraft:reeds,3,100.0,0,128,minecraft:grass,minecraft:dirt,minecraft:sand) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This is where you configure mob spawning. Mobs spawn in groups, -# see http://minecraft.gamepedia.com/Spawn#Mob_spawning - -# A mobgroups is made of four parts. They are mob, weight, min and max. -# The mob is one of the Minecraft internal mob names. -# See http://minecraft.gamepedia.com/Chunk_format#Mobs -# The weight is used for a random selection. This is a positive integer. -# The min is the minimum amount of mobs spawning as a group. This is a positive integer. -# The max is the maximum amount of mobs spawning as a group. This is a positive integer. - -# Mob groups are written to the config files in Json. -# Json is a tree document format: http://en.wikipedia.org/wiki/JSON -# Write a mobgroup like this: {"mob": "mobname", "weight": integer, "min": integer, "max": integer} -# For example: {"mob": "Ocelot", "weight": 10, "min": 2, "max": 6} -# For example: {"mob": "MushroomCow", "weight": 5, "min": 2, "max": 2} -# A json list of mobgroups looks like this: [mobgroup, mobgroup, mobgroup...] -# This would be an ampty list: [] -# You can validate your json here: http://jsonlint.com/ - -# There are four categories of mobs: monsters, creatures, water creatures and ambient creatures. -# In custom biomes, you can add your own mobgroups in the lists below. In the vanilla biomes, -# your changes are ignored. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "spider", "weight": 100, "min": 4, "max": 4}, {"mob": "zombie", "weight": 100, "min": 4, "max": 4}, {"mob": "skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "slime", "weight": 100, "min": 4, "max": 4}, {"mob": "enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "pig", "weight": 10, "min": 4, "max": 4}, {"mob": "chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "cow", "weight": 8, "min": 4, "max": 4}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Forest.bc b/TerrainControl/worlds/world/WorldBiomes/Forest.bc deleted file mode 100755 index addfa41..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Forest.bc +++ /dev/null @@ -1,463 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #056621 - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: Plains - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 96 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.1 - -# Biome volatility. -BiomeVolatility: 0.2 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.7 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.8 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(10,Birch,20,Tree,100) -Tree(1,BigTree,42) -Grass(Tallgrass,NotGrouped,30,100.0,minecraft:grass,minecraft:dirt) -Plant(Poppy,4,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Lilac,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(RoseBush,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Peony,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(RedMushroom,1,12.0,0,128,minecraft:grass,minecraft:dirt) -Plant(BrownMushroom,1,25.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -Reed(minecraft:reeds,3,100.0,0,128,minecraft:grass,minecraft:dirt,minecraft:sand) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:wolf", "weight": 5, "min": 4, "max": 4}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/ForestDry.bc b/TerrainControl/worlds/world/WorldBiomes/ForestDry.bc deleted file mode 100755 index d1e55be..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/ForestDry.bc +++ /dev/null @@ -1,456 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: Plains - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #30680b - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: Plains - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 96 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.1 - -# Biome volatility. -BiomeVolatility: 0.2 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: STONE - -# Surface block, usually GRASS. -SurfaceBlock: GRASS - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: DIRT - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: STATIONARY_WATER - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: ICE - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: STATIONARY_LAVA - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.7 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.8 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(DIRT,33,10,100.0,0,255,STONE) -Ore(GRAVEL,33,8,100.0,0,255,STONE) -Ore(STONE:1,33,10,100.0,0,79,STONE) -Ore(STONE:3,33,10,100.0,0,79,STONE) -Ore(STONE:5,33,10,100.0,0,79,STONE) -Ore(COAL_ORE,17,20,100.0,0,127,STONE) -Ore(IRON_ORE,9,20,100.0,0,63,STONE) -Ore(GOLD_ORE,9,2,100.0,0,31,STONE) -Ore(REDSTONE_ORE,8,8,100.0,0,15,STONE) -Ore(DIAMOND_ORE,8,1,100.0,0,15,STONE) -Ore(LAPIS_ORE,7,1,100.0,0,15,STONE) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(STATIONARY_WATER,20,100.0,8,128,STONE) -Liquid(STATIONARY_LAVA,10,100.0,8,128,STONE) -SmallLake(STATIONARY_WATER,4,7.0,8,119) -SmallLake(STATIONARY_LAVA,2,1.0,8,119) -UnderWaterOre(SAND,7,3,100.0,DIRT,GRASS) -UnderWaterOre(CLAY,4,1,100.0,DIRT,CLAY) -UnderWaterOre(GRAVEL,6,1,100.0,DIRT,GRASS) -Dungeon(8,100.0,0,128) -Tree(10,Birch,20,Tree,100) -Grass(Tallgrass,NotGrouped,30,100.0,GRASS,DIRT) -Plant(Poppy,4,100.0,0,128,GRASS,DIRT) -Plant(Dandelion,2,100.0,0,128,GRASS,DIRT) -Reed(SUGAR_CANE_BLOCK,3,100.0,0,128,GRASS,DIRT,SAND) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:wolf", "weight": 5, "min": 4, "max": 4}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/ForestDry.bc.inherited b/TerrainControl/worlds/world/WorldBiomes/ForestDry.bc.inherited deleted file mode 100755 index d3e5ce7..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/ForestDry.bc.inherited +++ /dev/null @@ -1,488 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: Plains - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #30680B - -# Replace this biome to specified after the terrain is generated. -# This will make the world files contain the id of the specified biome, instead of the id of this biome. -# This will cause saplings, colors and mob spawning work as in specified biome. -ReplaceToBiomeName: - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: Plains - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 96 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.1 - -# Biome volatility. -BiomeVolatility: 0.2 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.7 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.8 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(10,Birch,20,Tree,100) -Grass(Tallgrass,NotGrouped,30,100.0,minecraft:grass,minecraft:dirt) -Plant(Poppy,4,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Reed(minecraft:reeds,3,100.0,0,128,minecraft:grass,minecraft:dirt,minecraft:sand) -CustomObject(UseWorld) -Grass(DoubleTallgrass,Grouped,10,15.0,minecraft:grass,minecraft:dirt) -Plant(OrangeTulip,3,25.0,0,128,minecraft:grass,minecraft:dirt) -Plant(RedTulip,3,25.0,0,128,minecraft:grass,minecraft:dirt) -Plant(WhiteTulip,3,25.0,0,128,minecraft:grass,minecraft:dirt) -Plant(PinkTulip,3,25.0,0,128,minecraft:grass,minecraft:dirt) -Plant(AzureBluet,3,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(OxeyeDaisy,3,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This is where you configure mob spawning. Mobs spawn in groups, -# see http://minecraft.gamepedia.com/Spawn#Mob_spawning - -# A mobgroups is made of four parts. They are mob, weight, min and max. -# The mob is one of the Minecraft internal mob names. -# See http://minecraft.gamepedia.com/Chunk_format#Mobs -# The weight is used for a random selection. This is a positive integer. -# The min is the minimum amount of mobs spawning as a group. This is a positive integer. -# The max is the maximum amount of mobs spawning as a group. This is a positive integer. - -# Mob groups are written to the config files in Json. -# Json is a tree document format: http://en.wikipedia.org/wiki/JSON -# Write a mobgroup like this: {"mob": "mobname", "weight": integer, "min": integer, "max": integer} -# For example: {"mob": "Ocelot", "weight": 10, "min": 2, "max": 6} -# For example: {"mob": "MushroomCow", "weight": 5, "min": 2, "max": 2} -# A json list of mobgroups looks like this: [mobgroup, mobgroup, mobgroup...] -# This would be an ampty list: [] -# You can validate your json here: http://jsonlint.com/ - -# There are four categories of mobs: monsters, creatures, water creatures and ambient creatures. -# In custom biomes, you can add your own mobgroups in the lists below. In the vanilla biomes, -# your changes are ignored. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "spider", "weight": 100, "min": 4, "max": 4}, {"mob": "zombie", "weight": 100, "min": 4, "max": 4}, {"mob": "skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "slime", "weight": 100, "min": 4, "max": 4}, {"mob": "enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "pig", "weight": 10, "min": 4, "max": 4}, {"mob": "chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "cow", "weight": 8, "min": 4, "max": 4}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/ForestHills.bc b/TerrainControl/worlds/world/WorldBiomes/ForestHills.bc deleted file mode 100755 index 17dbc7f..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/ForestHills.bc +++ /dev/null @@ -1,462 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #22551C - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: Plains, Forest - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.45 - -# Biome volatility. -BiomeVolatility: 0.3 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.7 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.8 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(10,Birch,20,Tree,100) -Grass(Tallgrass,NotGrouped,15,100.0,minecraft:grass,minecraft:dirt) -Plant(Poppy,4,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Lilac,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(RoseBush,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Peony,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(RedMushroom,1,12.0,0,128,minecraft:grass,minecraft:dirt) -Plant(BrownMushroom,1,25.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -Reed(minecraft:reeds,3,100.0,0,128,minecraft:grass,minecraft:dirt,minecraft:sand) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:wolf", "weight": 5, "min": 4, "max": 4}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/ForestHillsMesa.bc b/TerrainControl/worlds/world/WorldBiomes/ForestHillsMesa.bc deleted file mode 100755 index a7257c9..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/ForestHillsMesa.bc +++ /dev/null @@ -1,481 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #4B5A22 - -# Replace this biome to specified after the terrain is generated. -# This will make the world files contain the id of the specified biome, instead of the id of this biome. -# This will cause saplings, colors and mob spawning work as in specified biome. -ReplaceToBiomeName: Plains - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: Plains, Forest - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.45 - -# Biome volatility. -BiomeVolatility: 0.3 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.7 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.8 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(10,Tree,100) -Grass(Tallgrass,NotGrouped,15,100.0,minecraft:grass,minecraft:dirt) -Plant(Poppy,4,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(RedMushroom,1,12.0,0,128,minecraft:grass,minecraft:dirt) -Plant(BrownMushroom,1,25.0,0,128,minecraft:grass,minecraft:dirt) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This is where you configure mob spawning. Mobs spawn in groups, -# see http://minecraft.gamepedia.com/Spawn#Mob_spawning - -# A mobgroups is made of four parts. They are mob, weight, min and max. -# The mob is one of the Minecraft internal mob names. -# See http://minecraft.gamepedia.com/Chunk_format#Mobs -# The weight is used for a random selection. This is a positive integer. -# The min is the minimum amount of mobs spawning as a group. This is a positive integer. -# The max is the maximum amount of mobs spawning as a group. This is a positive integer. - -# Mob groups are written to the config files in Json. -# Json is a tree document format: http://en.wikipedia.org/wiki/JSON -# Write a mobgroup like this: {"mob": "mobname", "weight": integer, "min": integer, "max": integer} -# For example: {"mob": "Ocelot", "weight": 10, "min": 2, "max": 6} -# For example: {"mob": "MushroomCow", "weight": 5, "min": 2, "max": 2} -# A json list of mobgroups looks like this: [mobgroup, mobgroup, mobgroup...] -# This would be an ampty list: [] -# You can validate your json here: http://jsonlint.com/ - -# There are four categories of mobs: monsters, creatures, water creatures and ambient creatures. -# In custom biomes, you can add your own mobgroups in the lists below. In the vanilla biomes, -# your changes are ignored. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "spider", "weight": 100, "min": 4, "max": 4}, {"mob": "zombie", "weight": 100, "min": 4, "max": 4}, {"mob": "skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "slime", "weight": 100, "min": 4, "max": 4}, {"mob": "enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "pig", "weight": 10, "min": 4, "max": 4}, {"mob": "chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "cow", "weight": 8, "min": 4, "max": 4}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/ForestMesa.bc b/TerrainControl/worlds/world/WorldBiomes/ForestMesa.bc deleted file mode 100755 index cd00acc..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/ForestMesa.bc +++ /dev/null @@ -1,479 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #546621 - -# Replace this biome to specified after the terrain is generated. -# This will make the world files contain the id of the specified biome, instead of the id of this biome. -# This will cause saplings, colors and mob spawning work as in specified biome. -ReplaceToBiomeName: Plains - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: Plains - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 96 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.1 - -# Biome volatility. -BiomeVolatility: 0.2 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.7 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.8 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(10,Tree,100) -Grass(Tallgrass,NotGrouped,30,100.0,minecraft:grass,minecraft:dirt) -Plant(Poppy,4,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This is where you configure mob spawning. Mobs spawn in groups, -# see http://minecraft.gamepedia.com/Spawn#Mob_spawning - -# A mobgroups is made of four parts. They are mob, weight, min and max. -# The mob is one of the Minecraft internal mob names. -# See http://minecraft.gamepedia.com/Chunk_format#Mobs -# The weight is used for a random selection. This is a positive integer. -# The min is the minimum amount of mobs spawning as a group. This is a positive integer. -# The max is the maximum amount of mobs spawning as a group. This is a positive integer. - -# Mob groups are written to the config files in Json. -# Json is a tree document format: http://en.wikipedia.org/wiki/JSON -# Write a mobgroup like this: {"mob": "mobname", "weight": integer, "min": integer, "max": integer} -# For example: {"mob": "Ocelot", "weight": 10, "min": 2, "max": 6} -# For example: {"mob": "MushroomCow", "weight": 5, "min": 2, "max": 2} -# A json list of mobgroups looks like this: [mobgroup, mobgroup, mobgroup...] -# This would be an ampty list: [] -# You can validate your json here: http://jsonlint.com/ - -# There are four categories of mobs: monsters, creatures, water creatures and ambient creatures. -# In custom biomes, you can add your own mobgroups in the lists below. In the vanilla biomes, -# your changes are ignored. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "spider", "weight": 100, "min": 4, "max": 4}, {"mob": "zombie", "weight": 100, "min": 4, "max": 4}, {"mob": "skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "slime", "weight": 100, "min": 4, "max": 4}, {"mob": "enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "pig", "weight": 10, "min": 4, "max": 4}, {"mob": "chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "cow", "weight": 8, "min": 4, "max": 4}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/FrozenOcean.bc b/TerrainControl/worlds/world/WorldBiomes/FrozenOcean.bc deleted file mode 100755 index 5088346..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/FrozenOcean.bc +++ /dev/null @@ -1,455 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #9090A0 - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: -1.0 - -# Biome volatility. -BiomeVolatility: 0.1 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.0 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.5 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(1,BigTree,1,Tree,9) -Grass(Tallgrass,NotGrouped,10,100.0,minecraft:grass,minecraft:dirt) -Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: false - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: true - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/FrozenRiver.bc b/TerrainControl/worlds/world/WorldBiomes/FrozenRiver.bc deleted file mode 100755 index b83caa7..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/FrozenRiver.bc +++ /dev/null @@ -1,454 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #A0A0FF - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: -0.5 - -# Biome volatility. -BiomeVolatility: 0.0 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.0 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.5 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Grass(Tallgrass,NotGrouped,10,100.0,minecraft:grass,minecraft:dirt) -Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: false - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: true - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Hell.bc b/TerrainControl/worlds/world/WorldBiomes/Hell.bc deleted file mode 100755 index aae589c..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Hell.bc +++ /dev/null @@ -1,454 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #FF0000 - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.1 - -# Biome volatility. -BiomeVolatility: 0.2 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 2.0 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.0 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Grass(Tallgrass,NotGrouped,10,100.0,minecraft:grass,minecraft:dirt) -Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: true - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:ghast", "weight": 50, "min": 4, "max": 4}, {"mob": "minecraft:zombie_pigman", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:magma_cube", "weight": 2, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 1, "min": 4, "max": 4}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Ice Mountains.bc b/TerrainControl/worlds/world/WorldBiomes/Ice Mountains.bc deleted file mode 100755 index de702a3..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Ice Mountains.bc +++ /dev/null @@ -1,454 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #ADA7AF - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: Ice Plains - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.45 - -# Biome volatility. -BiomeVolatility: 0.3 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: FrozenRiver - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.0 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.5 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Grass(Tallgrass,NotGrouped,10,100.0,minecraft:grass,minecraft:dirt) -Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 20, "min": 4, "max": 4}, {"mob": "minecraft:stray", "weight": 80, "min": 4, "max": 4}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "minecraft:rabbit", "weight": 10, "min": 2, "max": 3}, {"mob": "minecraft:polar_bear", "weight": 1, "min": 1, "max": 2}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Ice Plains Spikes.bc b/TerrainControl/worlds/world/WorldBiomes/Ice Plains Spikes.bc deleted file mode 100755 index 347b3b3..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Ice Plains Spikes.bc +++ /dev/null @@ -1,456 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 10 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #8CB4B4 - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.425 - -# Biome volatility. -BiomeVolatility: 0.45000002 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: FrozenRiver - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:snow - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.0 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.5 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -IceSpike(minecraft:packed_ice,HugeSpike,3,1.66,60,128,minecraft:ice,minecraft:dirt,minecraft:snow) -IceSpike(minecraft:packed_ice,SmallSpike,3,98.33,60,128,minecraft:ice,minecraft:dirt,minecraft:snow) -IceSpike(minecraft:packed_ice,Basement,2,100.0,60,128,minecraft:ice,minecraft:dirt,minecraft:snow) -Plant(Poppy,3,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 20, "min": 4, "max": 4}, {"mob": "minecraft:stray", "weight": 80, "min": 4, "max": 4}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "minecraft:rabbit", "weight": 10, "min": 2, "max": 3}, {"mob": "minecraft:polar_bear", "weight": 1, "min": 1, "max": 2}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Ice Plains.bc b/TerrainControl/worlds/world/WorldBiomes/Ice Plains.bc deleted file mode 100755 index 00e79c2..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Ice Plains.bc +++ /dev/null @@ -1,456 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #FFFFFF - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.125 - -# Biome volatility. -BiomeVolatility: 0.05 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: FrozenRiver - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.0 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.5 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(1,Taiga2,15) -Grass(Tallgrass,Grouped,20,60.0,minecraft:grass,minecraft:dirt) -Plant(Poppy,3,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: igloo - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 20, "min": 4, "max": 4}, {"mob": "minecraft:stray", "weight": 80, "min": 4, "max": 4}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "minecraft:rabbit", "weight": 10, "min": 2, "max": 3}, {"mob": "minecraft:polar_bear", "weight": 1, "min": 1, "max": 2}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Jungle M.bc b/TerrainControl/worlds/world/WorldBiomes/Jungle M.bc deleted file mode 100755 index 7c7ee2a..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Jungle M.bc +++ /dev/null @@ -1,458 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 10 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #4C7009 - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.2 - -# Biome volatility. -BiomeVolatility: 0.4 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.95 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.9 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(50,BigTree,10,GroundBush,50,JungleTree,35,CocoaTree,100) -Grass(Fern,NotGrouped,20,100.0,minecraft:grass,minecraft:dirt) -Grass(Tallgrass,NotGrouped,60,100.0,minecraft:grass,minecraft:dirt) -Plant(minecraft:melon_block,1,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Poppy,4,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Dandelion,4,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: jungleTemple - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:ocelot", "weight": 2, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:parrot", "weight": 40, "min": 1, "max": 2}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Jungle.bc b/TerrainControl/worlds/world/WorldBiomes/Jungle.bc deleted file mode 100755 index 73d8cdd..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Jungle.bc +++ /dev/null @@ -1,458 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #537B09 - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.1 - -# Biome volatility. -BiomeVolatility: 0.2 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.95 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.9 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(50,BigTree,10,GroundBush,50,JungleTree,35,CocoaTree,100) -Grass(Fern,NotGrouped,20,100.0,minecraft:grass,minecraft:dirt) -Grass(Tallgrass,NotGrouped,60,100.0,minecraft:grass,minecraft:dirt) -Plant(minecraft:melon_block,1,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Poppy,4,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Dandelion,4,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: jungleTemple - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:ocelot", "weight": 2, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:parrot", "weight": 40, "min": 1, "max": 2}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/JungleEdge M.bc b/TerrainControl/worlds/world/WorldBiomes/JungleEdge M.bc deleted file mode 100755 index 72627f9..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/JungleEdge M.bc +++ /dev/null @@ -1,458 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 10 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #5A8015 - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: Jungle M - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.2 - -# Biome volatility. -BiomeVolatility: 0.4 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.95 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.8 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(50,BigTree,10,GroundBush,50,JungleTree,35,CocoaTree,100) -Grass(Fern,NotGrouped,20,100.0,minecraft:grass,minecraft:dirt) -Grass(Tallgrass,NotGrouped,60,100.0,minecraft:grass,minecraft:dirt) -Plant(minecraft:melon_block,1,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Poppy,4,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Dandelion,4,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: jungleTemple - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:parrot", "weight": 40, "min": 1, "max": 2}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/JungleEdge.bc b/TerrainControl/worlds/world/WorldBiomes/JungleEdge.bc deleted file mode 100755 index 4bac0d9..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/JungleEdge.bc +++ /dev/null @@ -1,458 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #628B17 - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: Jungle - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.1 - -# Biome volatility. -BiomeVolatility: 0.2 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.95 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.8 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(50,BigTree,10,GroundBush,50,JungleTree,35,CocoaTree,100) -Grass(Fern,NotGrouped,20,100.0,minecraft:grass,minecraft:dirt) -Grass(Tallgrass,NotGrouped,60,100.0,minecraft:grass,minecraft:dirt) -Plant(minecraft:melon_block,1,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Poppy,4,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Dandelion,4,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: jungleTemple - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:parrot", "weight": 40, "min": 1, "max": 2}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/JungleEdgeRaised.bc b/TerrainControl/worlds/world/WorldBiomes/JungleEdgeRaised.bc deleted file mode 100755 index 249756c..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/JungleEdgeRaised.bc +++ /dev/null @@ -1,460 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: Jungle - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #5b8317 - -ReplaceToBiomeName: Jungle - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: Jungle - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.55 - -# Biome volatility. -BiomeVolatility: 0.2 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: STONE - -# Surface block, usually GRASS. -SurfaceBlock: GRASS - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: DIRT - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: STATIONARY_WATER - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: ICE - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: STATIONARY_LAVA - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.95 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.8 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(DIRT,33,10,100.0,0,255,STONE) -Ore(GRAVEL,33,8,100.0,0,255,STONE) -Ore(STONE:1,33,10,100.0,0,79,STONE) -Ore(STONE:3,33,10,100.0,0,79,STONE) -Ore(STONE:5,33,10,100.0,0,79,STONE) -Ore(COAL_ORE,17,20,100.0,0,127,STONE) -Ore(IRON_ORE,9,20,100.0,0,63,STONE) -Ore(GOLD_ORE,9,2,100.0,0,31,STONE) -Ore(REDSTONE_ORE,8,8,100.0,0,15,STONE) -Ore(DIAMOND_ORE,8,1,100.0,0,15,STONE) -Ore(LAPIS_ORE,7,1,100.0,0,15,STONE) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(STATIONARY_WATER,20,100.0,8,128,STONE) -Liquid(STATIONARY_LAVA,10,100.0,8,128,STONE) -SmallLake(STATIONARY_WATER,4,7.0,8,119) -SmallLake(STATIONARY_LAVA,2,1.0,8,119) -UnderWaterOre(SAND,7,3,100.0,DIRT,GRASS) -UnderWaterOre(CLAY,4,1,100.0,DIRT,CLAY) -UnderWaterOre(GRAVEL,6,1,100.0,DIRT,GRASS) -Dungeon(8,100.0,0,128) -Tree(50,BigTree,10,GroundBush,50,JungleTree,35,CocoaTree,100) -Grass(Fern,NotGrouped,20,100.0,GRASS,DIRT) -Grass(Tallgrass,NotGrouped,60,100.0,GRASS,DIRT) -Plant(MELON_BLOCK,1,100.0,0,128,GRASS,DIRT) -Plant(Poppy,4,100.0,0,128,GRASS,DIRT) -Plant(Dandelion,4,100.0,0,128,GRASS,DIRT) -Plant(PUMPKIN,1,3.0,0,128,GRASS) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: jungleTemple - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/JungleEdgeRaised.bc.inherited b/TerrainControl/worlds/world/WorldBiomes/JungleEdgeRaised.bc.inherited deleted file mode 100755 index 81e8e20..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/JungleEdgeRaised.bc.inherited +++ /dev/null @@ -1,482 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: Jungle - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #5B8317 - -# Replace this biome to specified after the terrain is generated. -# This will make the world files contain the id of the specified biome, instead of the id of this biome. -# This will cause saplings, colors and mob spawning work as in specified biome. -ReplaceToBiomeName: Jungle - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: Jungle - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.55 - -# Biome volatility. -BiomeVolatility: 0.2 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.95 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.8 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(50,BigTree,10,GroundBush,50,JungleTree,35,CocoaTree,100) -Grass(Fern,NotGrouped,20,100.0,minecraft:grass,minecraft:dirt) -Grass(Tallgrass,NotGrouped,60,100.0,minecraft:grass,minecraft:dirt) -Plant(minecraft:melon_block,1,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Poppy,4,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Dandelion,4,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: jungleTemple - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This is where you configure mob spawning. Mobs spawn in groups, -# see http://minecraft.gamepedia.com/Spawn#Mob_spawning - -# A mobgroups is made of four parts. They are mob, weight, min and max. -# The mob is one of the Minecraft internal mob names. -# See http://minecraft.gamepedia.com/Chunk_format#Mobs -# The weight is used for a random selection. This is a positive integer. -# The min is the minimum amount of mobs spawning as a group. This is a positive integer. -# The max is the maximum amount of mobs spawning as a group. This is a positive integer. - -# Mob groups are written to the config files in Json. -# Json is a tree document format: http://en.wikipedia.org/wiki/JSON -# Write a mobgroup like this: {"mob": "mobname", "weight": integer, "min": integer, "max": integer} -# For example: {"mob": "Ocelot", "weight": 10, "min": 2, "max": 6} -# For example: {"mob": "MushroomCow", "weight": 5, "min": 2, "max": 2} -# A json list of mobgroups looks like this: [mobgroup, mobgroup, mobgroup...] -# This would be an ampty list: [] -# You can validate your json here: http://jsonlint.com/ - -# There are four categories of mobs: monsters, creatures, water creatures and ambient creatures. -# In custom biomes, you can add your own mobgroups in the lists below. In the vanilla biomes, -# your changes are ignored. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "spider", "weight": 100, "min": 4, "max": 4}, {"mob": "zombie", "weight": 100, "min": 4, "max": 4}, {"mob": "skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "slime", "weight": 100, "min": 4, "max": 4}, {"mob": "enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "pig", "weight": 10, "min": 4, "max": 4}, {"mob": "chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "cow", "weight": 8, "min": 4, "max": 4}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/JungleHills.bc b/TerrainControl/worlds/world/WorldBiomes/JungleHills.bc deleted file mode 100755 index 48d231a..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/JungleHills.bc +++ /dev/null @@ -1,458 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #2C4205 - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: Jungle - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.45 - -# Biome volatility. -BiomeVolatility: 0.3 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.95 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.9 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(50,BigTree,10,GroundBush,50,JungleTree,35,CocoaTree,100) -Grass(Fern,NotGrouped,20,100.0,minecraft:grass,minecraft:dirt) -Grass(Tallgrass,NotGrouped,60,100.0,minecraft:grass,minecraft:dirt) -Plant(minecraft:melon_block,1,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Poppy,4,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Dandelion,4,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: jungleTemple - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:ocelot", "weight": 2, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:parrot", "weight": 40, "min": 1, "max": 2}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Mega Spruce Taiga Hills.bc b/TerrainControl/worlds/world/WorldBiomes/Mega Spruce Taiga Hills.bc deleted file mode 100755 index 57bc2a1..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Mega Spruce Taiga Hills.bc +++ /dev/null @@ -1,460 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 10 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #475141 - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: Mega Spruce Taiga - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.2 - -# Biome volatility. -BiomeVolatility: 0.2 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: minecraft:dirt:2, minecraft:dirt, -0.95, minecraft:dirt:1, minecraft:dirt, 1.75 - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.25 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.8 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Boulder(minecraft:mossy_cobblestone,2,30.0,0,256,minecraft:grass,minecraft:dirt,minecraft:stone) -Tree(10,HugeTaiga2,8,HugeTaiga1,30,Taiga1,33,Taiga2,100) -Grass(Fern,NotGrouped,80,100.0,minecraft:grass,minecraft:dirt) -Grass(Tallgrass,NotGrouped,16,100.0,minecraft:grass,minecraft:dirt) -Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(RedMushroom,8,12.0,0,128,minecraft:grass,minecraft:dirt) -Plant(BrownMushroom,8,25.0,0,128,minecraft:grass,minecraft:dirt) -Plant(LargeFern,60,90.0,30,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:wolf", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:rabbit", "weight": 4, "min": 2, "max": 3}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Mega Spruce Taiga.bc b/TerrainControl/worlds/world/WorldBiomes/Mega Spruce Taiga.bc deleted file mode 100755 index 6527644..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Mega Spruce Taiga.bc +++ /dev/null @@ -1,460 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 10 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #818E79 - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.2 - -# Biome volatility. -BiomeVolatility: 0.2 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: minecraft:dirt:2, minecraft:dirt, -0.95, minecraft:dirt:1, minecraft:dirt, 1.75 - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.25 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.8 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Boulder(minecraft:mossy_cobblestone,2,30.0,0,256,minecraft:grass,minecraft:dirt,minecraft:stone) -Tree(10,HugeTaiga2,8,HugeTaiga1,30,Taiga1,33,Taiga2,100) -Grass(Fern,NotGrouped,80,100.0,minecraft:grass,minecraft:dirt) -Grass(Tallgrass,NotGrouped,16,100.0,minecraft:grass,minecraft:dirt) -Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(RedMushroom,8,12.0,0,128,minecraft:grass,minecraft:dirt) -Plant(BrownMushroom,8,25.0,0,128,minecraft:grass,minecraft:dirt) -Plant(LargeFern,60,90.0,30,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:wolf", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:rabbit", "weight": 4, "min": 2, "max": 3}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Mega Taiga Hills.bc b/TerrainControl/worlds/world/WorldBiomes/Mega Taiga Hills.bc deleted file mode 100755 index 221c136..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Mega Taiga Hills.bc +++ /dev/null @@ -1,460 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 6 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #454F3E - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: Mega Taiga - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.45 - -# Biome volatility. -BiomeVolatility: 0.3 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: minecraft:dirt:2, minecraft:dirt, -0.95, minecraft:dirt:1, minecraft:dirt, 1.75 - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.3 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.8 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Boulder(minecraft:mossy_cobblestone,2,30.0,0,256,minecraft:grass,minecraft:dirt,minecraft:stone) -Tree(10,HugeTaiga1,33,Taiga1,33,Taiga2,100) -Grass(Fern,NotGrouped,80,100.0,minecraft:grass,minecraft:dirt) -Grass(Tallgrass,NotGrouped,16,100.0,minecraft:grass,minecraft:dirt) -Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(RedMushroom,8,12.0,0,128,minecraft:grass,minecraft:dirt) -Plant(BrownMushroom,8,25.0,0,128,minecraft:grass,minecraft:dirt) -Plant(LargeFern,60,90.0,30,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:wolf", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:rabbit", "weight": 4, "min": 2, "max": 3}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Mega Taiga.bc b/TerrainControl/worlds/world/WorldBiomes/Mega Taiga.bc deleted file mode 100755 index 095a6dc..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Mega Taiga.bc +++ /dev/null @@ -1,460 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #596651 - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.2 - -# Biome volatility. -BiomeVolatility: 0.2 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: minecraft:dirt:2, minecraft:dirt, -0.95, minecraft:dirt:1, minecraft:dirt, 1.75 - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.3 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.8 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Boulder(minecraft:mossy_cobblestone,2,30.0,0,256,minecraft:grass,minecraft:dirt,minecraft:stone) -Tree(10,HugeTaiga1,33,Taiga1,33,Taiga2,100) -Grass(Fern,NotGrouped,80,100.0,minecraft:grass,minecraft:dirt) -Grass(Tallgrass,NotGrouped,16,100.0,minecraft:grass,minecraft:dirt) -Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(RedMushroom,8,12.0,0,128,minecraft:grass,minecraft:dirt) -Plant(BrownMushroom,8,25.0,0,128,minecraft:grass,minecraft:dirt) -Plant(LargeFern,60,90.0,30,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:wolf", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:rabbit", "weight": 4, "min": 2, "max": 3}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Mesa (Bryce).bc b/TerrainControl/worlds/world/WorldBiomes/Mesa (Bryce).bc deleted file mode 100755 index daa091f..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Mesa (Bryce).bc +++ /dev/null @@ -1,455 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 10 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #E45627 - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: Mesa - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 5 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 90 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.1 - -# Biome volatility. -BiomeVolatility: 0.2 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:sand - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:stained_hardened_clay - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: MesaBryce - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 2.0 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.0 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Grass(minecraft:deadbush,NotGrouped,7,100.0,minecraft:sand,minecraft:hardened_clay,minecraft:stained_hardened_clay,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -Reed(minecraft:reeds,5,100.0,0,128,minecraft:grass,minecraft:dirt,minecraft:sand) -Cactus(minecraft:cactus,10,100.0,0,128,minecraft:sand) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: mesa - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Mesa Plateau F M.bc b/TerrainControl/worlds/world/WorldBiomes/Mesa Plateau F M.bc deleted file mode 100755 index 2dd9ce7..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Mesa Plateau F M.bc +++ /dev/null @@ -1,457 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #A68F5F - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: Mesa - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 90 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.45 - -# Biome volatility. -BiomeVolatility: 0.3 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: MesaForest - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 2.0 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.0 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(1,Tree,100) -Grass(Tallgrass,NotGrouped,10,100.0,minecraft:grass,minecraft:dirt) -Grass(minecraft:deadbush,NotGrouped,7,100.0,minecraft:sand,minecraft:hardened_clay,minecraft:stained_hardened_clay,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -Reed(minecraft:reeds,5,100.0,0,128,minecraft:grass,minecraft:dirt,minecraft:sand) -Cactus(minecraft:cactus,10,100.0,0,128,minecraft:sand) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: mesa - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Mesa Plateau F.bc b/TerrainControl/worlds/world/WorldBiomes/Mesa Plateau F.bc deleted file mode 100755 index 6daf1d9..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Mesa Plateau F.bc +++ /dev/null @@ -1,457 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #B09765 - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: Mesa - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 99 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 1.5 - -# Biome volatility. -BiomeVolatility: 0.025 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: MesaForest - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 2.0 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.0 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(1,Tree,100) -Grass(Tallgrass,NotGrouped,10,100.0,minecraft:grass,minecraft:dirt) -Grass(minecraft:deadbush,NotGrouped,7,100.0,minecraft:sand,minecraft:hardened_clay,minecraft:stained_hardened_clay,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -Reed(minecraft:reeds,5,100.0,0,128,minecraft:grass,minecraft:dirt,minecraft:sand) -Cactus(minecraft:cactus,10,100.0,0,128,minecraft:sand) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: mesa - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Mesa Plateau M.bc b/TerrainControl/worlds/world/WorldBiomes/Mesa Plateau M.bc deleted file mode 100755 index a64d706..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Mesa Plateau M.bc +++ /dev/null @@ -1,455 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #B77F5C - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: Mesa - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 90 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.45 - -# Biome volatility. -BiomeVolatility: 0.3 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:sand - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:stained_hardened_clay - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: Mesa - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 2.0 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.0 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Grass(minecraft:deadbush,NotGrouped,7,100.0,minecraft:sand,minecraft:hardened_clay,minecraft:stained_hardened_clay,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -Reed(minecraft:reeds,5,100.0,0,128,minecraft:grass,minecraft:dirt,minecraft:sand) -Cactus(minecraft:cactus,10,100.0,0,128,minecraft:sand) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: mesa - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Mesa Plateau.bc b/TerrainControl/worlds/world/WorldBiomes/Mesa Plateau.bc deleted file mode 100755 index cf2b418..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Mesa Plateau.bc +++ /dev/null @@ -1,455 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #CA8C65 - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: Mesa - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 99 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 1.5 - -# Biome volatility. -BiomeVolatility: 0.025 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:sand - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:stained_hardened_clay - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: Mesa - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 2.0 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.0 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Grass(minecraft:deadbush,NotGrouped,7,100.0,minecraft:sand,minecraft:hardened_clay,minecraft:stained_hardened_clay,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -Reed(minecraft:reeds,5,100.0,0,128,minecraft:grass,minecraft:dirt,minecraft:sand) -Cactus(minecraft:cactus,10,100.0,0,128,minecraft:sand) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: mesa - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Mesa Sand.bc b/TerrainControl/worlds/world/WorldBiomes/Mesa Sand.bc deleted file mode 100755 index fe971d4..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Mesa Sand.bc +++ /dev/null @@ -1,478 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #F24B18 - -# Replace this biome to specified after the terrain is generated. -# This will make the world files contain the id of the specified biome, instead of the id of this biome. -# This will cause saplings, colors and mob spawning work as in specified biome. -ReplaceToBiomeName: Desert - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.35 - -# Biome volatility. -BiomeVolatility: 0.05 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.5 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.1 - -VolatilityWeight2: 0.9 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:sand:1 - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:sand:1 - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: (minecraft:sandstone,minecraft:red_sandstone) - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 2.0 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.0 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:lava,1,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Grass(minecraft:deadbush,NotGrouped,7,100.0,minecraft:sand,minecraft:hardened_clay,minecraft:stained_hardened_clay,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -Reed(minecraft:reeds,5,100.0,0,128,minecraft:grass,minecraft:dirt,minecraft:sand) -Cactus(minecraft:cactus,10,100.0,0,128,minecraft:sand) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This is where you configure mob spawning. Mobs spawn in groups, -# see http://minecraft.gamepedia.com/Spawn#Mob_spawning - -# A mobgroups is made of four parts. They are mob, weight, min and max. -# The mob is one of the Minecraft internal mob names. -# See http://minecraft.gamepedia.com/Chunk_format#Mobs -# The weight is used for a random selection. This is a positive integer. -# The min is the minimum amount of mobs spawning as a group. This is a positive integer. -# The max is the maximum amount of mobs spawning as a group. This is a positive integer. - -# Mob groups are written to the config files in Json. -# Json is a tree document format: http://en.wikipedia.org/wiki/JSON -# Write a mobgroup like this: {"mob": "mobname", "weight": integer, "min": integer, "max": integer} -# For example: {"mob": "Ocelot", "weight": 10, "min": 2, "max": 6} -# For example: {"mob": "MushroomCow", "weight": 5, "min": 2, "max": 2} -# A json list of mobgroups looks like this: [mobgroup, mobgroup, mobgroup...] -# This would be an ampty list: [] -# You can validate your json here: http://jsonlint.com/ - -# There are four categories of mobs: monsters, creatures, water creatures and ambient creatures. -# In custom biomes, you can add your own mobgroups in the lists below. In the vanilla biomes, -# your changes are ignored. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "spider", "weight": 100, "min": 4, "max": 4}, {"mob": "zombie", "weight": 100, "min": 4, "max": 4}, {"mob": "skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "slime", "weight": 100, "min": 4, "max": 4}, {"mob": "enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "pig", "weight": 10, "min": 4, "max": 4}, {"mob": "chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "cow", "weight": 8, "min": 4, "max": 4}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Mesa.bc b/TerrainControl/worlds/world/WorldBiomes/Mesa.bc deleted file mode 100755 index e467da4..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Mesa.bc +++ /dev/null @@ -1,455 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #D94515 - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.1 - -# Biome volatility. -BiomeVolatility: 0.2 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:sand - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:stained_hardened_clay - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: Mesa - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 2.0 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.0 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,1,7.0,8,119) -SmallLake(minecraft:lava,1,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Grass(minecraft:deadbush,NotGrouped,7,100.0,minecraft:sand,minecraft:hardened_clay,minecraft:stained_hardened_clay,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -Reed(minecraft:reeds,5,100.0,0,128,minecraft:grass,minecraft:dirt,minecraft:sand) -Cactus(minecraft:cactus,10,100.0,0,128,minecraft:sand) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: mesa - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/MushroomIsland.bc b/TerrainControl/worlds/world/WorldBiomes/MushroomIsland.bc deleted file mode 100755 index 4d8ebdf..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/MushroomIsland.bc +++ /dev/null @@ -1,456 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #FF00FF - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: Ocean, Deep Ocean - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 1 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.2 - -# Biome volatility. -BiomeVolatility: 0.3 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:mycelium - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.9 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 1.0 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -AboveWaterRes(minecraft:waterlily,1,100.0) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(1,HugeMushroom,100) -Plant(RedMushroom,2,12.0,0,128,minecraft:mycelium,minecraft:dirt) -Plant(BrownMushroom,2,25.0,0,128,minecraft:mycelium,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: false - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "minecraft:mooshroom", "weight": 8, "min": 4, "max": 8}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/MushroomIslandShore.bc b/TerrainControl/worlds/world/WorldBiomes/MushroomIslandShore.bc deleted file mode 100755 index 3eaa337..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/MushroomIslandShore.bc +++ /dev/null @@ -1,455 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #A000FF - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: Ocean, Deep Ocean - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 1 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: MushroomIsland - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 9 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.0 - -# Biome volatility. -BiomeVolatility: 0.025 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:mycelium - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.9 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 1.0 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -AboveWaterRes(minecraft:waterlily,1,100.0) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Plant(RedMushroom,2,12.0,0,128,minecraft:mycelium,minecraft:dirt) -Plant(BrownMushroom,2,25.0,0,128,minecraft:mycelium,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: false - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "minecraft:mooshroom", "weight": 8, "min": 4, "max": 8}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Ocean.bc b/TerrainControl/worlds/world/WorldBiomes/Ocean.bc deleted file mode 100755 index 2467f56..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Ocean.bc +++ /dev/null @@ -1,455 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #000070 - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: -1.0 - -# Biome volatility. -BiomeVolatility: 0.1 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: -1.5 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.5 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.5 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(1,BigTree,1,Tree,9) -Grass(Tallgrass,NotGrouped,10,100.0,minecraft:grass,minecraft:dirt) -Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: false - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: true - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Plains.bc b/TerrainControl/worlds/world/WorldBiomes/Plains.bc deleted file mode 100755 index ae631cd..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Plains.bc +++ /dev/null @@ -1,463 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #8DB360 - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.125 - -# Biome volatility. -BiomeVolatility: 0.05 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.8 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.4 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,1,7.0,8,119) -SmallLake(minecraft:lava,1,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Grass(DoubleTallgrass,Grouped,10,15.0,minecraft:grass,minecraft:dirt) -Grass(Tallgrass,NotGrouped,100,100.0,minecraft:grass,minecraft:dirt) -Plant(Poppy,1,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Dandelion,3,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(OrangeTulip,3,25.0,0,128,minecraft:grass,minecraft:dirt) -Plant(RedTulip,3,25.0,0,128,minecraft:grass,minecraft:dirt) -Plant(WhiteTulip,3,25.0,0,128,minecraft:grass,minecraft:dirt) -Plant(PinkTulip,3,25.0,0,128,minecraft:grass,minecraft:dirt) -Plant(AzureBluet,3,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(OxeyeDaisy,3,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -Reed(minecraft:reeds,5,100.0,0,128,minecraft:grass,minecraft:dirt,minecraft:sand) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: false - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: wood - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:horse", "weight": 5, "min": 2, "max": 6}, {"mob": "minecraft:donkey", "weight": 1, "min": 1, "max": 3}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/River Sandy Banks Red.bc b/TerrainControl/worlds/world/WorldBiomes/River Sandy Banks Red.bc deleted file mode 100755 index 2812e63..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/River Sandy Banks Red.bc +++ /dev/null @@ -1,479 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 8 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 95 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #5160FF - -# Replace this biome to specified after the terrain is generated. -# This will make the world files contain the id of the specified biome, instead of the id of this biome. -# This will cause saplings, colors and mob spawning work as in specified biome. -ReplaceToBiomeName: - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: -0.5 - -# Biome volatility. -BiomeVolatility: 0.0 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: -1.5 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: (minecraft:grass,minecraft:sand:1,62,255),(minecraft:dirt,minecraft:sand:1,62,255) - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.5 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.5 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(1,BigTree,1,Tree,9) -Grass(Tallgrass,NotGrouped,10,100.0,minecraft:grass,minecraft:dirt) -Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: false - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: true - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This is where you configure mob spawning. Mobs spawn in groups, -# see http://minecraft.gamepedia.com/Spawn#Mob_spawning - -# A mobgroups is made of four parts. They are mob, weight, min and max. -# The mob is one of the Minecraft internal mob names. -# See http://minecraft.gamepedia.com/Chunk_format#Mobs -# The weight is used for a random selection. This is a positive integer. -# The min is the minimum amount of mobs spawning as a group. This is a positive integer. -# The max is the maximum amount of mobs spawning as a group. This is a positive integer. - -# Mob groups are written to the config files in Json. -# Json is a tree document format: http://en.wikipedia.org/wiki/JSON -# Write a mobgroup like this: {"mob": "mobname", "weight": integer, "min": integer, "max": integer} -# For example: {"mob": "Ocelot", "weight": 10, "min": 2, "max": 6} -# For example: {"mob": "MushroomCow", "weight": 5, "min": 2, "max": 2} -# A json list of mobgroups looks like this: [mobgroup, mobgroup, mobgroup...] -# This would be an ampty list: [] -# You can validate your json here: http://jsonlint.com/ - -# There are four categories of mobs: monsters, creatures, water creatures and ambient creatures. -# In custom biomes, you can add your own mobgroups in the lists below. In the vanilla biomes, -# your changes are ignored. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "spider", "weight": 100, "min": 4, "max": 4}, {"mob": "zombie", "weight": 100, "min": 4, "max": 4}, {"mob": "skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "slime", "weight": 100, "min": 4, "max": 4}, {"mob": "enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/River Sandy Banks.bc b/TerrainControl/worlds/world/WorldBiomes/River Sandy Banks.bc deleted file mode 100755 index 4acc653..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/River Sandy Banks.bc +++ /dev/null @@ -1,479 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 8 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 95 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #0060FF - -# Replace this biome to specified after the terrain is generated. -# This will make the world files contain the id of the specified biome, instead of the id of this biome. -# This will cause saplings, colors and mob spawning work as in specified biome. -ReplaceToBiomeName: - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: -0.5 - -# Biome volatility. -BiomeVolatility: 0.0 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: -1.5 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: (minecraft:grass,minecraft:sand,62,255),(minecraft:dirt,minecraft:sand,62,255) - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.5 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.5 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(1,BigTree,1,Tree,9) -Grass(Tallgrass,NotGrouped,10,100.0,minecraft:grass,minecraft:dirt) -Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: false - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: true - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This is where you configure mob spawning. Mobs spawn in groups, -# see http://minecraft.gamepedia.com/Spawn#Mob_spawning - -# A mobgroups is made of four parts. They are mob, weight, min and max. -# The mob is one of the Minecraft internal mob names. -# See http://minecraft.gamepedia.com/Chunk_format#Mobs -# The weight is used for a random selection. This is a positive integer. -# The min is the minimum amount of mobs spawning as a group. This is a positive integer. -# The max is the maximum amount of mobs spawning as a group. This is a positive integer. - -# Mob groups are written to the config files in Json. -# Json is a tree document format: http://en.wikipedia.org/wiki/JSON -# Write a mobgroup like this: {"mob": "mobname", "weight": integer, "min": integer, "max": integer} -# For example: {"mob": "Ocelot", "weight": 10, "min": 2, "max": 6} -# For example: {"mob": "MushroomCow", "weight": 5, "min": 2, "max": 2} -# A json list of mobgroups looks like this: [mobgroup, mobgroup, mobgroup...] -# This would be an ampty list: [] -# You can validate your json here: http://jsonlint.com/ - -# There are four categories of mobs: monsters, creatures, water creatures and ambient creatures. -# In custom biomes, you can add your own mobgroups in the lists below. In the vanilla biomes, -# your changes are ignored. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "spider", "weight": 100, "min": 4, "max": 4}, {"mob": "zombie", "weight": 100, "min": 4, "max": 4}, {"mob": "skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "slime", "weight": 100, "min": 4, "max": 4}, {"mob": "enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/River.bc b/TerrainControl/worlds/world/WorldBiomes/River.bc deleted file mode 100755 index d9a2111..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/River.bc +++ /dev/null @@ -1,455 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 8 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 95 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #0000FF - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: -0.5 - -# Biome volatility. -BiomeVolatility: 0.0 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: -1.5 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.5 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.5 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(1,BigTree,1,Tree,9) -Grass(Tallgrass,NotGrouped,10,100.0,minecraft:grass,minecraft:dirt) -Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: false - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: true - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Roofed Forest M.bc b/TerrainControl/worlds/world/WorldBiomes/Roofed Forest M.bc deleted file mode 100755 index 1f5ab52..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Roofed Forest M.bc +++ /dev/null @@ -1,459 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 10 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #364416 - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.2 - -# Biome volatility. -BiomeVolatility: 0.4 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.7 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.8 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(20,HugeMushroom,3,DarkOak,66,Birch,20,Tree,100) -Grass(Tallgrass,NotGrouped,15,100.0,minecraft:grass,minecraft:dirt) -Plant(Poppy,4,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Lilac,1,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(RoseBush,1,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Peony,1,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: true - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Roofed Forest.bc b/TerrainControl/worlds/world/WorldBiomes/Roofed Forest.bc deleted file mode 100755 index 30c5eef..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Roofed Forest.bc +++ /dev/null @@ -1,459 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #40511A - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.1 - -# Biome volatility. -BiomeVolatility: 0.2 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.7 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.8 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(20,HugeMushroom,3,DarkOak,66,Birch,20,Tree,100) -Grass(Tallgrass,NotGrouped,15,100.0,minecraft:grass,minecraft:dirt) -Plant(Poppy,4,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Lilac,1,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(RoseBush,1,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Peony,1,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: true - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Savanna M.bc b/TerrainControl/worlds/world/WorldBiomes/Savanna M.bc deleted file mode 100755 index 90731b7..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Savanna M.bc +++ /dev/null @@ -1,455 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 10 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #9D9461 - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.3625 - -# Biome volatility. -BiomeVolatility: 1.225 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: minecraft:grass, minecraft:dirt, -0.5, minecraft:dirt:1, minecraft:dirt, 1.75, minecraft:stone, minecraft:stone, 10.0 - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 1.1 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.0 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(1,Acacia,80,Tree,100) -Grass(Tallgrass,NotGrouped,60,100.0,minecraft:grass,minecraft:dirt) -Plant(Dandelion,4,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: wood - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:horse", "weight": 1, "min": 2, "max": 6}, {"mob": "minecraft:donkey", "weight": 1, "min": 1, "max": 1}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Savanna Plateau M.bc b/TerrainControl/worlds/world/WorldBiomes/Savanna Plateau M.bc deleted file mode 100755 index 10a135b..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Savanna Plateau M.bc +++ /dev/null @@ -1,455 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 10 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #99905C - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: Savanna M - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 1.05 - -# Biome volatility. -BiomeVolatility: 1.2125001 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: minecraft:grass, minecraft:dirt, -0.5, minecraft:dirt:1, minecraft:dirt, 1.75, minecraft:stone, minecraft:stone, 10.0 - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 1.0 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.0 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(1,Acacia,80,Tree,100) -Grass(Tallgrass,NotGrouped,60,100.0,minecraft:grass,minecraft:dirt) -Plant(Dandelion,4,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: wood - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:horse", "weight": 1, "min": 2, "max": 6}, {"mob": "minecraft:donkey", "weight": 1, "min": 1, "max": 1}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Savanna Plateau.bc b/TerrainControl/worlds/world/WorldBiomes/Savanna Plateau.bc deleted file mode 100755 index c23ebaa..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Savanna Plateau.bc +++ /dev/null @@ -1,456 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #A79D64 - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: Savanna - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 1.5 - -# Biome volatility. -BiomeVolatility: 0.025 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 1.0 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.0 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(1,Acacia,80,Tree,100) -Grass(DoubleTallgrass,NotGrouped,4,100.0,minecraft:grass,minecraft:dirt) -Grass(Tallgrass,NotGrouped,200,100.0,minecraft:grass,minecraft:dirt) -Plant(Dandelion,4,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: wood - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:horse", "weight": 1, "min": 2, "max": 6}, {"mob": "minecraft:donkey", "weight": 1, "min": 1, "max": 1}, {"mob": "minecraft:llama", "weight": 8, "min": 4, "max": 4}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Savanna.bc b/TerrainControl/worlds/world/WorldBiomes/Savanna.bc deleted file mode 100755 index e450521..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Savanna.bc +++ /dev/null @@ -1,456 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #BDB25F - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.125 - -# Biome volatility. -BiomeVolatility: 0.05 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 1.2 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.0 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,1,7.0,8,119) -SmallLake(minecraft:lava,1,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(1,Acacia,80,Tree,100) -Grass(DoubleTallgrass,NotGrouped,4,100.0,minecraft:grass,minecraft:dirt) -Grass(Tallgrass,NotGrouped,200,100.0,minecraft:grass,minecraft:dirt) -Plant(Dandelion,4,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: wood - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:horse", "weight": 1, "min": 2, "max": 6}, {"mob": "minecraft:donkey", "weight": 1, "min": 1, "max": 1}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Sky.bc b/TerrainControl/worlds/world/WorldBiomes/Sky.bc deleted file mode 100755 index e2992cc..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Sky.bc +++ /dev/null @@ -1,454 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #8080FF - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.1 - -# Biome volatility. -BiomeVolatility: 0.2 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:dirt - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.5 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.5 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Grass(Tallgrass,NotGrouped,10,100.0,minecraft:grass,minecraft:dirt) -Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:enderman", "weight": 10, "min": 4, "max": 4}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Spawn Beach.bc b/TerrainControl/worlds/world/WorldBiomes/Spawn Beach.bc deleted file mode 100755 index 95279ba..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Spawn Beach.bc +++ /dev/null @@ -1,458 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #DFE37C - -# Replace this biome to specified after the terrain is generated. -# This will make the world files contain the id of the specified biome, instead of the id of this biome. -# This will cause saplings, colors and mob spawning work as in specified biome. -ReplaceToBiomeName: - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: Ocean - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: River, Swampland, Extreme Hills, Ice Plains Spikes, Ice Plains, Cold Taiga, Cold Taiga Hills, Cold Taiga M, Ice Mountains, MushroomIsland, Deep Ocean, Cold Beach, Stone Beach, Mesa - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.01 - -# Biome volatility. -BiomeVolatility: 0.005 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 6 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:sand - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:sand - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.8 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.4 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: false - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This is where you configure mob spawning. Mobs spawn in groups, -# see http://minecraft.gamepedia.com/Spawn#Mob_spawning - -# A mobgroups is made of four parts. They are mob, weight, min and max. -# The mob is one of the Minecraft internal mob names. -# See http://minecraft.gamepedia.com/Chunk_format#Mobs -# The weight is used for a random selection. This is a positive integer. -# The min is the minimum amount of mobs spawning as a group. This is a positive integer. -# The max is the maximum amount of mobs spawning as a group. This is a positive integer. - -# Mob groups are written to the config files in Json. -# Json is a tree document format: http://en.wikipedia.org/wiki/JSON -# Write a mobgroup like this: {"mob": "mobname", "weight": integer, "min": integer, "max": integer} -# For example: {"mob": "Ocelot", "weight": 10, "min": 2, "max": 6} -# For example: {"mob": "MushroomCow", "weight": 5, "min": 2, "max": 2} -# A json list of mobgroups looks like this: [mobgroup, mobgroup, mobgroup...] -# This would be an ampty list: [] -# You can validate your json here: http://jsonlint.com/ - -# There are four categories of mobs: monsters, creatures, water creatures and ambient creatures. -# In custom biomes, you can add your own mobgroups in the lists below. In the vanilla biomes, -# your changes are ignored. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Spawn Forest.bc b/TerrainControl/worlds/world/WorldBiomes/Spawn Forest.bc deleted file mode 100755 index 3b73f14..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Spawn Forest.bc +++ /dev/null @@ -1,478 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #000000 - -# Replace this biome to specified after the terrain is generated. -# This will make the world files contain the id of the specified biome, instead of the id of this biome. -# This will cause saplings, colors and mob spawning work as in specified biome. -ReplaceToBiomeName: - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.1 - -# Biome volatility. -BiomeVolatility: 0.3 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: STONE - -# Surface block, usually GRASS. -SurfaceBlock: GRASS - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: DIRT - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: STATIONARY_WATER - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: ICE - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: STATIONARY_LAVA - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.5 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.5 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(DIRT,33,10,100.0,0,255,STONE) -Ore(GRAVEL,33,8,100.0,0,255,STONE) -Ore(STONE:1,33,10,100.0,0,79,STONE) -Ore(STONE:3,33,10,100.0,0,79,STONE) -Ore(STONE:5,33,10,100.0,0,79,STONE) -Ore(COAL_ORE,17,20,100.0,0,127,STONE) -Ore(IRON_ORE,9,20,100.0,0,63,STONE) -Ore(GOLD_ORE,9,2,100.0,0,31,STONE) -Ore(REDSTONE_ORE,8,8,100.0,0,15,STONE) -Ore(DIAMOND_ORE,8,1,100.0,0,15,STONE) -Ore(LAPIS_ORE,7,1,100.0,0,15,STONE) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(STATIONARY_WATER,20,100.0,8,128,STONE) -Liquid(STATIONARY_LAVA,10,100.0,8,128,STONE) -SmallLake(STATIONARY_WATER,4,7.0,8,119) -SmallLake(STATIONARY_LAVA,2,1.0,8,119) -UnderWaterOre(SAND,7,3,100.0,DIRT,GRASS) -UnderWaterOre(CLAY,4,1,100.0,DIRT,CLAY) -UnderWaterOre(GRAVEL,6,1,100.0,DIRT,GRASS) -Dungeon(8,100.0,0,128) -Grass(Tallgrass,NotGrouped,10,100.0,GRASS,DIRT) -Plant(Dandelion,2,100.0,0,128,GRASS,DIRT) -Plant(PUMPKIN,1,3.0,0,128,GRASS) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: true - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This is where you configure mob spawning. Mobs spawn in groups, -# see http://minecraft.gamepedia.com/Spawn#Mob_spawning - -# A mobgroups is made of four parts. They are mob, weight, min and max. -# The mob is one of the Minecraft internal mob names. -# See http://minecraft.gamepedia.com/Chunk_format#Mobs -# The weight is used for a random selection. This is a positive integer. -# The min is the minimum amount of mobs spawning as a group. This is a positive integer. -# The max is the maximum amount of mobs spawning as a group. This is a positive integer. - -# Mob groups are written to the config files in Json. -# Json is a tree document format: http://en.wikipedia.org/wiki/JSON -# Write a mobgroup like this: {"mob": "mobname", "weight": integer, "min": integer, "max": integer} -# For example: {"mob": "Ocelot", "weight": 10, "min": 2, "max": 6} -# For example: {"mob": "MushroomCow", "weight": 5, "min": 2, "max": 2} -# A json list of mobgroups looks like this: [mobgroup, mobgroup, mobgroup...] -# This would be an ampty list: [] -# You can validate your json here: http://jsonlint.com/ - -# There are four categories of mobs: monsters, creatures, water creatures and ambient creatures. -# In custom biomes, you can add your own mobgroups in the lists below. In the vanilla biomes, -# your changes are ignored. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "spider", "weight": 100, "min": 4, "max": 4}, {"mob": "zombie", "weight": 100, "min": 4, "max": 4}, {"mob": "skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "slime", "weight": 100, "min": 4, "max": 4}, {"mob": "enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "pig", "weight": 10, "min": 4, "max": 4}, {"mob": "chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "cow", "weight": 8, "min": 4, "max": 4}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Spawn Ocean.bc b/TerrainControl/worlds/world/WorldBiomes/Spawn Ocean.bc deleted file mode 100755 index 0aced51..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Spawn Ocean.bc +++ /dev/null @@ -1,474 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #001870 - -# Replace this biome to specified after the terrain is generated. -# This will make the world files contain the id of the specified biome, instead of the id of this biome. -# This will cause saplings, colors and mob spawning work as in specified biome. -ReplaceToBiomeName: - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: -0.6 - -# Biome volatility. -BiomeVolatility: 0.1 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 10 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: -1.5 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:sand - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.5 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.5 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(1,BigTree,1,Tree,9) -Grass(Tallgrass,NotGrouped,10,100.0,minecraft:grass,minecraft:dirt) -Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: false - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: true - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This is where you configure mob spawning. Mobs spawn in groups, -# see http://minecraft.gamepedia.com/Spawn#Mob_spawning - -# A mobgroups is made of four parts. They are mob, weight, min and max. -# The mob is one of the Minecraft internal mob names. -# See http://minecraft.gamepedia.com/Chunk_format#Mobs -# The weight is used for a random selection. This is a positive integer. -# The min is the minimum amount of mobs spawning as a group. This is a positive integer. -# The max is the maximum amount of mobs spawning as a group. This is a positive integer. - -# Mob groups are written to the config files in Json. -# Json is a tree document format: http://en.wikipedia.org/wiki/JSON -# Write a mobgroup like this: {"mob": "mobname", "weight": integer, "min": integer, "max": integer} -# For example: {"mob": "Ocelot", "weight": 10, "min": 2, "max": 6} -# For example: {"mob": "MushroomCow", "weight": 5, "min": 2, "max": 2} -# A json list of mobgroups looks like this: [mobgroup, mobgroup, mobgroup...] -# This would be an ampty list: [] -# You can validate your json here: http://jsonlint.com/ - -# There are four categories of mobs: monsters, creatures, water creatures and ambient creatures. -# In custom biomes, you can add your own mobgroups in the lists below. In the vanilla biomes, -# your changes are ignored. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Spawn Shallow Ocean.bc b/TerrainControl/worlds/world/WorldBiomes/Spawn Shallow Ocean.bc deleted file mode 100755 index 08ef68f..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Spawn Shallow Ocean.bc +++ /dev/null @@ -1,474 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #001E8F - -# Replace this biome to specified after the terrain is generated. -# This will make the world files contain the id of the specified biome, instead of the id of this biome. -# This will cause saplings, colors and mob spawning work as in specified biome. -ReplaceToBiomeName: - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: -0.3 - -# Biome volatility. -BiomeVolatility: 0.1 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 10 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: -1.5 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:sand - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.5 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.5 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(1,BigTree,1,Tree,9) -Grass(Tallgrass,NotGrouped,10,100.0,minecraft:grass,minecraft:dirt) -Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: false - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: true - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This is where you configure mob spawning. Mobs spawn in groups, -# see http://minecraft.gamepedia.com/Spawn#Mob_spawning - -# A mobgroups is made of four parts. They are mob, weight, min and max. -# The mob is one of the Minecraft internal mob names. -# See http://minecraft.gamepedia.com/Chunk_format#Mobs -# The weight is used for a random selection. This is a positive integer. -# The min is the minimum amount of mobs spawning as a group. This is a positive integer. -# The max is the maximum amount of mobs spawning as a group. This is a positive integer. - -# Mob groups are written to the config files in Json. -# Json is a tree document format: http://en.wikipedia.org/wiki/JSON -# Write a mobgroup like this: {"mob": "mobname", "weight": integer, "min": integer, "max": integer} -# For example: {"mob": "Ocelot", "weight": 10, "min": 2, "max": 6} -# For example: {"mob": "MushroomCow", "weight": 5, "min": 2, "max": 2} -# A json list of mobgroups looks like this: [mobgroup, mobgroup, mobgroup...] -# This would be an ampty list: [] -# You can validate your json here: http://jsonlint.com/ - -# There are four categories of mobs: monsters, creatures, water creatures and ambient creatures. -# In custom biomes, you can add your own mobgroups in the lists below. In the vanilla biomes, -# your changes are ignored. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Spawn.bc b/TerrainControl/worlds/world/WorldBiomes/Spawn.bc deleted file mode 100755 index 4bd5fd8..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Spawn.bc +++ /dev/null @@ -1,458 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #00FF0C - -# Replace this biome to specified after the terrain is generated. -# This will make the world files contain the id of the specified biome, instead of the id of this biome. -# This will cause saplings, colors and mob spawning work as in specified biome. -ReplaceToBiomeName: Swampland - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.2 - -# Biome volatility. -BiomeVolatility: 0.0 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 10 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: -0.01 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.8 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.4 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: false - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: wood - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This is where you configure mob spawning. Mobs spawn in groups, -# see http://minecraft.gamepedia.com/Spawn#Mob_spawning - -# A mobgroups is made of four parts. They are mob, weight, min and max. -# The mob is one of the Minecraft internal mob names. -# See http://minecraft.gamepedia.com/Chunk_format#Mobs -# The weight is used for a random selection. This is a positive integer. -# The min is the minimum amount of mobs spawning as a group. This is a positive integer. -# The max is the maximum amount of mobs spawning as a group. This is a positive integer. - -# Mob groups are written to the config files in Json. -# Json is a tree document format: http://en.wikipedia.org/wiki/JSON -# Write a mobgroup like this: {"mob": "mobname", "weight": integer, "min": integer, "max": integer} -# For example: {"mob": "Ocelot", "weight": 10, "min": 2, "max": 6} -# For example: {"mob": "MushroomCow", "weight": 5, "min": 2, "max": 2} -# A json list of mobgroups looks like this: [mobgroup, mobgroup, mobgroup...] -# This would be an ampty list: [] -# You can validate your json here: http://jsonlint.com/ - -# There are four categories of mobs: monsters, creatures, water creatures and ambient creatures. -# In custom biomes, you can add your own mobgroups in the lists below. In the vanilla biomes, -# your changes are ignored. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [] - diff --git a/TerrainControl/worlds/world/WorldBiomes/SpawnEdge Forest.bc b/TerrainControl/worlds/world/WorldBiomes/SpawnEdge Forest.bc deleted file mode 100755 index 3b73f14..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/SpawnEdge Forest.bc +++ /dev/null @@ -1,478 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #000000 - -# Replace this biome to specified after the terrain is generated. -# This will make the world files contain the id of the specified biome, instead of the id of this biome. -# This will cause saplings, colors and mob spawning work as in specified biome. -ReplaceToBiomeName: - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.1 - -# Biome volatility. -BiomeVolatility: 0.3 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: STONE - -# Surface block, usually GRASS. -SurfaceBlock: GRASS - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: DIRT - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: STATIONARY_WATER - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: ICE - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: STATIONARY_LAVA - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.5 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.5 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(DIRT,33,10,100.0,0,255,STONE) -Ore(GRAVEL,33,8,100.0,0,255,STONE) -Ore(STONE:1,33,10,100.0,0,79,STONE) -Ore(STONE:3,33,10,100.0,0,79,STONE) -Ore(STONE:5,33,10,100.0,0,79,STONE) -Ore(COAL_ORE,17,20,100.0,0,127,STONE) -Ore(IRON_ORE,9,20,100.0,0,63,STONE) -Ore(GOLD_ORE,9,2,100.0,0,31,STONE) -Ore(REDSTONE_ORE,8,8,100.0,0,15,STONE) -Ore(DIAMOND_ORE,8,1,100.0,0,15,STONE) -Ore(LAPIS_ORE,7,1,100.0,0,15,STONE) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(STATIONARY_WATER,20,100.0,8,128,STONE) -Liquid(STATIONARY_LAVA,10,100.0,8,128,STONE) -SmallLake(STATIONARY_WATER,4,7.0,8,119) -SmallLake(STATIONARY_LAVA,2,1.0,8,119) -UnderWaterOre(SAND,7,3,100.0,DIRT,GRASS) -UnderWaterOre(CLAY,4,1,100.0,DIRT,CLAY) -UnderWaterOre(GRAVEL,6,1,100.0,DIRT,GRASS) -Dungeon(8,100.0,0,128) -Grass(Tallgrass,NotGrouped,10,100.0,GRASS,DIRT) -Plant(Dandelion,2,100.0,0,128,GRASS,DIRT) -Plant(PUMPKIN,1,3.0,0,128,GRASS) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: true - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This is where you configure mob spawning. Mobs spawn in groups, -# see http://minecraft.gamepedia.com/Spawn#Mob_spawning - -# A mobgroups is made of four parts. They are mob, weight, min and max. -# The mob is one of the Minecraft internal mob names. -# See http://minecraft.gamepedia.com/Chunk_format#Mobs -# The weight is used for a random selection. This is a positive integer. -# The min is the minimum amount of mobs spawning as a group. This is a positive integer. -# The max is the maximum amount of mobs spawning as a group. This is a positive integer. - -# Mob groups are written to the config files in Json. -# Json is a tree document format: http://en.wikipedia.org/wiki/JSON -# Write a mobgroup like this: {"mob": "mobname", "weight": integer, "min": integer, "max": integer} -# For example: {"mob": "Ocelot", "weight": 10, "min": 2, "max": 6} -# For example: {"mob": "MushroomCow", "weight": 5, "min": 2, "max": 2} -# A json list of mobgroups looks like this: [mobgroup, mobgroup, mobgroup...] -# This would be an ampty list: [] -# You can validate your json here: http://jsonlint.com/ - -# There are four categories of mobs: monsters, creatures, water creatures and ambient creatures. -# In custom biomes, you can add your own mobgroups in the lists below. In the vanilla biomes, -# your changes are ignored. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "spider", "weight": 100, "min": 4, "max": 4}, {"mob": "zombie", "weight": 100, "min": 4, "max": 4}, {"mob": "skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "slime", "weight": 100, "min": 4, "max": 4}, {"mob": "enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "pig", "weight": 10, "min": 4, "max": 4}, {"mob": "chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "cow", "weight": 8, "min": 4, "max": 4}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/SpawnEdge.bc b/TerrainControl/worlds/world/WorldBiomes/SpawnEdge.bc deleted file mode 100755 index 3b73f14..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/SpawnEdge.bc +++ /dev/null @@ -1,478 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #000000 - -# Replace this biome to specified after the terrain is generated. -# This will make the world files contain the id of the specified biome, instead of the id of this biome. -# This will cause saplings, colors and mob spawning work as in specified biome. -ReplaceToBiomeName: - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.1 - -# Biome volatility. -BiomeVolatility: 0.3 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: STONE - -# Surface block, usually GRASS. -SurfaceBlock: GRASS - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: DIRT - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: STATIONARY_WATER - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: ICE - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: STATIONARY_LAVA - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.5 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.5 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(DIRT,33,10,100.0,0,255,STONE) -Ore(GRAVEL,33,8,100.0,0,255,STONE) -Ore(STONE:1,33,10,100.0,0,79,STONE) -Ore(STONE:3,33,10,100.0,0,79,STONE) -Ore(STONE:5,33,10,100.0,0,79,STONE) -Ore(COAL_ORE,17,20,100.0,0,127,STONE) -Ore(IRON_ORE,9,20,100.0,0,63,STONE) -Ore(GOLD_ORE,9,2,100.0,0,31,STONE) -Ore(REDSTONE_ORE,8,8,100.0,0,15,STONE) -Ore(DIAMOND_ORE,8,1,100.0,0,15,STONE) -Ore(LAPIS_ORE,7,1,100.0,0,15,STONE) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(STATIONARY_WATER,20,100.0,8,128,STONE) -Liquid(STATIONARY_LAVA,10,100.0,8,128,STONE) -SmallLake(STATIONARY_WATER,4,7.0,8,119) -SmallLake(STATIONARY_LAVA,2,1.0,8,119) -UnderWaterOre(SAND,7,3,100.0,DIRT,GRASS) -UnderWaterOre(CLAY,4,1,100.0,DIRT,CLAY) -UnderWaterOre(GRAVEL,6,1,100.0,DIRT,GRASS) -Dungeon(8,100.0,0,128) -Grass(Tallgrass,NotGrouped,10,100.0,GRASS,DIRT) -Plant(Dandelion,2,100.0,0,128,GRASS,DIRT) -Plant(PUMPKIN,1,3.0,0,128,GRASS) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: true - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This is where you configure mob spawning. Mobs spawn in groups, -# see http://minecraft.gamepedia.com/Spawn#Mob_spawning - -# A mobgroups is made of four parts. They are mob, weight, min and max. -# The mob is one of the Minecraft internal mob names. -# See http://minecraft.gamepedia.com/Chunk_format#Mobs -# The weight is used for a random selection. This is a positive integer. -# The min is the minimum amount of mobs spawning as a group. This is a positive integer. -# The max is the maximum amount of mobs spawning as a group. This is a positive integer. - -# Mob groups are written to the config files in Json. -# Json is a tree document format: http://en.wikipedia.org/wiki/JSON -# Write a mobgroup like this: {"mob": "mobname", "weight": integer, "min": integer, "max": integer} -# For example: {"mob": "Ocelot", "weight": 10, "min": 2, "max": 6} -# For example: {"mob": "MushroomCow", "weight": 5, "min": 2, "max": 2} -# A json list of mobgroups looks like this: [mobgroup, mobgroup, mobgroup...] -# This would be an ampty list: [] -# You can validate your json here: http://jsonlint.com/ - -# There are four categories of mobs: monsters, creatures, water creatures and ambient creatures. -# In custom biomes, you can add your own mobgroups in the lists below. In the vanilla biomes, -# your changes are ignored. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "spider", "weight": 100, "min": 4, "max": 4}, {"mob": "zombie", "weight": 100, "min": 4, "max": 4}, {"mob": "skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "slime", "weight": 100, "min": 4, "max": 4}, {"mob": "enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "pig", "weight": 10, "min": 4, "max": 4}, {"mob": "chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "cow", "weight": 8, "min": 4, "max": 4}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Stone Beach.bc b/TerrainControl/worlds/world/WorldBiomes/Stone Beach.bc deleted file mode 100755 index 2f7debe..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Stone Beach.bc +++ /dev/null @@ -1,454 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #A2A284 - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.1 - -# Biome volatility. -BiomeVolatility: 0.8 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:stone - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:stone - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.2 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.3 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Grass(Tallgrass,NotGrouped,10,100.0,minecraft:grass,minecraft:dirt) -Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Sunflower Plains.bc b/TerrainControl/worlds/world/WorldBiomes/Sunflower Plains.bc deleted file mode 100755 index f5f188a..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Sunflower Plains.bc +++ /dev/null @@ -1,464 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 10 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #DEFF00 - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.125 - -# Biome volatility. -BiomeVolatility: 0.05 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.8 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.4 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,1,7.0,8,119) -SmallLake(minecraft:lava,1,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Grass(DoubleTallgrass,Grouped,10,15.0,minecraft:grass,minecraft:dirt) -Grass(Tallgrass,NotGrouped,100,100.0,minecraft:grass,minecraft:dirt) -Plant(Poppy,1,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Dandelion,3,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Sunflower,30,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(OrangeTulip,3,25.0,0,128,minecraft:grass,minecraft:dirt) -Plant(RedTulip,3,25.0,0,128,minecraft:grass,minecraft:dirt) -Plant(WhiteTulip,3,25.0,0,128,minecraft:grass,minecraft:dirt) -Plant(PinkTulip,3,25.0,0,128,minecraft:grass,minecraft:dirt) -Plant(AzureBluet,3,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(OxeyeDaisy,3,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -Reed(minecraft:reeds,5,100.0,0,128,minecraft:grass,minecraft:dirt,minecraft:sand) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: false - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: wood - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:horse", "weight": 5, "min": 2, "max": 6}, {"mob": "minecraft:donkey", "weight": 1, "min": 1, "max": 3}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/SuperMountains Barren.bc b/TerrainControl/worlds/world/WorldBiomes/SuperMountains Barren.bc deleted file mode 100755 index 466e15f..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/SuperMountains Barren.bc +++ /dev/null @@ -1,486 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #5D5049 - -# Replace this biome to specified after the terrain is generated. -# This will make the world files contain the id of the specified biome, instead of the id of this biome. -# This will cause saplings, colors and mob spawning work as in specified biome. -ReplaceToBiomeName: - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: Extreme Hills - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: Extreme Hills+ - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 2.5 - -# Biome volatility. -BiomeVolatility: 0.5 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 15 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.1 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 3.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.1 - -Volatility2: 0.2 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.5 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: minecraft:grass, minecraft:dirt, -7.0, minecraft:gravel, minecraft:stone, -6.0, minecraft:grass, minecraft:dirt, -5.0, minecraft:gravel, minecraft:stone, -4.0, minecraft:grass, minecraft:dirt, -3.0, minecraft:gravel, minecraft:stone, -2.0, minecraft:grass, minecraft:dirt, -1.0, minecraft:dirt:1, minecraft:dirt:1, 0.0, minecraft:grass, minecraft:dirt, 1.0, minecraft:gravel, minecraft:stone, 2.0, minecraft:grass, minecraft:dirt, 3.0, minecraft:gravel, minecraft:stone, 4.0, minecraft:grass, minecraft:dirt, 5.0, minecraft:gravel, minecraft:stone, 6.0, minecraft:grass, minecraft:dirt, 7.0 - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: (minecraft:dirt,minecraft:stone,200,255),(minecraft:grass,minecraft:snow,215,240),(minecraft:grass,minecraft:packed_ice,240,255),(minecraft:gravel,minecraft:grass,50,130),(minecraft:gravel,minecraft:stone,130,215),(minecraft:gravel,minecraft:snow,215,240),(minecraft:leaves,minecraft:ice,215,255) - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.23 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.8 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,10,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,2,7.0,8,119) -SmallLake(minecraft:lava,1,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Grass(Tallgrass,NotGrouped,30,100.0,minecraft:grass) -Plant(AzureBluet,4,100.0,0,146,minecraft:grass,minecraft:dirt) -Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Lilac,4,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(BlueOrchid,2,100.0,112,146,minecraft:grass,minecraft:dirt) -Plant(RoseBush,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Poppy,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -Plant(Tallgrass,60,100.0,65,80,minecraft:grass) -Plant(Tallgrass,25,100.0,81,110,minecraft:grass) -Plant(Tallgrass,15,100.0,65,100,minecraft:dirt) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This is where you configure mob spawning. Mobs spawn in groups, -# see http://minecraft.gamepedia.com/Spawn#Mob_spawning - -# A mobgroups is made of four parts. They are mob, weight, min and max. -# The mob is one of the Minecraft internal mob names. -# See http://minecraft.gamepedia.com/Chunk_format#Mobs -# The weight is used for a random selection. This is a positive integer. -# The min is the minimum amount of mobs spawning as a group. This is a positive integer. -# The max is the maximum amount of mobs spawning as a group. This is a positive integer. - -# Mob groups are written to the config files in Json. -# Json is a tree document format: http://en.wikipedia.org/wiki/JSON -# Write a mobgroup like this: {"mob": "mobname", "weight": integer, "min": integer, "max": integer} -# For example: {"mob": "Ocelot", "weight": 10, "min": 2, "max": 6} -# For example: {"mob": "MushroomCow", "weight": 5, "min": 2, "max": 2} -# A json list of mobgroups looks like this: [mobgroup, mobgroup, mobgroup...] -# This would be an ampty list: [] -# You can validate your json here: http://jsonlint.com/ - -# There are four categories of mobs: monsters, creatures, water creatures and ambient creatures. -# In custom biomes, you can add your own mobgroups in the lists below. In the vanilla biomes, -# your changes are ignored. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "spider", "weight": 100, "min": 4, "max": 4}, {"mob": "zombie", "weight": 100, "min": 4, "max": 4}, {"mob": "skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "slime", "weight": 100, "min": 4, "max": 4}, {"mob": "enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "Sheep", "weight": 16, "min": 4, "max": 4}, {"mob": "Chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "Silverfish", "weight": 8, "min": 4, "max": 4}, {"mob": "Wolf", "weight": 5, "min": 4, "max": 4}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "Bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/SuperMountains Desert.bc b/TerrainControl/worlds/world/WorldBiomes/SuperMountains Desert.bc deleted file mode 100755 index 5a24e9b..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/SuperMountains Desert.bc +++ /dev/null @@ -1,475 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #4C4428 - -# Replace this biome to specified after the terrain is generated. -# This will make the world files contain the id of the specified biome, instead of the id of this biome. -# This will cause saplings, colors and mob spawning work as in specified biome. -ReplaceToBiomeName: - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: Extreme Hills - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: Extreme Hills+ - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 2.5 - -# Biome volatility. -BiomeVolatility: 0.5 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 15 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.1 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 3.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.1 - -Volatility2: 0.2 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.5 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: minecraft:sand, minecraft:sandstone, -6.0, minecraft:gravel, minecraft:stone, -5.0, minecraft:sand, minecraft:sandstone, -4.0, minecraft:gravel, minecraft:stone, -3.0, minecraft:sand, minecraft:sandstone, -2.0, minecraft:gravel, minecraft:stone, -1.0, minecraft:gravel, minecraft:stone, 0.0, minecraft:sand, minecraft:sandstone, 1.0, minecraft:sand, minecraft:sandstone, 2.0, minecraft:gravel, minecraft:stone, 3.0, minecraft:sand, minecraft:sandstone, 4.0, minecraft:gravel, minecraft:stone, 5.0, minecraft:sand, minecraft:sandstone, 6.0, minecraft:gravel, minecraft:stone, 7.0 - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: (minecraft:sandstone,minecraft:stone,200,255),(minecraft:sand,minecraft:snow,215,255),(minecraft:gravel,minecraft:sand,50,130),(minecraft:gravel,minecraft:stone,130,215),(minecraft:gravel,minecraft:snow,215,255) - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.3 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.0 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -Well(minecraft:sandstone,minecraft:stone_slab:1,minecraft:water,1,0.1,2,128,minecraft:sand) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,110) -Cactus(minecraft:cactus,5,100.0,0,100,minecraft:sand) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This is where you configure mob spawning. Mobs spawn in groups, -# see http://minecraft.gamepedia.com/Spawn#Mob_spawning - -# A mobgroups is made of four parts. They are mob, weight, min and max. -# The mob is one of the Minecraft internal mob names. -# See http://minecraft.gamepedia.com/Chunk_format#Mobs -# The weight is used for a random selection. This is a positive integer. -# The min is the minimum amount of mobs spawning as a group. This is a positive integer. -# The max is the maximum amount of mobs spawning as a group. This is a positive integer. - -# Mob groups are written to the config files in Json. -# Json is a tree document format: http://en.wikipedia.org/wiki/JSON -# Write a mobgroup like this: {"mob": "mobname", "weight": integer, "min": integer, "max": integer} -# For example: {"mob": "Ocelot", "weight": 10, "min": 2, "max": 6} -# For example: {"mob": "MushroomCow", "weight": 5, "min": 2, "max": 2} -# A json list of mobgroups looks like this: [mobgroup, mobgroup, mobgroup...] -# This would be an ampty list: [] -# You can validate your json here: http://jsonlint.com/ - -# There are four categories of mobs: monsters, creatures, water creatures and ambient creatures. -# In custom biomes, you can add your own mobgroups in the lists below. In the vanilla biomes, -# your changes are ignored. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "spider", "weight": 100, "min": 4, "max": 4}, {"mob": "Zombie", "weight": 19, "min": 4, "max": 4}, {"mob": "husk", "weight": 80, "min": 4, "max": 4}, {"mob": "skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "slime", "weight": 100, "min": 4, "max": 4}, {"mob": "enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "Sheep", "weight": 16, "min": 4, "max": 4}, {"mob": "Chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "Silverfish", "weight": 8, "min": 4, "max": 4}, {"mob": "Wolf", "weight": 5, "min": 4, "max": 4}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "Bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/SuperMountains Forest.bc b/TerrainControl/worlds/world/WorldBiomes/SuperMountains Forest.bc deleted file mode 100755 index 0609518..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/SuperMountains Forest.bc +++ /dev/null @@ -1,489 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #3C514E - -# Replace this biome to specified after the terrain is generated. -# This will make the world files contain the id of the specified biome, instead of the id of this biome. -# This will cause saplings, colors and mob spawning work as in specified biome. -ReplaceToBiomeName: - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: Extreme Hills - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: Extreme Hills+ - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 2.5 - -# Biome volatility. -BiomeVolatility: 0.5 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 15 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.1 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 3.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.1 - -Volatility2: 0.2 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.5 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: (minecraft:dirt,minecraft:stone,200,255),(minecraft:grass,minecraft:snow,215,240),(minecraft:grass,minecraft:packed_ice,240,255),(minecraft:leaves,minecraft:ice,215,255) - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.25 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.8 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,10,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,2,7.0,8,119) -SmallLake(minecraft:lava,1,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(6,Birch,20,BigTree,15,Tree,100) -Tree(6,Taiga2,100) -Grass(Tallgrass,NotGrouped,30,100.0,minecraft:grass,minecraft:dirt) -Plant(AzureBluet,4,100.0,65,146,minecraft:grass,minecraft:dirt) -Plant(Dandelion,2,100.0,65,128,minecraft:grass,minecraft:dirt) -Plant(Lilac,4,100.0,65,128,minecraft:grass,minecraft:dirt) -Plant(BlueOrchid,2,100.0,112,146,minecraft:grass,minecraft:dirt) -Plant(RoseBush,2,100.0,65,128,minecraft:grass,minecraft:dirt) -Plant(Poppy,2,100.0,65,128,minecraft:grass,minecraft:dirt) -Plant(RedMushroom,1,12.0,65,128,minecraft:grass,minecraft:dirt) -Plant(BrownMushroom,1,25.0,65,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,65,128,minecraft:grass) -Plant(Tallgrass,80,100.0,65,90,minecraft:grass,minecraft:dirt) -Plant(Tallgrass,40,100.0,91,120,minecraft:grass,minecraft:dirt) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This is where you configure mob spawning. Mobs spawn in groups, -# see http://minecraft.gamepedia.com/Spawn#Mob_spawning - -# A mobgroups is made of four parts. They are mob, weight, min and max. -# The mob is one of the Minecraft internal mob names. -# See http://minecraft.gamepedia.com/Chunk_format#Mobs -# The weight is used for a random selection. This is a positive integer. -# The min is the minimum amount of mobs spawning as a group. This is a positive integer. -# The max is the maximum amount of mobs spawning as a group. This is a positive integer. - -# Mob groups are written to the config files in Json. -# Json is a tree document format: http://en.wikipedia.org/wiki/JSON -# Write a mobgroup like this: {"mob": "mobname", "weight": integer, "min": integer, "max": integer} -# For example: {"mob": "Ocelot", "weight": 10, "min": 2, "max": 6} -# For example: {"mob": "MushroomCow", "weight": 5, "min": 2, "max": 2} -# A json list of mobgroups looks like this: [mobgroup, mobgroup, mobgroup...] -# This would be an ampty list: [] -# You can validate your json here: http://jsonlint.com/ - -# There are four categories of mobs: monsters, creatures, water creatures and ambient creatures. -# In custom biomes, you can add your own mobgroups in the lists below. In the vanilla biomes, -# your changes are ignored. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "spider", "weight": 100, "min": 4, "max": 4}, {"mob": "zombie", "weight": 100, "min": 4, "max": 4}, {"mob": "skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "slime", "weight": 100, "min": 4, "max": 4}, {"mob": "enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "Sheep", "weight": 16, "min": 4, "max": 4}, {"mob": "Chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "Silverfish", "weight": 8, "min": 4, "max": 4}, {"mob": "Wolf", "weight": 5, "min": 4, "max": 4}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "Bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/SuperMountains Snow Barren.bc b/TerrainControl/worlds/world/WorldBiomes/SuperMountains Snow Barren.bc deleted file mode 100755 index d52dd1b..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/SuperMountains Snow Barren.bc +++ /dev/null @@ -1,474 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #5D504E - -# Replace this biome to specified after the terrain is generated. -# This will make the world files contain the id of the specified biome, instead of the id of this biome. -# This will cause saplings, colors and mob spawning work as in specified biome. -ReplaceToBiomeName: - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 2.5 - -# Biome volatility. -BiomeVolatility: 0.45 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 15 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.1 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 3.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.1 - -Volatility2: 0.2 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.5 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: minecraft:grass, minecraft:dirt, -1.5, minecraft:snow, minecraft:stone, 10.0 - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: (minecraft:dirt,minecraft:stone,200,255),(minecraft:grass,minecraft:snow,215,240),(minecraft:grass,minecraft:packed_ice,240,255),(minecraft:leaves,minecraft:ice,200,255) - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.1 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.0 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,10,10,100.0,0,120,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,79,140,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(1,Taiga2,10) -Plant(BlueOrchid,1,100.0,120,150,minecraft:grass,minecraft:dirt) -Plant(AzureBluet,1,100.0,120,150,minecraft:grass,minecraft:dirt) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This is where you configure mob spawning. Mobs spawn in groups, -# see http://minecraft.gamepedia.com/Spawn#Mob_spawning - -# A mobgroups is made of four parts. They are mob, weight, min and max. -# The mob is one of the Minecraft internal mob names. -# See http://minecraft.gamepedia.com/Chunk_format#Mobs -# The weight is used for a random selection. This is a positive integer. -# The min is the minimum amount of mobs spawning as a group. This is a positive integer. -# The max is the maximum amount of mobs spawning as a group. This is a positive integer. - -# Mob groups are written to the config files in Json. -# Json is a tree document format: http://en.wikipedia.org/wiki/JSON -# Write a mobgroup like this: {"mob": "mobname", "weight": integer, "min": integer, "max": integer} -# For example: {"mob": "Ocelot", "weight": 10, "min": 2, "max": 6} -# For example: {"mob": "MushroomCow", "weight": 5, "min": 2, "max": 2} -# A json list of mobgroups looks like this: [mobgroup, mobgroup, mobgroup...] -# This would be an ampty list: [] -# You can validate your json here: http://jsonlint.com/ - -# There are four categories of mobs: monsters, creatures, water creatures and ambient creatures. -# In custom biomes, you can add your own mobgroups in the lists below. In the vanilla biomes, -# your changes are ignored. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "spider", "weight": 100, "min": 0, "max": 0}, {"mob": "zombie", "weight": 100, "min": 1, "max": 1}, {"mob": "skeleton", "weight": 60, "min": 4, "max": 4}, {"mob": "stray", "weight": 40, "min": 1, "max": 1}, {"mob": "creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "slime", "weight": 100, "min": 4, "max": 4}, {"mob": "enderman", "weight": 10, "min": 1, "max": 4}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "silverfish", "weight": 1, "min": 1, "max": 1}, {"mob": "rabbit", "weight": 10, "min": 2, "max": 3}, {"mob": "polar_bear", "weight": 1, "min": 1, "max": 2}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/SuperMountains Snow Forest.bc b/TerrainControl/worlds/world/WorldBiomes/SuperMountains Snow Forest.bc deleted file mode 100755 index 5862d3d..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/SuperMountains Snow Forest.bc +++ /dev/null @@ -1,479 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #59777C - -# Replace this biome to specified after the terrain is generated. -# This will make the world files contain the id of the specified biome, instead of the id of this biome. -# This will cause saplings, colors and mob spawning work as in specified biome. -ReplaceToBiomeName: - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: Extreme Hills - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: Extreme Hills+ - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 2.5 - -# Biome volatility. -BiomeVolatility: 0.5 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 15 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.1 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 3.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.1 - -Volatility2: 0.2 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.5 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: minecraft:grass, minecraft:dirt, 1.5, minecraft:snow, minecraft:stone, 10.0 - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: (minecraft:dirt,minecraft:stone,200,255),(minecraft:grass,minecraft:snow,215,240),(minecraft:grass,minecraft:packed_ice,240,255),(minecraft:leaves,minecraft:ice,215,255) - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.1 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.8 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,10,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,2,7.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(4,BigTree,20,Tree,100) -Tree(8,Taiga1,35,Taiga2,100) -Grass(Tallgrass,NotGrouped,15,100.0,minecraft:grass,minecraft:dirt) -Plant(BlueOrchid,8,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(AzureBluet,8,100.0,0,128,minecraft:grass,minecraft:dirt) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This is where you configure mob spawning. Mobs spawn in groups, -# see http://minecraft.gamepedia.com/Spawn#Mob_spawning - -# A mobgroups is made of four parts. They are mob, weight, min and max. -# The mob is one of the Minecraft internal mob names. -# See http://minecraft.gamepedia.com/Chunk_format#Mobs -# The weight is used for a random selection. This is a positive integer. -# The min is the minimum amount of mobs spawning as a group. This is a positive integer. -# The max is the maximum amount of mobs spawning as a group. This is a positive integer. - -# Mob groups are written to the config files in Json. -# Json is a tree document format: http://en.wikipedia.org/wiki/JSON -# Write a mobgroup like this: {"mob": "mobname", "weight": integer, "min": integer, "max": integer} -# For example: {"mob": "Ocelot", "weight": 10, "min": 2, "max": 6} -# For example: {"mob": "MushroomCow", "weight": 5, "min": 2, "max": 2} -# A json list of mobgroups looks like this: [mobgroup, mobgroup, mobgroup...] -# This would be an ampty list: [] -# You can validate your json here: http://jsonlint.com/ - -# There are four categories of mobs: monsters, creatures, water creatures and ambient creatures. -# In custom biomes, you can add your own mobgroups in the lists below. In the vanilla biomes, -# your changes are ignored. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "spider", "weight": 100, "min": 4, "max": 4}, {"mob": "zombie", "weight": 100, "min": 4, "max": 4}, {"mob": "skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "slime", "weight": 100, "min": 4, "max": 4}, {"mob": "enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "Sheep", "weight": 16, "min": 4, "max": 4}, {"mob": "Chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "Silverfish", "weight": 8, "min": 4, "max": 4}, {"mob": "Wolf", "weight": 5, "min": 4, "max": 4}, {"mob": "polar_bear", "weight": 1, "min": 1, "max": 2}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "Bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/SuperMountains Summit Slope Treeless.bc b/TerrainControl/worlds/world/WorldBiomes/SuperMountains Summit Slope Treeless.bc deleted file mode 100755 index b82854c..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/SuperMountains Summit Slope Treeless.bc +++ /dev/null @@ -1,468 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #575060 - -# Replace this biome to specified after the terrain is generated. -# This will make the world files contain the id of the specified biome, instead of the id of this biome. -# This will cause saplings, colors and mob spawning work as in specified biome. -ReplaceToBiomeName: - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: Extreme Hills - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: Extreme Hills+ - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 5.0 - -# Biome volatility. -BiomeVolatility: 0.5 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 10 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: -0.8 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.1 - -Volatility2: 0.2 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.85 - -VolatilityWeight2: 0.15 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: minecraft:grass, minecraft:dirt, 1.0, minecraft:snow, minecraft:stone, 10.0 - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: (minecraft:dirt,minecraft:stone,200,255),(minecraft:grass,minecraft:snow,215,240),(minecraft:grass,minecraft:packed_ice,240,255),(minecraft:leaves,minecraft:ice,200,255) - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.1 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.8 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -Ore(minecraft:emerald_ore,5,1,100.0,4,31,minecraft:stone) -Dungeon(8,100.0,0,128) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This is where you configure mob spawning. Mobs spawn in groups, -# see http://minecraft.gamepedia.com/Spawn#Mob_spawning - -# A mobgroups is made of four parts. They are mob, weight, min and max. -# The mob is one of the Minecraft internal mob names. -# See http://minecraft.gamepedia.com/Chunk_format#Mobs -# The weight is used for a random selection. This is a positive integer. -# The min is the minimum amount of mobs spawning as a group. This is a positive integer. -# The max is the maximum amount of mobs spawning as a group. This is a positive integer. - -# Mob groups are written to the config files in Json. -# Json is a tree document format: http://en.wikipedia.org/wiki/JSON -# Write a mobgroup like this: {"mob": "mobname", "weight": integer, "min": integer, "max": integer} -# For example: {"mob": "Ocelot", "weight": 10, "min": 2, "max": 6} -# For example: {"mob": "MushroomCow", "weight": 5, "min": 2, "max": 2} -# A json list of mobgroups looks like this: [mobgroup, mobgroup, mobgroup...] -# This would be an ampty list: [] -# You can validate your json here: http://jsonlint.com/ - -# There are four categories of mobs: monsters, creatures, water creatures and ambient creatures. -# In custom biomes, you can add your own mobgroups in the lists below. In the vanilla biomes, -# your changes are ignored. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "stray", "weight": 100, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "Bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/SuperMountains Summit Slope.bc b/TerrainControl/worlds/world/WorldBiomes/SuperMountains Summit Slope.bc deleted file mode 100755 index acc13c2..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/SuperMountains Summit Slope.bc +++ /dev/null @@ -1,469 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #505860 - -# Replace this biome to specified after the terrain is generated. -# This will make the world files contain the id of the specified biome, instead of the id of this biome. -# This will cause saplings, colors and mob spawning work as in specified biome. -ReplaceToBiomeName: - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: Extreme Hills - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: Extreme Hills+ - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 5.0 - -# Biome volatility. -BiomeVolatility: 0.5 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 10 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: -0.8 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.1 - -Volatility2: 0.2 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.85 - -VolatilityWeight2: 0.15 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: minecraft:grass, minecraft:dirt, 1.0, minecraft:snow, minecraft:stone, 10.0 - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: (minecraft:dirt,minecraft:stone,200,255),(minecraft:grass,minecraft:snow,215,240),(minecraft:grass,minecraft:packed_ice,240,255),(minecraft:leaves,minecraft:ice,200,255) - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.1 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.8 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -Ore(minecraft:emerald_ore,5,1,100.0,4,31,minecraft:stone) -Tree(3,Taiga1,35,Taiga2,100) -Dungeon(8,100.0,0,128) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This is where you configure mob spawning. Mobs spawn in groups, -# see http://minecraft.gamepedia.com/Spawn#Mob_spawning - -# A mobgroups is made of four parts. They are mob, weight, min and max. -# The mob is one of the Minecraft internal mob names. -# See http://minecraft.gamepedia.com/Chunk_format#Mobs -# The weight is used for a random selection. This is a positive integer. -# The min is the minimum amount of mobs spawning as a group. This is a positive integer. -# The max is the maximum amount of mobs spawning as a group. This is a positive integer. - -# Mob groups are written to the config files in Json. -# Json is a tree document format: http://en.wikipedia.org/wiki/JSON -# Write a mobgroup like this: {"mob": "mobname", "weight": integer, "min": integer, "max": integer} -# For example: {"mob": "Ocelot", "weight": 10, "min": 2, "max": 6} -# For example: {"mob": "MushroomCow", "weight": 5, "min": 2, "max": 2} -# A json list of mobgroups looks like this: [mobgroup, mobgroup, mobgroup...] -# This would be an ampty list: [] -# You can validate your json here: http://jsonlint.com/ - -# There are four categories of mobs: monsters, creatures, water creatures and ambient creatures. -# In custom biomes, you can add your own mobgroups in the lists below. In the vanilla biomes, -# your changes are ignored. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "stray", "weight": 100, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "Bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/SuperMountains Summit Treeless.bc b/TerrainControl/worlds/world/WorldBiomes/SuperMountains Summit Treeless.bc deleted file mode 100755 index 8f315f2..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/SuperMountains Summit Treeless.bc +++ /dev/null @@ -1,479 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #473C49 - -# Replace this biome to specified after the terrain is generated. -# This will make the world files contain the id of the specified biome, instead of the id of this biome. -# This will cause saplings, colors and mob spawning work as in specified biome. -ReplaceToBiomeName: - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 9.95 - -# Biome volatility. -BiomeVolatility: 0.2 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 10 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 9.95 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: -4.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.2 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.5 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: minecraft:grass, minecraft:dirt, 1.0, minecraft:snow, minecraft:stone, 10.0 - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: (minecraft:dirt,minecraft:stone,200,255),(minecraft:grass,minecraft:snow,215,240),(minecraft:grass,minecraft:packed_ice,240,255),(minecraft:leaves,minecraft:ice,200,255) - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.1 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.3 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,150,255,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -Ore(minecraft:emerald_ore,5,1,100.0,4,31,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Grass(Tallgrass,NotGrouped,10,100.0,minecraft:grass,minecraft:dirt) -Plant(Dandelion,4,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This is where you configure mob spawning. Mobs spawn in groups, -# see http://minecraft.gamepedia.com/Spawn#Mob_spawning - -# A mobgroups is made of four parts. They are mob, weight, min and max. -# The mob is one of the Minecraft internal mob names. -# See http://minecraft.gamepedia.com/Chunk_format#Mobs -# The weight is used for a random selection. This is a positive integer. -# The min is the minimum amount of mobs spawning as a group. This is a positive integer. -# The max is the maximum amount of mobs spawning as a group. This is a positive integer. - -# Mob groups are written to the config files in Json. -# Json is a tree document format: http://en.wikipedia.org/wiki/JSON -# Write a mobgroup like this: {"mob": "mobname", "weight": integer, "min": integer, "max": integer} -# For example: {"mob": "Ocelot", "weight": 10, "min": 2, "max": 6} -# For example: {"mob": "MushroomCow", "weight": 5, "min": 2, "max": 2} -# A json list of mobgroups looks like this: [mobgroup, mobgroup, mobgroup...] -# This would be an ampty list: [] -# You can validate your json here: http://jsonlint.com/ - -# There are four categories of mobs: monsters, creatures, water creatures and ambient creatures. -# In custom biomes, you can add your own mobgroups in the lists below. In the vanilla biomes, -# your changes are ignored. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "stray", "weight": 100, "min": 1, "max": 2}, {"mob": "skeleton", "weight": 20, "min": 1, "max": 2}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "Bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/SuperMountains Summit.bc b/TerrainControl/worlds/world/WorldBiomes/SuperMountains Summit.bc deleted file mode 100755 index 683e406..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/SuperMountains Summit.bc +++ /dev/null @@ -1,480 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #3C4249 - -# Replace this biome to specified after the terrain is generated. -# This will make the world files contain the id of the specified biome, instead of the id of this biome. -# This will cause saplings, colors and mob spawning work as in specified biome. -ReplaceToBiomeName: - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 9.95 - -# Biome volatility. -BiomeVolatility: 0.2 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 10 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 9.95 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: -4.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.2 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.5 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: minecraft:grass, minecraft:dirt, 1.0, minecraft:snow, minecraft:stone, 10.0 - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: (minecraft:dirt,minecraft:stone,200,255),(minecraft:grass,minecraft:snow,215,240),(minecraft:grass,minecraft:packed_ice,240,255),(minecraft:leaves,minecraft:ice,200,255) - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.1 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.3 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,150,255,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -Ore(minecraft:emerald_ore,5,1,100.0,4,31,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(1,Taiga2,10,BigTree,1,Tree,9) -Grass(Tallgrass,NotGrouped,10,100.0,minecraft:grass,minecraft:dirt) -Plant(Dandelion,4,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This is where you configure mob spawning. Mobs spawn in groups, -# see http://minecraft.gamepedia.com/Spawn#Mob_spawning - -# A mobgroups is made of four parts. They are mob, weight, min and max. -# The mob is one of the Minecraft internal mob names. -# See http://minecraft.gamepedia.com/Chunk_format#Mobs -# The weight is used for a random selection. This is a positive integer. -# The min is the minimum amount of mobs spawning as a group. This is a positive integer. -# The max is the maximum amount of mobs spawning as a group. This is a positive integer. - -# Mob groups are written to the config files in Json. -# Json is a tree document format: http://en.wikipedia.org/wiki/JSON -# Write a mobgroup like this: {"mob": "mobname", "weight": integer, "min": integer, "max": integer} -# For example: {"mob": "Ocelot", "weight": 10, "min": 2, "max": 6} -# For example: {"mob": "MushroomCow", "weight": 5, "min": 2, "max": 2} -# A json list of mobgroups looks like this: [mobgroup, mobgroup, mobgroup...] -# This would be an ampty list: [] -# You can validate your json here: http://jsonlint.com/ - -# There are four categories of mobs: monsters, creatures, water creatures and ambient creatures. -# In custom biomes, you can add your own mobgroups in the lists below. In the vanilla biomes, -# your changes are ignored. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "stray", "weight": 100, "min": 1, "max": 2}, {"mob": "skeleton", "weight": 20, "min": 1, "max": 2}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "Bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/SuperMountains Taiga.bc b/TerrainControl/worlds/world/WorldBiomes/SuperMountains Taiga.bc deleted file mode 100755 index 5e457c4..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/SuperMountains Taiga.bc +++ /dev/null @@ -1,489 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #3C4B51 - -# Replace this biome to specified after the terrain is generated. -# This will make the world files contain the id of the specified biome, instead of the id of this biome. -# This will cause saplings, colors and mob spawning work as in specified biome. -ReplaceToBiomeName: Taiga - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: Extreme Hills - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: Extreme Hills+ - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 2.5 - -# Biome volatility. -BiomeVolatility: 0.5 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 15 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.1 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 3.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.1 - -Volatility2: 0.2 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.5 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: (minecraft:dirt,minecraft:stone,200,255),(minecraft:grass,minecraft:snow,215,240),(minecraft:grass,minecraft:packed_ice,240,255),(minecraft:leaves,minecraft:ice,215,255) - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.25 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.8 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,10,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,2,7.0,8,119) -SmallLake(minecraft:lava,1,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(6,Birch,20,BigTree,15,Tree,100) -Tree(6,Taiga1,35,Taiga2,100) -Grass(Tallgrass,NotGrouped,30,100.0,minecraft:grass,minecraft:dirt) -Plant(AzureBluet,4,100.0,0,146,minecraft:grass,minecraft:dirt) -Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Lilac,4,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(BlueOrchid,2,100.0,112,146,minecraft:grass,minecraft:dirt) -Plant(RoseBush,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Poppy,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(RedMushroom,1,12.0,0,128,minecraft:grass,minecraft:dirt) -Plant(BrownMushroom,1,25.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -Plant(Tallgrass,80,100.0,65,90,minecraft:grass,minecraft:dirt) -Plant(Tallgrass,40,100.0,91,120,minecraft:grass,minecraft:dirt) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This is where you configure mob spawning. Mobs spawn in groups, -# see http://minecraft.gamepedia.com/Spawn#Mob_spawning - -# A mobgroups is made of four parts. They are mob, weight, min and max. -# The mob is one of the Minecraft internal mob names. -# See http://minecraft.gamepedia.com/Chunk_format#Mobs -# The weight is used for a random selection. This is a positive integer. -# The min is the minimum amount of mobs spawning as a group. This is a positive integer. -# The max is the maximum amount of mobs spawning as a group. This is a positive integer. - -# Mob groups are written to the config files in Json. -# Json is a tree document format: http://en.wikipedia.org/wiki/JSON -# Write a mobgroup like this: {"mob": "mobname", "weight": integer, "min": integer, "max": integer} -# For example: {"mob": "Ocelot", "weight": 10, "min": 2, "max": 6} -# For example: {"mob": "MushroomCow", "weight": 5, "min": 2, "max": 2} -# A json list of mobgroups looks like this: [mobgroup, mobgroup, mobgroup...] -# This would be an ampty list: [] -# You can validate your json here: http://jsonlint.com/ - -# There are four categories of mobs: monsters, creatures, water creatures and ambient creatures. -# In custom biomes, you can add your own mobgroups in the lists below. In the vanilla biomes, -# your changes are ignored. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "spider", "weight": 100, "min": 4, "max": 4}, {"mob": "zombie", "weight": 100, "min": 4, "max": 4}, {"mob": "skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "slime", "weight": 100, "min": 4, "max": 4}, {"mob": "enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "Sheep", "weight": 16, "min": 4, "max": 4}, {"mob": "Chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "Silverfish", "weight": 8, "min": 4, "max": 4}, {"mob": "Wolf", "weight": 5, "min": 4, "max": 4}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "Bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/SuperMountainsBeach Barren.bc b/TerrainControl/worlds/world/WorldBiomes/SuperMountainsBeach Barren.bc deleted file mode 100755 index 74da5d5..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/SuperMountainsBeach Barren.bc +++ /dev/null @@ -1,487 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #61554F - -# Replace this biome to specified after the terrain is generated. -# This will make the world files contain the id of the specified biome, instead of the id of this biome. -# This will cause saplings, colors and mob spawning work as in specified biome. -ReplaceToBiomeName: - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: Extreme Hills - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: Extreme Hills+ - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 2.5 - -# Biome volatility. -BiomeVolatility: 0.5 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 15 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.1 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 3.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.1 - -Volatility2: 0.2 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.5 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: minecraft:grass, minecraft:dirt, -7.0, minecraft:gravel, minecraft:stone, -6.0, minecraft:grass, minecraft:dirt, -5.0, minecraft:gravel, minecraft:stone, -4.0, minecraft:grass, minecraft:dirt, -3.0, minecraft:gravel, minecraft:stone, -2.0, minecraft:grass, minecraft:dirt, -1.0, minecraft:dirt:1, minecraft:dirt:1, 0.0, minecraft:grass, minecraft:dirt, 1.0, minecraft:gravel, minecraft:stone, 2.0, minecraft:grass, minecraft:dirt, 3.0, minecraft:gravel, minecraft:stone, 4.0, minecraft:grass, minecraft:dirt, 5.0, minecraft:gravel, minecraft:stone, 6.0, minecraft:grass, minecraft:dirt, 7.0 - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: (minecraft:dirt,minecraft:stone,200,255),(minecraft:grass,minecraft:snow,215,240),(minecraft:grass,minecraft:packed_ice,240,255),(minecraft:gravel,minecraft:grass,63,130),(minecraft:gravel,minecraft:stone,130,215),(minecraft:gravel,minecraft:snow,215,240),(minecraft:leaves,minecraft:ice,215,255),(minecraft:grass,minecraft:sand,62,62),(minecraft:dirt,minecraft:sand,62,62),(minecraft:gravel,minecraft:sand,62,62) - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.23 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.8 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,10,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,2,7.0,8,119) -SmallLake(minecraft:lava,1,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -SurfacePatch(minecraft:sand,minecraft:air,61,63,minecraft:grass) -Grass(Tallgrass,NotGrouped,30,100.0,minecraft:grass) -Plant(AzureBluet,4,100.0,0,146,minecraft:grass,minecraft:dirt) -Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Lilac,4,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(BlueOrchid,2,100.0,112,146,minecraft:grass,minecraft:dirt) -Plant(RoseBush,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Poppy,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -Plant(Tallgrass,60,100.0,65,80,minecraft:grass) -Plant(Tallgrass,25,100.0,81,110,minecraft:grass) -Plant(Tallgrass,15,100.0,65,100,minecraft:dirt) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This is where you configure mob spawning. Mobs spawn in groups, -# see http://minecraft.gamepedia.com/Spawn#Mob_spawning - -# A mobgroups is made of four parts. They are mob, weight, min and max. -# The mob is one of the Minecraft internal mob names. -# See http://minecraft.gamepedia.com/Chunk_format#Mobs -# The weight is used for a random selection. This is a positive integer. -# The min is the minimum amount of mobs spawning as a group. This is a positive integer. -# The max is the maximum amount of mobs spawning as a group. This is a positive integer. - -# Mob groups are written to the config files in Json. -# Json is a tree document format: http://en.wikipedia.org/wiki/JSON -# Write a mobgroup like this: {"mob": "mobname", "weight": integer, "min": integer, "max": integer} -# For example: {"mob": "Ocelot", "weight": 10, "min": 2, "max": 6} -# For example: {"mob": "MushroomCow", "weight": 5, "min": 2, "max": 2} -# A json list of mobgroups looks like this: [mobgroup, mobgroup, mobgroup...] -# This would be an ampty list: [] -# You can validate your json here: http://jsonlint.com/ - -# There are four categories of mobs: monsters, creatures, water creatures and ambient creatures. -# In custom biomes, you can add your own mobgroups in the lists below. In the vanilla biomes, -# your changes are ignored. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "spider", "weight": 100, "min": 4, "max": 4}, {"mob": "zombie", "weight": 100, "min": 4, "max": 4}, {"mob": "skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "slime", "weight": 100, "min": 4, "max": 4}, {"mob": "enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "Sheep", "weight": 16, "min": 4, "max": 4}, {"mob": "Chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "Silverfish", "weight": 8, "min": 4, "max": 4}, {"mob": "Wolf", "weight": 5, "min": 4, "max": 4}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "Bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/SuperMountainsBeach Forest.bc b/TerrainControl/worlds/world/WorldBiomes/SuperMountainsBeach Forest.bc deleted file mode 100755 index 0ccceca..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/SuperMountainsBeach Forest.bc +++ /dev/null @@ -1,490 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #435855 - -# Replace this biome to specified after the terrain is generated. -# This will make the world files contain the id of the specified biome, instead of the id of this biome. -# This will cause saplings, colors and mob spawning work as in specified biome. -ReplaceToBiomeName: - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: Extreme Hills - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: Extreme Hills+ - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 2.5 - -# Biome volatility. -BiomeVolatility: 0.5 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 15 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.1 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 3.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.1 - -Volatility2: 0.2 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.5 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: (minecraft:dirt,minecraft:stone,200,255),(minecraft:grass,minecraft:snow,215,240),(minecraft:grass,minecraft:packed_ice,240,255),(minecraft:leaves,minecraft:ice,215,255),(minecraft:grass,minecraft:sand,62,62) - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.25 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.8 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,10,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,2,7.0,8,119) -SmallLake(minecraft:lava,1,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -SurfacePatch(minecraft:sand,minecraft:air,61,63,minecraft:grass) -Tree(6,Birch,20,BigTree,15,Tree,100) -Tree(6,Taiga2,100) -Grass(Tallgrass,NotGrouped,30,100.0,minecraft:grass,minecraft:dirt) -Plant(AzureBluet,4,100.0,65,146,minecraft:grass,minecraft:dirt) -Plant(Dandelion,2,100.0,65,128,minecraft:grass,minecraft:dirt) -Plant(Lilac,4,100.0,65,128,minecraft:grass,minecraft:dirt) -Plant(BlueOrchid,2,100.0,112,146,minecraft:grass,minecraft:dirt) -Plant(RoseBush,2,100.0,65,128,minecraft:grass,minecraft:dirt) -Plant(Poppy,2,100.0,65,128,minecraft:grass,minecraft:dirt) -Plant(RedMushroom,1,12.0,65,128,minecraft:grass,minecraft:dirt) -Plant(BrownMushroom,1,25.0,65,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,65,128,minecraft:grass) -Plant(Tallgrass,80,100.0,65,90,minecraft:grass,minecraft:dirt) -Plant(Tallgrass,40,100.0,91,120,minecraft:grass,minecraft:dirt) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This is where you configure mob spawning. Mobs spawn in groups, -# see http://minecraft.gamepedia.com/Spawn#Mob_spawning - -# A mobgroups is made of four parts. They are mob, weight, min and max. -# The mob is one of the Minecraft internal mob names. -# See http://minecraft.gamepedia.com/Chunk_format#Mobs -# The weight is used for a random selection. This is a positive integer. -# The min is the minimum amount of mobs spawning as a group. This is a positive integer. -# The max is the maximum amount of mobs spawning as a group. This is a positive integer. - -# Mob groups are written to the config files in Json. -# Json is a tree document format: http://en.wikipedia.org/wiki/JSON -# Write a mobgroup like this: {"mob": "mobname", "weight": integer, "min": integer, "max": integer} -# For example: {"mob": "Ocelot", "weight": 10, "min": 2, "max": 6} -# For example: {"mob": "MushroomCow", "weight": 5, "min": 2, "max": 2} -# A json list of mobgroups looks like this: [mobgroup, mobgroup, mobgroup...] -# This would be an ampty list: [] -# You can validate your json here: http://jsonlint.com/ - -# There are four categories of mobs: monsters, creatures, water creatures and ambient creatures. -# In custom biomes, you can add your own mobgroups in the lists below. In the vanilla biomes, -# your changes are ignored. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "spider", "weight": 100, "min": 4, "max": 4}, {"mob": "zombie", "weight": 100, "min": 4, "max": 4}, {"mob": "skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "slime", "weight": 100, "min": 4, "max": 4}, {"mob": "enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "Sheep", "weight": 16, "min": 4, "max": 4}, {"mob": "Chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "Silverfish", "weight": 8, "min": 4, "max": 4}, {"mob": "Wolf", "weight": 5, "min": 4, "max": 4}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "Bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/SuperMountainsBeach Snow Barren.bc b/TerrainControl/worlds/world/WorldBiomes/SuperMountainsBeach Snow Barren.bc deleted file mode 100755 index c19e532..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/SuperMountainsBeach Snow Barren.bc +++ /dev/null @@ -1,475 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #776765 - -# Replace this biome to specified after the terrain is generated. -# This will make the world files contain the id of the specified biome, instead of the id of this biome. -# This will cause saplings, colors and mob spawning work as in specified biome. -ReplaceToBiomeName: - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 2.5 - -# Biome volatility. -BiomeVolatility: 0.45 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 15 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.1 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 3.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.1 - -Volatility2: 0.2 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.5 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: minecraft:grass, minecraft:dirt, -1.5, minecraft:snow, minecraft:stone, 10.0 - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: (minecraft:dirt,minecraft:stone,200,255),(minecraft:grass,minecraft:snow,215,240),(minecraft:grass,minecraft:packed_ice,240,255),(minecraft:leaves,minecraft:ice,200,255),(minecraft:grass,minecraft:sand,62,62) - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.1 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.0 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,10,10,100.0,0,120,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,79,140,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -SurfacePatch(minecraft:sand,minecraft:snow,61,63,minecraft:grass) -Tree(1,Taiga2,10) -Plant(BlueOrchid,1,100.0,120,150,minecraft:grass,minecraft:dirt) -Plant(AzureBluet,1,100.0,120,150,minecraft:grass,minecraft:dirt) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This is where you configure mob spawning. Mobs spawn in groups, -# see http://minecraft.gamepedia.com/Spawn#Mob_spawning - -# A mobgroups is made of four parts. They are mob, weight, min and max. -# The mob is one of the Minecraft internal mob names. -# See http://minecraft.gamepedia.com/Chunk_format#Mobs -# The weight is used for a random selection. This is a positive integer. -# The min is the minimum amount of mobs spawning as a group. This is a positive integer. -# The max is the maximum amount of mobs spawning as a group. This is a positive integer. - -# Mob groups are written to the config files in Json. -# Json is a tree document format: http://en.wikipedia.org/wiki/JSON -# Write a mobgroup like this: {"mob": "mobname", "weight": integer, "min": integer, "max": integer} -# For example: {"mob": "Ocelot", "weight": 10, "min": 2, "max": 6} -# For example: {"mob": "MushroomCow", "weight": 5, "min": 2, "max": 2} -# A json list of mobgroups looks like this: [mobgroup, mobgroup, mobgroup...] -# This would be an ampty list: [] -# You can validate your json here: http://jsonlint.com/ - -# There are four categories of mobs: monsters, creatures, water creatures and ambient creatures. -# In custom biomes, you can add your own mobgroups in the lists below. In the vanilla biomes, -# your changes are ignored. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "spider", "weight": 100, "min": 0, "max": 0}, {"mob": "zombie", "weight": 100, "min": 1, "max": 1}, {"mob": "skeleton", "weight": 60, "min": 4, "max": 4}, {"mob": "stray", "weight": 40, "min": 1, "max": 1}, {"mob": "creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "slime", "weight": 100, "min": 4, "max": 4}, {"mob": "enderman", "weight": 10, "min": 1, "max": 4}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "silverfish", "weight": 1, "min": 1, "max": 1}, {"mob": "rabbit", "weight": 10, "min": 2, "max": 3}, {"mob": "polar_bear", "weight": 1, "min": 1, "max": 2}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/SuperMountainsBeach Snow Forest.bc b/TerrainControl/worlds/world/WorldBiomes/SuperMountainsBeach Snow Forest.bc deleted file mode 100755 index 8b230df..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/SuperMountainsBeach Snow Forest.bc +++ /dev/null @@ -1,480 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #5E7B80 - -# Replace this biome to specified after the terrain is generated. -# This will make the world files contain the id of the specified biome, instead of the id of this biome. -# This will cause saplings, colors and mob spawning work as in specified biome. -ReplaceToBiomeName: - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: Extreme Hills - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: Extreme Hills+ - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 2.5 - -# Biome volatility. -BiomeVolatility: 0.5 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 15 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.1 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 3.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.1 - -Volatility2: 0.2 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.5 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: minecraft:grass, minecraft:dirt, 1.5, minecraft:snow, minecraft:stone, 10.0 - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: (minecraft:dirt,minecraft:stone,200,255),(minecraft:grass,minecraft:snow,215,240),(minecraft:grass,minecraft:packed_ice,240,255),(minecraft:leaves,minecraft:ice,215,255),(minecraft:grass,minecraft:sand,62,62) - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.1 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.8 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,10,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,2,7.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -SurfacePatch(minecraft:sand,minecraft:snow,61,63,minecraft:grass) -Tree(4,BigTree,20,Tree,100) -Tree(8,Taiga1,35,Taiga2,100) -Grass(Tallgrass,NotGrouped,15,100.0,minecraft:grass,minecraft:dirt) -Plant(BlueOrchid,8,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(AzureBluet,8,100.0,0,128,minecraft:grass,minecraft:dirt) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This is where you configure mob spawning. Mobs spawn in groups, -# see http://minecraft.gamepedia.com/Spawn#Mob_spawning - -# A mobgroups is made of four parts. They are mob, weight, min and max. -# The mob is one of the Minecraft internal mob names. -# See http://minecraft.gamepedia.com/Chunk_format#Mobs -# The weight is used for a random selection. This is a positive integer. -# The min is the minimum amount of mobs spawning as a group. This is a positive integer. -# The max is the maximum amount of mobs spawning as a group. This is a positive integer. - -# Mob groups are written to the config files in Json. -# Json is a tree document format: http://en.wikipedia.org/wiki/JSON -# Write a mobgroup like this: {"mob": "mobname", "weight": integer, "min": integer, "max": integer} -# For example: {"mob": "Ocelot", "weight": 10, "min": 2, "max": 6} -# For example: {"mob": "MushroomCow", "weight": 5, "min": 2, "max": 2} -# A json list of mobgroups looks like this: [mobgroup, mobgroup, mobgroup...] -# This would be an ampty list: [] -# You can validate your json here: http://jsonlint.com/ - -# There are four categories of mobs: monsters, creatures, water creatures and ambient creatures. -# In custom biomes, you can add your own mobgroups in the lists below. In the vanilla biomes, -# your changes are ignored. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "spider", "weight": 100, "min": 4, "max": 4}, {"mob": "zombie", "weight": 100, "min": 4, "max": 4}, {"mob": "skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "slime", "weight": 100, "min": 4, "max": 4}, {"mob": "enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "Sheep", "weight": 16, "min": 4, "max": 4}, {"mob": "Chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "Silverfish", "weight": 8, "min": 4, "max": 4}, {"mob": "Wolf", "weight": 5, "min": 4, "max": 4}, {"mob": "polar_bear", "weight": 1, "min": 1, "max": 2}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "Bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/SuperMountainsBeach Taiga.bc b/TerrainControl/worlds/world/WorldBiomes/SuperMountainsBeach Taiga.bc deleted file mode 100755 index 2cbcbad..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/SuperMountainsBeach Taiga.bc +++ /dev/null @@ -1,490 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #3F4E53 - -# Replace this biome to specified after the terrain is generated. -# This will make the world files contain the id of the specified biome, instead of the id of this biome. -# This will cause saplings, colors and mob spawning work as in specified biome. -ReplaceToBiomeName: Taiga - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: Extreme Hills - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: Extreme Hills+ - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 2.5 - -# Biome volatility. -BiomeVolatility: 0.5 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 15 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.1 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 3.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.1 - -Volatility2: 0.2 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.5 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: (minecraft:dirt,minecraft:stone,200,255),(minecraft:grass,minecraft:snow,215,240),(minecraft:grass,minecraft:packed_ice,240,255),(minecraft:leaves,minecraft:ice,215,255),(minecraft:grass,minecraft:sand,62,62) - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.25 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.8 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,10,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,2,7.0,8,119) -SmallLake(minecraft:lava,1,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -SurfacePatch(minecraft:sand,minecraft:air,61,63,minecraft:grass) -Tree(6,Birch,20,BigTree,15,Tree,100) -Tree(6,Taiga1,35,Taiga2,100) -Grass(Tallgrass,NotGrouped,30,100.0,minecraft:grass,minecraft:dirt) -Plant(AzureBluet,4,100.0,0,146,minecraft:grass,minecraft:dirt) -Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Lilac,4,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(BlueOrchid,2,100.0,112,146,minecraft:grass,minecraft:dirt) -Plant(RoseBush,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Poppy,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(RedMushroom,1,12.0,0,128,minecraft:grass,minecraft:dirt) -Plant(BrownMushroom,1,25.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -Plant(Tallgrass,80,100.0,65,90,minecraft:grass,minecraft:dirt) -Plant(Tallgrass,40,100.0,91,120,minecraft:grass,minecraft:dirt) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This is where you configure mob spawning. Mobs spawn in groups, -# see http://minecraft.gamepedia.com/Spawn#Mob_spawning - -# A mobgroups is made of four parts. They are mob, weight, min and max. -# The mob is one of the Minecraft internal mob names. -# See http://minecraft.gamepedia.com/Chunk_format#Mobs -# The weight is used for a random selection. This is a positive integer. -# The min is the minimum amount of mobs spawning as a group. This is a positive integer. -# The max is the maximum amount of mobs spawning as a group. This is a positive integer. - -# Mob groups are written to the config files in Json. -# Json is a tree document format: http://en.wikipedia.org/wiki/JSON -# Write a mobgroup like this: {"mob": "mobname", "weight": integer, "min": integer, "max": integer} -# For example: {"mob": "Ocelot", "weight": 10, "min": 2, "max": 6} -# For example: {"mob": "MushroomCow", "weight": 5, "min": 2, "max": 2} -# A json list of mobgroups looks like this: [mobgroup, mobgroup, mobgroup...] -# This would be an ampty list: [] -# You can validate your json here: http://jsonlint.com/ - -# There are four categories of mobs: monsters, creatures, water creatures and ambient creatures. -# In custom biomes, you can add your own mobgroups in the lists below. In the vanilla biomes, -# your changes are ignored. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "spider", "weight": 100, "min": 4, "max": 4}, {"mob": "zombie", "weight": 100, "min": 4, "max": 4}, {"mob": "skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "slime", "weight": 100, "min": 4, "max": 4}, {"mob": "enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "Sheep", "weight": 16, "min": 4, "max": 4}, {"mob": "Chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "Silverfish", "weight": 8, "min": 4, "max": 4}, {"mob": "Wolf", "weight": 5, "min": 4, "max": 4}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "Bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/SuperMountainsEdge Barren.bc b/TerrainControl/worlds/world/WorldBiomes/SuperMountainsEdge Barren.bc deleted file mode 100755 index 006ab21..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/SuperMountainsEdge Barren.bc +++ /dev/null @@ -1,483 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #6D5E56 - -# Replace this biome to specified after the terrain is generated. -# This will make the world files contain the id of the specified biome, instead of the id of this biome. -# This will cause saplings, colors and mob spawning work as in specified biome. -ReplaceToBiomeName: - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.1 - -# Biome volatility. -BiomeVolatility: 0.0 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: -8.0 - -Volatility2: -8.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.5 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.5 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.5 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Grass(Tallgrass,NotGrouped,30,100.0,minecraft:grass) -Plant(AzureBluet,4,100.0,0,146,minecraft:grass,minecraft:dirt) -Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Lilac,4,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(BlueOrchid,2,100.0,112,146,minecraft:grass,minecraft:dirt) -Plant(RoseBush,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Poppy,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This is where you configure mob spawning. Mobs spawn in groups, -# see http://minecraft.gamepedia.com/Spawn#Mob_spawning - -# A mobgroups is made of four parts. They are mob, weight, min and max. -# The mob is one of the Minecraft internal mob names. -# See http://minecraft.gamepedia.com/Chunk_format#Mobs -# The weight is used for a random selection. This is a positive integer. -# The min is the minimum amount of mobs spawning as a group. This is a positive integer. -# The max is the maximum amount of mobs spawning as a group. This is a positive integer. - -# Mob groups are written to the config files in Json. -# Json is a tree document format: http://en.wikipedia.org/wiki/JSON -# Write a mobgroup like this: {"mob": "mobname", "weight": integer, "min": integer, "max": integer} -# For example: {"mob": "Ocelot", "weight": 10, "min": 2, "max": 6} -# For example: {"mob": "MushroomCow", "weight": 5, "min": 2, "max": 2} -# A json list of mobgroups looks like this: [mobgroup, mobgroup, mobgroup...] -# This would be an ampty list: [] -# You can validate your json here: http://jsonlint.com/ - -# There are four categories of mobs: monsters, creatures, water creatures and ambient creatures. -# In custom biomes, you can add your own mobgroups in the lists below. In the vanilla biomes, -# your changes are ignored. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "spider", "weight": 100, "min": 4, "max": 4}, {"mob": "zombie", "weight": 100, "min": 4, "max": 4}, {"mob": "skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "slime", "weight": 100, "min": 4, "max": 4}, {"mob": "enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "pig", "weight": 10, "min": 4, "max": 4}, {"mob": "chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "cow", "weight": 8, "min": 4, "max": 4}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/SuperMountainsEdge Desert.bc b/TerrainControl/worlds/world/WorldBiomes/SuperMountainsEdge Desert.bc deleted file mode 100755 index 89d6ace..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/SuperMountainsEdge Desert.bc +++ /dev/null @@ -1,475 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #635834 - -# Replace this biome to specified after the terrain is generated. -# This will make the world files contain the id of the specified biome, instead of the id of this biome. -# This will cause saplings, colors and mob spawning work as in specified biome. -ReplaceToBiomeName: - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: Extreme Hills - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: Extreme Hills+ - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.1 - -# Biome volatility. -BiomeVolatility: 0.0 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: -8.0 - -Volatility2: -8.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.5 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:sand - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:sand - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 1.5 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.0 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -Well(minecraft:sandstone,minecraft:stone_slab:1,minecraft:water,1,0.1,2,128,minecraft:sand) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,110) -Cactus(minecraft:cactus,5,100.0,0,128,minecraft:sand) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This is where you configure mob spawning. Mobs spawn in groups, -# see http://minecraft.gamepedia.com/Spawn#Mob_spawning - -# A mobgroups is made of four parts. They are mob, weight, min and max. -# The mob is one of the Minecraft internal mob names. -# See http://minecraft.gamepedia.com/Chunk_format#Mobs -# The weight is used for a random selection. This is a positive integer. -# The min is the minimum amount of mobs spawning as a group. This is a positive integer. -# The max is the maximum amount of mobs spawning as a group. This is a positive integer. - -# Mob groups are written to the config files in Json. -# Json is a tree document format: http://en.wikipedia.org/wiki/JSON -# Write a mobgroup like this: {"mob": "mobname", "weight": integer, "min": integer, "max": integer} -# For example: {"mob": "Ocelot", "weight": 10, "min": 2, "max": 6} -# For example: {"mob": "MushroomCow", "weight": 5, "min": 2, "max": 2} -# A json list of mobgroups looks like this: [mobgroup, mobgroup, mobgroup...] -# This would be an ampty list: [] -# You can validate your json here: http://jsonlint.com/ - -# There are four categories of mobs: monsters, creatures, water creatures and ambient creatures. -# In custom biomes, you can add your own mobgroups in the lists below. In the vanilla biomes, -# your changes are ignored. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "Spider", "weight": 100, "min": 4, "max": 4}, {"mob": "Zombie", "weight": 19, "min": 4, "max": 4}, {"mob": "husk", "weight": 80, "min": 4, "max": 4}, {"mob": "Skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "Creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "Slime", "weight": 100, "min": 4, "max": 4}, {"mob": "Enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "Witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "Bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/SuperMountainsEdge Forest.bc b/TerrainControl/worlds/world/WorldBiomes/SuperMountainsEdge Forest.bc deleted file mode 100755 index 2535b41..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/SuperMountainsEdge Forest.bc +++ /dev/null @@ -1,487 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #4E6864 - -# Replace this biome to specified after the terrain is generated. -# This will make the world files contain the id of the specified biome, instead of the id of this biome. -# This will cause saplings, colors and mob spawning work as in specified biome. -ReplaceToBiomeName: - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: Extreme Hills - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: Extreme Hills+ - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.1 - -# Biome volatility. -BiomeVolatility: 0.0 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: -8.0 - -Volatility2: -8.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.5 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.7 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.8 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(10,Taiga2,20,Tree,100) -Grass(Tallgrass,NotGrouped,30,100.0,minecraft:grass,minecraft:dirt) -Plant(AzureBluet,4,100.0,0,146,minecraft:grass,minecraft:dirt) -Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Lilac,4,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(BlueOrchid,2,100.0,112,146,minecraft:grass,minecraft:dirt) -Plant(RoseBush,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Poppy,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(RedMushroom,1,12.0,0,128,minecraft:grass,minecraft:dirt) -Plant(BrownMushroom,1,25.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -Reed(minecraft:reeds,3,100.0,0,128,minecraft:grass,minecraft:dirt,minecraft:sand) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This is where you configure mob spawning. Mobs spawn in groups, -# see http://minecraft.gamepedia.com/Spawn#Mob_spawning - -# A mobgroups is made of four parts. They are mob, weight, min and max. -# The mob is one of the Minecraft internal mob names. -# See http://minecraft.gamepedia.com/Chunk_format#Mobs -# The weight is used for a random selection. This is a positive integer. -# The min is the minimum amount of mobs spawning as a group. This is a positive integer. -# The max is the maximum amount of mobs spawning as a group. This is a positive integer. - -# Mob groups are written to the config files in Json. -# Json is a tree document format: http://en.wikipedia.org/wiki/JSON -# Write a mobgroup like this: {"mob": "mobname", "weight": integer, "min": integer, "max": integer} -# For example: {"mob": "Ocelot", "weight": 10, "min": 2, "max": 6} -# For example: {"mob": "MushroomCow", "weight": 5, "min": 2, "max": 2} -# A json list of mobgroups looks like this: [mobgroup, mobgroup, mobgroup...] -# This would be an ampty list: [] -# You can validate your json here: http://jsonlint.com/ - -# There are four categories of mobs: monsters, creatures, water creatures and ambient creatures. -# In custom biomes, you can add your own mobgroups in the lists below. In the vanilla biomes, -# your changes are ignored. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "Spider", "weight": 100, "min": 4, "max": 4}, {"mob": "Zombie", "weight": 100, "min": 4, "max": 4}, {"mob": "Skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "Creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "Slime", "weight": 100, "min": 4, "max": 4}, {"mob": "Enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "Witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "Sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "Pig", "weight": 10, "min": 4, "max": 4}, {"mob": "Chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "Cow", "weight": 8, "min": 4, "max": 4}, {"mob": "Wolf", "weight": 5, "min": 4, "max": 4}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "Squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "Bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/SuperMountainsEdge Snow Barren.bc b/TerrainControl/worlds/world/WorldBiomes/SuperMountainsEdge Snow Barren.bc deleted file mode 100755 index 0d099ed..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/SuperMountainsEdge Snow Barren.bc +++ /dev/null @@ -1,473 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #756462 - -# Replace this biome to specified after the terrain is generated. -# This will make the world files contain the id of the specified biome, instead of the id of this biome. -# This will cause saplings, colors and mob spawning work as in specified biome. -ReplaceToBiomeName: - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.125 - -# Biome volatility. -BiomeVolatility: 0.0 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: -8.0 - -Volatility2: -8.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.5 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.1 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.5 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Grass(Tallgrass,NotGrouped,10,100.0,minecraft:grass,minecraft:dirt) -Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This is where you configure mob spawning. Mobs spawn in groups, -# see http://minecraft.gamepedia.com/Spawn#Mob_spawning - -# A mobgroups is made of four parts. They are mob, weight, min and max. -# The mob is one of the Minecraft internal mob names. -# See http://minecraft.gamepedia.com/Chunk_format#Mobs -# The weight is used for a random selection. This is a positive integer. -# The min is the minimum amount of mobs spawning as a group. This is a positive integer. -# The max is the maximum amount of mobs spawning as a group. This is a positive integer. - -# Mob groups are written to the config files in Json. -# Json is a tree document format: http://en.wikipedia.org/wiki/JSON -# Write a mobgroup like this: {"mob": "mobname", "weight": integer, "min": integer, "max": integer} -# For example: {"mob": "Ocelot", "weight": 10, "min": 2, "max": 6} -# For example: {"mob": "MushroomCow", "weight": 5, "min": 2, "max": 2} -# A json list of mobgroups looks like this: [mobgroup, mobgroup, mobgroup...] -# This would be an ampty list: [] -# You can validate your json here: http://jsonlint.com/ - -# There are four categories of mobs: monsters, creatures, water creatures and ambient creatures. -# In custom biomes, you can add your own mobgroups in the lists below. In the vanilla biomes, -# your changes are ignored. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "spider", "weight": 100, "min": 4, "max": 4}, {"mob": "zombie", "weight": 100, "min": 4, "max": 4}, {"mob": "skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "slime", "weight": 100, "min": 4, "max": 4}, {"mob": "enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "pig", "weight": 10, "min": 4, "max": 4}, {"mob": "chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "cow", "weight": 8, "min": 4, "max": 4}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/SuperMountainsEdge Snow Forest.bc b/TerrainControl/worlds/world/WorldBiomes/SuperMountainsEdge Snow Forest.bc deleted file mode 100755 index f2d4ff3..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/SuperMountainsEdge Snow Forest.bc +++ /dev/null @@ -1,479 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #6A8E93 - -# Replace this biome to specified after the terrain is generated. -# This will make the world files contain the id of the specified biome, instead of the id of this biome. -# This will cause saplings, colors and mob spawning work as in specified biome. -ReplaceToBiomeName: - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: Extreme Hills - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: Extreme Hills+ - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.1 - -# Biome volatility. -BiomeVolatility: 0.0 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: -8.0 - -Volatility2: -8.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.5 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.1 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.8 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(4,BigTree,20,Tree,100) -Tree(8,Taiga1,35,Taiga2,100) -Grass(Tallgrass,NotGrouped,15,100.0,minecraft:grass,minecraft:dirt) -Plant(BlueOrchid,1,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(AzureBluet,1,100.0,0,128,minecraft:grass,minecraft:dirt) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This is where you configure mob spawning. Mobs spawn in groups, -# see http://minecraft.gamepedia.com/Spawn#Mob_spawning - -# A mobgroups is made of four parts. They are mob, weight, min and max. -# The mob is one of the Minecraft internal mob names. -# See http://minecraft.gamepedia.com/Chunk_format#Mobs -# The weight is used for a random selection. This is a positive integer. -# The min is the minimum amount of mobs spawning as a group. This is a positive integer. -# The max is the maximum amount of mobs spawning as a group. This is a positive integer. - -# Mob groups are written to the config files in Json. -# Json is a tree document format: http://en.wikipedia.org/wiki/JSON -# Write a mobgroup like this: {"mob": "mobname", "weight": integer, "min": integer, "max": integer} -# For example: {"mob": "Ocelot", "weight": 10, "min": 2, "max": 6} -# For example: {"mob": "MushroomCow", "weight": 5, "min": 2, "max": 2} -# A json list of mobgroups looks like this: [mobgroup, mobgroup, mobgroup...] -# This would be an ampty list: [] -# You can validate your json here: http://jsonlint.com/ - -# There are four categories of mobs: monsters, creatures, water creatures and ambient creatures. -# In custom biomes, you can add your own mobgroups in the lists below. In the vanilla biomes, -# your changes are ignored. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "Spider", "weight": 100, "min": 4, "max": 4}, {"mob": "Zombie", "weight": 100, "min": 4, "max": 4}, {"mob": "Skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "Creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "Slime", "weight": 100, "min": 4, "max": 4}, {"mob": "Enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "Witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "Sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "Pig", "weight": 10, "min": 4, "max": 4}, {"mob": "Chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "Cow", "weight": 8, "min": 4, "max": 4}, {"mob": "Wolf", "weight": 5, "min": 4, "max": 4}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "Squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "Bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/SuperMountainsEdge Taiga.bc b/TerrainControl/worlds/world/WorldBiomes/SuperMountainsEdge Taiga.bc deleted file mode 100755 index 3c298a1..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/SuperMountainsEdge Taiga.bc +++ /dev/null @@ -1,487 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #4E6368 - -# Replace this biome to specified after the terrain is generated. -# This will make the world files contain the id of the specified biome, instead of the id of this biome. -# This will cause saplings, colors and mob spawning work as in specified biome. -ReplaceToBiomeName: Taiga - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: Extreme Hills - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: Extreme Hills+ - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.1 - -# Biome volatility. -BiomeVolatility: 0.0 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: -8.0 - -Volatility2: -8.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.5 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.7 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.8 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(10,Taiga2,20,Tree,100) -Grass(Tallgrass,NotGrouped,30,100.0,minecraft:grass,minecraft:dirt) -Plant(AzureBluet,4,100.0,0,146,minecraft:grass,minecraft:dirt) -Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Lilac,4,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(BlueOrchid,2,100.0,112,146,minecraft:grass,minecraft:dirt) -Plant(RoseBush,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(Poppy,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(RedMushroom,1,12.0,0,128,minecraft:grass,minecraft:dirt) -Plant(BrownMushroom,1,25.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -Reed(minecraft:reeds,3,100.0,0,128,minecraft:grass,minecraft:dirt,minecraft:sand) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This is where you configure mob spawning. Mobs spawn in groups, -# see http://minecraft.gamepedia.com/Spawn#Mob_spawning - -# A mobgroups is made of four parts. They are mob, weight, min and max. -# The mob is one of the Minecraft internal mob names. -# See http://minecraft.gamepedia.com/Chunk_format#Mobs -# The weight is used for a random selection. This is a positive integer. -# The min is the minimum amount of mobs spawning as a group. This is a positive integer. -# The max is the maximum amount of mobs spawning as a group. This is a positive integer. - -# Mob groups are written to the config files in Json. -# Json is a tree document format: http://en.wikipedia.org/wiki/JSON -# Write a mobgroup like this: {"mob": "mobname", "weight": integer, "min": integer, "max": integer} -# For example: {"mob": "Ocelot", "weight": 10, "min": 2, "max": 6} -# For example: {"mob": "MushroomCow", "weight": 5, "min": 2, "max": 2} -# A json list of mobgroups looks like this: [mobgroup, mobgroup, mobgroup...] -# This would be an ampty list: [] -# You can validate your json here: http://jsonlint.com/ - -# There are four categories of mobs: monsters, creatures, water creatures and ambient creatures. -# In custom biomes, you can add your own mobgroups in the lists below. In the vanilla biomes, -# your changes are ignored. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "Spider", "weight": 100, "min": 4, "max": 4}, {"mob": "Zombie", "weight": 100, "min": 4, "max": 4}, {"mob": "Skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "Creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "Slime", "weight": 100, "min": 4, "max": 4}, {"mob": "Enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "Witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "Sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "Pig", "weight": 10, "min": 4, "max": 4}, {"mob": "Chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "Cow", "weight": 8, "min": 4, "max": 4}, {"mob": "Wolf", "weight": 5, "min": 4, "max": 4}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "Squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "Bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Swampland M.bc b/TerrainControl/worlds/world/WorldBiomes/Swampland M.bc deleted file mode 100755 index 91c7e88..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Swampland M.bc +++ /dev/null @@ -1,459 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 10 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #28D29F - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: -0.1 - -# Biome volatility. -BiomeVolatility: 0.3 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.8 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.9 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #E0FFAE - -# Biome grass color. -GrassColor: #7E6E7E - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #7E6E7E - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -SurfacePatch(minecraft:water,minecraft:waterlily,62,62,Solid) -AboveWaterRes(minecraft:waterlily,4,100.0) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -Dungeon(8,100.0,0,128) -Fossil(1.156) -Tree(2,SwampTree,100) -Grass(Tallgrass,NotGrouped,30,100.0,minecraft:grass,minecraft:dirt) -Plant(BlueOrchid,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(RedMushroom,8,12.0,0,128,minecraft:grass,minecraft:dirt) -Plant(BrownMushroom,8,25.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -Reed(minecraft:reeds,10,100.0,0,128,minecraft:grass,minecraft:dirt,minecraft:sand) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: false - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: swampHut - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:slime", "weight": 1, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Swampland.bc b/TerrainControl/worlds/world/WorldBiomes/Swampland.bc deleted file mode 100755 index f847081..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Swampland.bc +++ /dev/null @@ -1,459 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #07F9B2 - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: -0.2 - -# Biome volatility. -BiomeVolatility: 0.1 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.8 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.9 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #E0FFAE - -# Biome grass color. -GrassColor: #7E6E7E - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #7E6E7E - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -SurfacePatch(minecraft:water,minecraft:waterlily,62,62,Solid) -AboveWaterRes(minecraft:waterlily,4,100.0) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -Dungeon(8,100.0,0,128) -Fossil(1.156) -Tree(2,SwampTree,100) -Grass(Tallgrass,NotGrouped,30,100.0,minecraft:grass,minecraft:dirt) -Plant(BlueOrchid,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(RedMushroom,8,12.0,0,128,minecraft:grass,minecraft:dirt) -Plant(BrownMushroom,8,25.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -Reed(minecraft:reeds,10,100.0,0,128,minecraft:grass,minecraft:dirt,minecraft:sand) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: false - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: swampHut - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:slime", "weight": 1, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Taiga M.bc b/TerrainControl/worlds/world/WorldBiomes/Taiga M.bc deleted file mode 100755 index feb5a4e..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Taiga M.bc +++ /dev/null @@ -1,455 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 10 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #0A5B4F - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.3 - -# Biome volatility. -BiomeVolatility: 0.4 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.25 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.8 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(10,Taiga1,35,Taiga2,100) -Grass(Tallgrass,NotGrouped,10,100.0,minecraft:grass,minecraft:dirt) -Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:wolf", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:rabbit", "weight": 4, "min": 2, "max": 3}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/Taiga.bc b/TerrainControl/worlds/world/WorldBiomes/Taiga.bc deleted file mode 100755 index 7c7756f..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/Taiga.bc +++ /dev/null @@ -1,455 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #0B6659 - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: Mega Taiga - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: Mega Spruce Taiga, Mega Taiga Hills, Mega Spruce Taiga Hills - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 6 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.2 - -# Biome volatility. -BiomeVolatility: 0.2 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.25 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.8 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(10,Taiga1,35,Taiga2,100) -Grass(Tallgrass,NotGrouped,10,100.0,minecraft:grass,minecraft:dirt) -Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:wolf", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:rabbit", "weight": 4, "min": 2, "max": 3}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/TaigaHills.bc b/TerrainControl/worlds/world/WorldBiomes/TaigaHills.bc deleted file mode 100755 index 5705bff..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/TaigaHills.bc +++ /dev/null @@ -1,455 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #163933 - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: Taiga - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.45 - -# Biome volatility. -BiomeVolatility: 0.3 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: false - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: FrozenRiver - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.25 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.8 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone) -Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Tree(10,Taiga1,35,Taiga2,100) -Grass(Tallgrass,NotGrouped,10,100.0,minecraft:grass,minecraft:dirt) -Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: true - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:wolf", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:rabbit", "weight": 4, "min": 2, "max": 3}] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}] - diff --git a/TerrainControl/worlds/world/WorldBiomes/The Void.bc b/TerrainControl/worlds/world/WorldBiomes/The Void.bc deleted file mode 100755 index fdeb020..0000000 --- a/TerrainControl/worlds/world/WorldBiomes/The Void.bc +++ /dev/null @@ -1,452 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome Inheritance | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This should be the value of the biomeConfig you wish to extend. -# The extended config will be loaded, at which point the configs included below -# will overwrite any configs loaded from the extended config. -BiomeExtends: - -# When set to true, all resources of the parent biome (if any) will be copied -# to the resources queue of this biome. If a resource in the parent biome looks -# very similar to that of a child biome (for example, two ores of the same type) -# it won't be copied. -ResourceInheritance: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Biome placement | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). -# Higher numbers give a smaller biome, lower numbers a larger biome. -# How this setting is used depends on the value of BiomeMode in the WorldConfig. -# It will be used for: -# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups -# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal. -# For biomes spawned as isles, borders or rivers other settings are available. -# Isle biomes: BiomeSizeWhenIsle (see below) -# Border biomes: BiomeSizeWhenBorder (see below) -# River biomes: RiverSize (see WorldConfig) -BiomeSize: 4 - -# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others. -# Example for normal biome : -# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes). -# 50 rarity mean 1/11 chance than other -# For isle biomes see the BiomeRarityWhenIsle setting below. -# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome. -BiomeRarity: 100 - -# The hexadecimal color value of this biome. Used in the output of the /tc map command, -# and used in the input of BiomeMode: FromImage. -BiomeColor: #B6D0FF - -#################### -# Isle biomes only # -#################### - -# To spawn a biome as an isle, you need to add it first to the -# IsleBiomes list in the WorldConfig. - -# List of biomes in which this biome will spawn as an isle. -# For example, Mushroom Isles spawn inside the Ocean biome. -IsleInBiome: - -# Size of this biome when spawned as an isle biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenIsle: 6 - -# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal. -BiomeRarityWhenIsle: 97 - -###################### -# Border biomes only # -###################### - -# To spawn a biome as a border, you need to add it first to the -# BorderBiomes list in the WorldConfig. - -# List of biomes this biome can be a border of. -# For example, the Beach biome is a border on the Ocean biome, so -# it can spawn anywhere on the border of an ocean. -BiomeIsBorder: - -# List of biomes that cancel spawning of this biome. -# For example, the Beach biome will never spawn next to an Extreme Hills biome. -NotBorderNear: - -# Size of this biome when spawned as a border biome in BiomeMode: Normal. -# Valid values range from 0 to GenerationDepth. -# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going -# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome. -BiomeSizeWhenBorder: 8 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# BiomeHeight mean how much height will be added in terrain generation -# It is double value from -10.0 to 10.0 -# Value 0.0 equivalent half of map height with all other default settings -BiomeHeight: 0.1 - -# Biome volatility. -BiomeVolatility: 0.2 - -# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting -# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . -# So if two biomes next to each other have both a smooth radius of 2, the -# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide. -SmoothRadius: 2 - -# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. -# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative. -MaxAverageHeight: 0.0 - -# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. -# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative. -MaxAverageDepth: 0.0 - -# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. -# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler. -Volatility1: 0.0 - -Volatility2: 0.0 - -# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. -VolatilityWeight1: 0.5 - -VolatilityWeight2: 0.45 - -# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height. -DisableBiomeHeight: true - -# List of custom height factors, 17 double entries, each controls about 7 -# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller -# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height -# Example: -# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 -# Makes empty layer above bedrock layer. -CustomHeightControl: -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Rivers | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# There are two different river systems - the standard one and the improved one. -# See the ImprovedRivers settting in the WorldConfig. Both modes have different -# river settings, so carefully read the headers to know which settings you can use. - -######################## -# ImprovedRivers:false # -######################## - -# Only available when ImprovedRivers is set to false in the WorldConfig. -# Sets which biome is used as the river biome. -RiverBiome: River - -####################### -# ImprovedRivers:true # -####################### - -# Only available when ImprovedRivers is set to true in the WorldConfig. - -# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome -RiverHeight: -1.0 - -# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome -RiverVolatility: 0.3 - -# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome -# Can be used to create elevated rivers -RiverWaterLevel: 63 - -# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome -RiverCustomHeightControl: -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0, -100.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Change this to generate something else than stone in the biome. -StoneBlock: minecraft:stone - -# Surface block, usually GRASS. -SurfaceBlock: minecraft:grass - -# Block from stone to surface, like dirt in most biomes. -GroundBlock: minecraft:dirt - -# Setting for biomes with more complex surface and ground blocks. -# Each column in the world has a noise value from what appears to be -7 to 7. -# Values near 0 are more common than values near -7 and 7. This setting is -# used to change the surface block based on the noise value for the column. -# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]] -# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0 -# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 -# gravel with stone just below and between 0.0 and 10.0 there's only dirt. -# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock -# and GroundBlock will never appear in this biome. - -# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks -# like the blocks found in the Mesa biomes. -SurfaceAndGroundControl: - -# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight]) -# Example : -# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS) -# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height -ReplacedBlocks: None - -################################ -# Water / Lava & Frozen States # -################################ - -# Set this to false to use the "Water / Lava & Frozen States" settings of this biome. -UseWorldWaterLevel: true - -# Set water level. Every empty between this levels will be fill water or another block from WaterBlock. -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevelMax -WaterBlock: minecraft:water - -# Block used as ice. Ice only spawns if the BiomeTemperture is low enough. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visuals and weather | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Most of the settings here only have an effect on players with the client version of Terrain Control installed. -# Biome temperature. Float value from 0.0 to 2.0. -# When this value is around 0.2, snow will fall on mountain peaks above y=90. -# When this value is around 0.1, the whole biome will be covered in snow and ice. -# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeTemperature: 0.5 - -# Biome wetness. Float value from 0.0 to 1.0. -# If this biome is a custom biome, and this value is set to 0, no rain will fall. -# On default biomes, this won't do anything except changing the grass and leaves colors slightly. -BiomeWetness: 0.5 - -# Biome sky color. -SkyColor: #7BA5FF - -# Biome water color multiplier. -WaterColor: #FFFFFF - -# Biome grass color. -GrassColor: #FFFFFF - -# Whether the grass color is a multiplier. -# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness. -# If you set it to false, the grass color will be just this color. -GrassColorIsMultiplier: true - -# Biome foliage color. -FoliageColor: #FFFFFF - -# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details. -FoliageColorIsMultiplier: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resource queue | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# This section control all resources spawning after terrain generation. -# The resources will be placed in this order. - -# Keep in mind that a high size, frequency or rarity might slow down terrain generation. - -# Possible resources: -# DoResourceInheritance(true|false) -# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude) -# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude) -# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude) -# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# CustomObject(Object[,AnotherObject[,...]]) -# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) -# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....] -# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....]) -# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....]) -# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]) -# AboveWaterRes(BlockName,Frequency,Rarity) -# Vines(Frequency,Rarity,MinAltitude,MaxAltitude) -# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]) -# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..] -# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...]) - -# BlockName: must be the name of a block. May include block data, like "WOOL:1". -# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All". -# Frequency: number of attempts to place this resource in each chunk. -# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass. -# MinAltitude and MaxAltitude: height limits. -# BlockSource: mean where or whereupon resource will be placed -# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree - -# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom - -# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 - -# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree) -# DarkOak (from the roofed forest biome) - Acacia -# You can also use your own custom objects, as long as they have set Tree to true in their settings. -# TreeTypeChance: similar to Rarity. Example: -# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance), -# if that fails, it attempts to place Taiga2 (100% chance). -# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip -# or simply a BlockName -# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike -# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can -# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn -# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have -# this biome in their spawnInBiome setting. - -# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot. -# Liquid resource: a one-block water or lava source -# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks -# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1). -# CustomStructure resource: starts a BO3 structure in the chunk. - -Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone) -Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone) -Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone) -Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone) -Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone) -Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone) -Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone) -UnderGroundLake(25,60,2,5.0,0,49) -Liquid(minecraft:water,20,100.0,8,128,minecraft:stone) -Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone) -SmallLake(minecraft:water,4,7.0,8,119) -SmallLake(minecraft:lava,2,1.0,8,119) -UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass) -UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay) -UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass) -Dungeon(8,100.0,0,128) -Grass(Tallgrass,NotGrouped,10,100.0,minecraft:grass,minecraft:dirt) -Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt) -Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass) -CustomObject(UseWorld) - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Sapling resource | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# TerrainControl allows you to grow your custom objects from saplings, instead -# of the vanilla trees. Add one or more Sapling functions here to override vanilla -# spawning for that sapling. - -# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....]) -# Works like Tree resource instead first parameter. - -# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood -# All - will make the tree spawn from all saplings, but not from mushrooms. -# BigJungle - for when 4 jungle saplings grow at once. -# RedMushroom/BrownMushroom - will only grow when bonemeal is used. - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom objects | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# These objects will spawn when using the UseBiome keyword. -BiomeObjects: - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Here you can change, enable or disable the stuctures. -# If you have disabled the structure in the WorldConfig, it won't spawn, -# regardless of these settings. -# Disables strongholds for this biome. If there is no suitable biome nearby, -# Minecraft will ignore this setting. -StrongholdsEnabled: false - -# Whether an Ocean Monument can be placed in this biome. -OceanMonumentsEnabled: false - -# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes. -NetherFortressesEnabled: false - -# Whether Woodland Mansions are enabled in this biome. -MansionsEnabled: false - -# The village type in this biome. Can be wood, sandstone or disabled. -VillageType: disabled - -# The mineshaft type in this biome. Can be normal, mesa or disabled. -MineshaftType: normal - -# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos. -# Note that mineshafts will never spawn, regardless of this setting, if -# MineshaftType was set to disabled -MineshaftRarity: 1.0 - -# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled. -RareBuildingType: disabled - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Mob spawning | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# It's not possible to change mob spawns in vanilla biomes. These -# are the values used by vanilla for this biome. They are read-only: -# changes to this setting are ignored and overwritten. - -# The monsters (skeletons, zombies, etc.) that spawn in this biome -SpawnMonsters: [] - -# The friendly creatures (cows, pigs, etc.) that spawn in this biome -SpawnCreatures: [] - -# The water creatures (only squids in vanilla) that spawn in this biome -SpawnWaterCreatures: [] - -# The ambient creatures (only bats in vanila) that spawn in this biome -SpawnAmbientCreatures: [] - diff --git a/TerrainControl/worlds/world/WorldConfig.ini b/TerrainControl/worlds/world/WorldConfig.ini deleted file mode 100755 index 2eaa70d..0000000 --- a/TerrainControl/worlds/world/WorldConfig.ini +++ /dev/null @@ -1,515 +0,0 @@ - -####################################################################### -# +-----------------------------------------------------------------+ # -# | WorldConfig | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# The author of this world -Author: Unknown - -# A short description of this world -Description: No description given - -# What TerrainControl does with the config files. -# Possible modes: -# WriteAll - default -# WriteWithoutComments - write config files without help comments -# WriteDisable - doesn't write to the config files, it only reads. Doesn't auto-update the configs. Use with care! -SettingsMode: WriteAll - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | The modes | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Possible terrain modes: -# Normal - use all features -# TerrainTest - generate only terrain without any resources -# NotGenerate - generate empty chunks -# Default - use default terrain generator -# OldGenerator - Minecraft Beta 1.7.3-like land generator -TerrainMode: Normal - -# Possible biome modes: -# Normal - use all features -# FromImage - get biomes from image file -# Default - use default Notch biome generator -# For old maps two more modes are available: -# BeforeGroups - Minecraft 1.0 - 1.6.4 biome generator, only supports the biome groups NormalBiomes and IceBiomes -# OldGenerator - Minecraft Beta 1.7.3 biome generator -BiomeMode: FromImage - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Custom biomes | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# You need to register your custom biomes here. This setting will make Terrain Control -# generate setting files for them. However, it won't place them in the world automatically. -# See the settings for your BiomeMode below on how to add them to the world. - -# Syntax: CustomBiomes:BiomeName:id[,AnotherBiomeName:id[,...]] -# Example: CustomBiomes:TestBiome1:30,BiomeTest2:31 -# This will add two biomes and generate the BiomeConfigs for them. -# All changes here need a server restart. - -# Due to the way Mojang's loading code works, all biome ids need to be unique -# on the server. If you don't do this, the client will display the biomes just fine, -# but the server can think it is another biome with the same id. This will cause saplings, -# snowfall and mobs to work as in the other biome. - -# The available ids range from 0 to 1023 and the ids 0-39 and 129-167 are taken by vanilla. -# The ids 256-1023 cannot be saved to the map files, so use ReplaceToBiomeName in that biome. -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 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Settings for BiomeMode: Normal | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Also used in BiomeMode:FromImage when ImageMode is set to ContinueNormal -# Important value for generation. Bigger values appear to zoom out. All 'Sizes' must be smaller than this. -# Large %/total area biomes (Continents) must be set small, (limit=0) -# Small %/total area biomes (Oasis,Mountain Peaks) must be larger (limit=GenerationDepth) -# This could also represent "Total number of biome sizes" -# Small values (about 1-2) and Large values (about 20) may affect generator performance. -GenerationDepth: 10 - -# Max biome rarity from 1 to infinity. By default this is 100, but you can raise it for -# fine-grained control, or to create biomes with a chance of occurring smaller than 1/100. -BiomeRarityScale: 100 - -################ -# Biome Groups # -################ - -# Minecraft groups similar biomes together, so that they spawn next to each other. - -# Syntax: BiomeGroup(Name, Size, Rarity, BiomeName[, AnotherName[, ...]]) -# Name - just for clarity, choose something descriptive -# Size - layer to generate on, from 0 to GenerationDepth. All biomes in the group must have a BiomeSize -# larger than or equal to this value. -# Rarity - relative spawn chances. -# BiomeName... - names of the biome that spawn in the group. Case sensitive. - -# Note: if you're using BiomeMode: BeforeGroups, only the biome names of the groups named NormalBiomes -# and IceBiomes and the size and rarity of the group named IceBiomes will be used. Other groups are -# ignored. The size and rarity of the NormalBiomes group is ignored as well, use LandSize and -# LandRarity instead. - -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) -BiomeGroup(IceBiomes, 3, 90, Ice Plains, Cold Taiga, Ice Plains Spikes, Cold Taiga M) -BiomeGroup(HotBiomes, 0, 97, Desert, Savanna, Plains, Desert M, Savanna M, Sunflower Plains) -BiomeGroup(ColdBiomes, 0, 97, Forest, Extreme Hills, Taiga, Plains, Flower Forest, Extreme Hills+, Taiga M, Sunflower Plains) -BiomeGroup(MesaBiomes, 1, 40, Mesa) -BiomeGroup(JungleBiomes, 1, 40, Jungle, Jungle M) -BiomeGroup(Mega TaigaBiomes, 1, 40, Mega Taiga, Mega Spruce Taiga) -############### -# Biome lists # -############### - -# Don't forget to register your custom biomes first in CustomBiomes! - -# Biomes used as isles in other biomes. You must set IsleInBiome in biome config for each biome here. Biome name is case sensitive. -# Biomes used as borders of other biomes. You must set BiomeIsBorder in biome config for each biome here. Biome name is case sensitive. -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 - -BorderBiomes: MushroomIslandShore, Beach, Extreme Hills Edge, Desert, Taiga - -######################################## -# Landmass settings (for NormalBiomes) # -######################################## - -# Land rarity from 100 to 1. If you set smaller than 90 and LandSize near 0 beware Big oceans. -LandRarity: 99 - -# Land size from 0 to GenerationDepth. Biome groups are placed on this. -LandSize: 0 - -# Make land more fuzzy and make lakes. Must be from 0 to GenerationDepth - LandSize -LandFuzzy: 6 - -##################### -# Ice area settings # -##################### - -# Set this to false to stop the ocean from freezing near when an "ice area" intersects with an ocean. -FrozenOcean: true - -# This is the biome temperature when water freezes if "FrozenOcean" is set to true. -# This used to be the case for all biomes in the "IceBiomes" list. Default: 0.15; Min: 0.0; Max: 2.0 -# Temperature Reference from Vanilla: <0.15 for snow, 0.15 - 0.95 for rain, or >1.0 for dry -OceanFreezingTemperature: 0.15 - -# If the average of all biome temperatures in a biome group is less than "OceanFreezingTemperature", then: -# - When this setting is true, all biomes in the group will have frozen oceans -# - When this setting is false, only biomes with a temperature below "OceanFreezingTemperature" will have frozen oceans -# Default: false -FreezeAllBiomesInColdGroup: false - -########## -# Rivers # -########## - -# River rarity. Must be from 0 to GenerationDepth. -RiverRarity: 4 - -# River size from 0 to GenerationDepth - RiverRarity -RiverSize: 0 - -# Set this to false to prevent the river generator from doing anything. -RiversEnabled: true - -# When this is set to false, the standard river generator of Minecraft will be used. -# This means that a technical biome, determined by the RiverBiome setting of the biome -# the river is flowing through, will be used to generate the river. - -# When enabled, the rivers won't use a technical biome in your world anymore, instead -# you can control them using the river settings in the BiomeConfigs. -ImprovedRivers: false - -# When set to true the rivers will no longer follow biome border most of the time. -RandomRivers: false - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Settings for BiomeMode:FromImage | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Possible modes when generator outside image boundaries: Repeat, ContinueNormal, FillEmpty -# Repeat - repeat image -# Mirror - advanced repeat image mode -# ContinueNormal - continue normal generation -# FillEmpty - fill by biome in "ImageFillBiome settings" -ImageMode: FillEmpty - -# Source png file for FromImage biome mode. -ImageFile: biome_map_full_10.png - -# Where the png's north is oriented? Possible values: North, East, South, West -# North - the top of your picture if north (no any rotation) -# West - previous behavior (you should rotate png CCW manually) -# East - png should be rotated CW manually -# South - rotate png 180 degrees before generating world -ImageOrientation: North - -# Biome name for fill outside image boundaries with FillEmpty mode. -ImageFillBiome: Deep Ocean - -# Shifts map position from x=0 and z=0 coordinates. -ImageXOffset: -2710 - -ImageZOffset: -2660 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Terrain height and volatility | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Scales the height of the world. Adding 1 to this doubles the -# height of the terrain, substracting 1 to this halves the height -# of the terrain. Values must be between 5 and 8, inclusive. -WorldHeightScaleBits: 7 - -# Height cap of the base terrain. Setting this to 7 makes no terrain -# generate above y = 2 ^ 7 = 128. Doesn't affect resources (trees, objects, etc.). -# Values must be between 5 and 8, inclusive. Values may not be lower -# than WorldHeightScaleBits. -WorldHeightCapBits: 8 - -# Can increase (values greater than 0) or decrease (values less than 0) how much the landscape is fractured horizontally. -FractureHorizontal: 0.0 - -# Can increase (values greater than 0) or decrease (values less than 0) how much the landscape is fractured vertically. -# Positive values will lead to large cliffs/overhangs, floating islands, and/or a cavern world depending on other settings. -FractureVertical: 0.0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Blocks | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Attempts to replace all surface stone with biome surface block. -RemoveSurfaceStone: false - -# Disable bottom of map bedrock generation. Doesn't affect bedrock on the ceiling of the map. -DisableBedrock: false - -# Enable ceiling of map bedrock generation. -CeilingBedrock: false - -# Make layer of bedrock flat. -FlatBedrock: false - -# Block used as bedrock. -BedrockobBlock: minecraft:bedrock - -# Set this to false to disable the bounds check during chunk population. -# While this allows you to spawn larger objects, it also makes terrain generation -# dependant on the direction you explored the world in. -PopulationBoundsCheck: false - -################################ -# Water / Lava & Frozen States # -################################ - -# Set water level. Every empty block under this level will be fill water or another block from WaterBlock -WaterLevelMax: 63 - -WaterLevelMin: 0 - -# Block used as water in WaterLevel. -WaterBlock: minecraft:water - -# Block used as ice. -IceBlock: minecraft:ice - -# Block used as cooled or frozen lava. -# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes -CooledLavaBlock: minecraft:lava - -############## -# World only # -############## - -# By Default in cold biomes, lakes freeze but only water exposed to sky is frozen. -# Setting this to true causes any lake in a cold biome with at least one block exposed to sky to completely freeze -FullyFreezeLakes: true - -# By Default, all snow is 1 layer high. When this setting is set to true, snow height is -# determined by biome temperature and therefore height. -# For now: A block temp > -.5 yields a single snow layer. A block temp < -.75 yields max snow layers. -# All values in the range -.75 < temp < -.5 are evenly distributed. -UseTemperatureForSnowHeight: false - -# By Default, snow falls on the highest block only. -# Setting this to true will cause snow to fall through leaves but leave a little snow on the way -BetterSnowFall: true - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Resources | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Seed used for the resource generation. Can only be numeric. Set to 0 to use the world seed. -ResourcesSeed: 0 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Structures | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Generate-structures in the server.properties file is ignored by Terrain Control. Use these settings instead. - -############### -# Strongholds # -############### - -# Set this to false to prevent the stronghold generator from doing anything. -StrongholdsEnabled: false - -# The number of strongholds in the world. -StrongholdCount: 128 - -# How far strongholds are from the spawn and other strongholds (minimum is 1.0, default is 32.0). -StrongholdDistance: 32.0 - -# How concentrated strongholds are around the spawn (minimum is 1, default is 3). Lower number, lower concentration. -StrongholdSpread: 3 - -############ -# Villages # -############ - -# Whether the villages are enabled or not. -VillagesEnabled: false - -# The size of the village. Larger is bigger. Normal worlds have 0 as default, superflat worlds 1. -VillageSize: 0 - -# The minimum distance between the village centers in chunks. Minimum value is 9. -VillageDistance: 32 - -################## -# Rare buildings # -################## - -# Rare buildings are either desert pyramids, jungle temples or swamp huts. -# Whether rare buildings are enabled. -RareBuildingsEnabled: true - -# The minimum distance between rare buildings in chunks. -MinimumDistanceBetweenRareBuildings: 9 - -# The maximum distance between rare buildings in chunks. -MaximumDistanceBetweenRareBuildings: 256 - -############ -# Mansions # -############ - -# Woodland mansions are big houses inhabited by illagers that normally spawn in the roofed forest biome. -# Whether mansions are enabled. -MansionsEnabled: true - -# The minimum distance between the origin of mansions in chunks. Note that mansions -# may spawn a few chunks from their origin, so this value is not entirely accurate. -MinimumDistanceBetweenMansions: 20 - -# The maximum distance between the origin of mansions in chunks. -MaximumDistanceBetweenMansions: 80 - -################### -# Ocean monuments # -################### - -# Whether ocean monuments are enabled. -OceanMonumentsEnabled: false - -# Ocean monuments are placed on the corners of a grid, with a random offset added to each corner. -# The first variable is the size of the grid in chunks. -# Setting this to 8 will give a grid with cells of 8x8 chunks. -OceanMonumentGridSize: 32 - -# Random offset from each corner in chunks, on both the x and z axis. -# May not be smaller than 0, and may not be larger than OceanMonumentGridSize. -OceanMonumentRandomOffset: 26 - -#################### -# Custom structues # -#################### - -# Maximum radius of custom structures in chunks. Custom structures are spawned by -# the CustomStructure resource in the biome configuration files. -MaximumCustomStructureRadius: 5 - -#################### -# Other structures # -#################### - -MineshaftsEnabled: true - -NetherFortressesEnabled: false - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | Visual settings | # -# +-----------------------------------------------------------------+ # -####################################################################### - -# Warning: this section will work only for players with the single version of Terrain Control installed. -# World fog color -WorldFog: #C0D8FF - -# World night fog color -WorldNightFog: #0B0D17 - - -####################################################################### -# +-----------------------------------------------------------------+ # -# | 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 - diff --git a/TerrainControl/worlds/world/biome_map_full_10.png b/TerrainControl/worlds/world/biome_map_full_10.png deleted file mode 100755 index 909df7e..0000000 Binary files a/TerrainControl/worlds/world/biome_map_full_10.png and /dev/null differ diff --git a/Thorpe-Chat/config.yml b/Thorpe-Chat/config.yml index 1bee144..ff22ecf 100644 --- a/Thorpe-Chat/config.yml +++ b/Thorpe-Chat/config.yml @@ -6,55 +6,19 @@ components: enabled: true TownColorComponent: enabled: true - colorCount: 1 - towncolors: - violetford: - - DarkPurple - - DarkGray - aurelia: - - Gray - port_purpura: - - LightPurple - - Gold - knightfall: - - DarkGray - liria: - - DarkPurple - ashport: - - Yellow - marine_city: - - DarkGray - britguard: - - DarkRed - iwa: - - Aqua - vordan: - - Yellow - redguard: - - DarkRed - - DarkRed - alderon: - - Gold - treavis: - - DarkAqua - forfgorne: - - DarkGray - nationcolors: - albion: DarkBlue - pressia: Aqua - aurora: Gold - expanse: DarkGreen useNationColors: true + colorCount: 1 + towncolors: {} + nationcolors: {} FlairComponent: enabled: true flairThreadURL: https://www.reddit.com/r/Chromagamers/comments/51ys94/flair_thread_for_the_mc_server/ AnnouncerComponent: enabled: true - announceTime: 900000 announceMessages: [] + announceTime: 900000 FunComponent: enabled: true - unlol: true laughStrings: - xd - lel @@ -65,6 +29,7 @@ components: - hah - rofl respect: true + unlol: true AppendTextComponent: enabled: true texts: diff --git a/ThorpeCore/config.yml b/ThorpeCore/config.yml index 2ca5924..ade7e56 100644 --- a/ThorpeCore/config.yml +++ b/ThorpeCore/config.yml @@ -1,4 +1,3 @@ -test: false global: writePluginList: true test: false @@ -12,23 +11,18 @@ components: enabled: true g: enabled: true - IDs: - - ooc + IDs: [] + displayName: §fg§f color: White - displayName: §fOOC§f a: enabled: true IDs: [] mod: enabled: true IDs: [] - color: Blue - displayName: §9MOD§f dev: enabled: true IDs: [] - displayName: §6DEV§f - color: Gold red: enabled: true IDs: [] @@ -50,27 +44,24 @@ components: tc: enabled: true IDs: [] - displayName: §3TC§f - color: DarkAqua nc: enabled: true IDs: [] - color: Gold - displayName: §6NC§f rp: enabled: true IDs: [] - displayName: §7RP§f - color: Gray RandomTPComponent: enabled: true MemberComponent: enabled: true - memberGroup: member registeredForDays: 7 playedHours: 12 + memberGroup: member TownyComponent: enabled: true VotifierComponent: enabled: true rewardAmount: 0.0 + SpawnComponent: + enabled: true + targetServer: '' diff --git a/Towny/settings/config.yml b/Towny/settings/config.yml old mode 100755 new mode 100644 index ca3b90a..1cac368 --- a/Towny/settings/config.yml +++ b/Towny/settings/config.yml @@ -1,10 +1,8 @@ version: # This is the current version of Towny. Please do not edit. - version: 0.93.0.0 + version: 0.94.0.0 # This is for showing the changelog on updates. Please do not edit. - last_run_version: 0.93.0.0 - # Minimum required version of CraftBukkit. Please do not edit. - bukkit_version: '2918' + last_run_version: 0.94.0.0 # The language file you wish to use language: english.yml @@ -403,7 +401,8 @@ global_town_settings: # If the number is 0, towns will not a proximity to a nation. nation_requires_proximity: '0.0' # List of blocks which can be modified on farm plots, as long as player is also allowed in the plot's '/plot perm' line. - farm_plot_allow_blocks: LONG_GRASS,DOUBLE_PLANT,YELLOW_FLOWER,RED_ROSE,PUMPKIN_STEM,MELON_STEM,BEETROOT_BLOCK,CARROT,POTATO,CROPS,MELON_BLOCK,PUMPKIN,BEETROOT_BLOCK,CHORUS_PLANT,CHORUS_FLOWER + # Not included by default but some servers add GRASS_BLOCK,FARMLAND,DIRT to their list. + farm_plot_allow_blocks: BAMBOO,BAMBOO_SAPLING,JUNGLE_LOG,JUNGLE_SAPLING,JUNGLE_LEAVES,OAK_LOG,OAK_SAPLING,OAK_LEAVES,BIRCH_LOG,BIRCH_SAPLING,BIRCH_LEAVES,ACACIA_LOG,ACACIA_SAPLING,ACACIA_LEAVES,DARK_OAK_LOG,DARK_OAK_SAPLING,DARK_OAK_LEAVES,SPRUCE_LOG,SPRUCE_SAPLING,SPRUCE_LEAVES,BEETROOTS,COCOA,CHORUS_PLANT,CHORUS_FLOWER,SWEET_BERRY_BUSH,KELP,SEAGRASS,TALL_SEAGRASS,GRASS,TALL_GRASS,FERN,LARGE_FERN,CARROTS,WHEAT,POTATOES,PUMPKIN,PUMPKIN_STEM,ATTACHED_PUMPKIN_STEM,NETHER_WART,COCOA,VINE,MELON,MELON_STEM,ATTACHED_MELON_STEM,SUGAR_CANE,CACTUS,ALLIUM,AZURE_BLUET,BLUE_ORCHID,CORNFLOWER,DANDELION,LILAC,LILY_OF_THE_VALLEY,ORANGE_TULIP,OXEYE_DAISY,PEONY,PINK_TULIP,POPPY,RED_TULIP,ROSE_BUSH,SUNFLOWER,WHITE_TULIP,WITHER_ROSE # List of animals which can be kiled on farm plots by town residents. farm_animals: PIG,COW,CHICKEN,SHEEP,MOOSHROOM # The maximum number of residents that can be joined to a town. Setting to 0 disables this feature. @@ -418,9 +417,12 @@ global_town_settings: # The amount of residents a town needs to claim an outpost, # Setting this value to 0, means a town can claim outposts no matter how many residents minimum_amount_of_residents_in_town_for_outpost: '0' + # If People should keep their inventories on death in a town + # Is not guaranteed to work with other keep inventory plugins! + keep_inventory_on_death_in_town: 'false' # If People should keep their experience on death in a town # Is not guaranteed to work with other keep experience plugins! - keep_inventory_on_death_in_town: 'false' + keep_experience_on_death_in_town: 'false' # Maximum amount that a town can set their plot, embassy, shop, etc plots' prices to. # Setting this higher can be dangerous if you use Towny in a mysql database. Large numbers can become shortened to scientific notation. maximum_plot_price_cost: '1000000.0' @@ -473,6 +475,9 @@ global_nation_settings: # When war or peace is set, it is only possible to teleport to the nations, # when there is a war or peace. allow_nation_spawn_travel_ally: 'true' + # If higher than 0, it will limit how many towns can be joined into a nation. + # Does not affect existing nations that are already over the limit. + max_towns_per_nation: '0' default: # If set to true, any newly made nation will have their spawn set to public. public: 'false' @@ -486,7 +491,7 @@ global_nation_settings: plugin: - # Valid load and save types are: flatfile, mysql, sqlite, h2. + # Valid load and save types are: flatfile, mysql, h2. database: database_load: flatfile database_save: flatfile @@ -518,15 +523,11 @@ plugin: using_essentials: 'true' # This enables/disables all the economy functions of Towny. - # This will first attempt to use Vault to bridge your economy plugin with Towny. - # If Vault is not present it will attempt to find the old iConomy 5.01 plugin. - # If neither Vault or iConomy 5.01 are present it will not be possible to create towns or do any operations that require money. + # This will first attempt to use Vault or Reserve to bridge your economy plugin with Towny. + # If Reserve/Vault is not present it will attempt to find a supported economy plugin. + # If neither Vault/Reserve or supported economy are present it will not be possible to create towns or do any operations that require money. using_economy: 'true' - # True to attempt to use GroupManager, PEX, bPermissions, Permissions2/3 or BukkitPerms - # False to disable permission checks and rely on Towny settings. - using_permissions: 'true' - day_timer: # The number of hours in each "day". # You can configure for 10 hour days. Default is 24 hours. @@ -539,7 +540,7 @@ plugin: debug_mode: 'false' # Info tool for server admins to use to query in game blocks and entities. - info_tool: CLAY_BRICK + info_tool: BRICK # Spams the player named in dev_name with all messages related to towny. dev_mode: @@ -565,7 +566,7 @@ filters_colour_chat: regex: name_filter_regex: '[ /]' name_check_regex: ^[a-zA-Z0-9._\[\]-]*$ - string_check_regex: ^[a-zA-Z0-9\s._\[\]-]*$ + string_check_regex: ^[a-zA-Z0-9\s._\[\]\#\?\!\@\$\%\^\&\*\-\,\*\(\)\{\}]*$ name_remove_regex: '[^a-zA-Z0-9._\[\]-]' modify_chat: @@ -593,12 +594,12 @@ protection: # 368 - ender pearl # 374 - glass bottle # 385 - fire charge - item_use_ids: FLINT_AND_STEEL,BUCKET,WATER_BUCKET,LAVA_BUCKET,MINECART,STORAGE_MINECART,INK_SACK,SHEARS,ENDER_PEARL,GLASS_BOTTLE,FIREBALL,ARMOR_STAND,SKULL_ITEM,BOAT_BIRCH,BOAT_ACACIA,BOAT_DARK_OAK,BOAT_JUNGLE,BOAT,BOAT_SPRUCE,END_CRYSTAL,POWERED_MINECART,COMMAND_MINECART,EXPLOSIVE_MINECART,HOPPER_MINECART + item_use_ids: BONE_MEAL,FLINT_AND_STEEL,BUCKET,WATER_BUCKET,LAVA_BUCKET,MINECART,STORAGE_MINECART,INK_SACK,SHEARS,ENDER_PEARL,GLASS_BOTTLE,FIREBALL,ARMOR_STAND,SKULL_ITEM,BIRCH_BOAT,ACACIA_BOAT,DARK_OAK_BOAT,JUNGLE_BOAT,OAK_BOAT,SPRUCE_BOAT,END_CRYSTAL,POWERED_MINECART,COMMAND_MINECART,EXPLOSIVE_MINECART,HOPPER_MINECART,CHORUS_FRUIT # Items which can be blocked or enabled via town/plot flags # 25 - noteblock # 54 - chest ...etc - switch_ids: DISPENSER,NOTE_BLOCK,CHEST,FURNACE,BURNING_FURNACE,WOODEN_DOOR,ACACIA_DOOR,DARK_OAK_DOOR,JUNGLE_DOOR,BIRCH_DOOR,SPRUCE_DOOR,LEVER,STONE_PLATE,IRON_DOOR_BLOCK,WOOD_PLATE,STONE_BUTTON,TRAP_DOOR,JUKEBOX,DIODE_BLOCK_OFF,DIODE_BLOCK_ON,FENCE_GATE,SPRUCE_FENCE_GATE,BIRCH_FENCE_GATE,JUNGLE_FENCE_GATE,DARK_OAK_FENCE_GATE,ACACIA_FENCE_GATE,TRAPPED_CHEST,GOLD_PLATE,IRON_PLATE,REDSTONE_COMPARATOR_OFF,REDSTONE_COMPARATOR_ON,BEACON,HOPPER,DROPPER,MINECART,STORAGE_MINECART,POWERED_MINECART,CARROT_STICK,EXPLOSIVE_MINECART,HOPPER_MINECART,WHITE_SHULKER_BOX,ORANGE_SHULKER_BOX,MAGENTA_SHULKER_BOX,LIGHT_BLUE_SHULKER_BOX,YELLOW_SHULKER_BOX,LIME_SHULKER_BOX,PINK_SHULKER_BOX,GRAY_SHULKER_BOX,SILVER_SHULKER_BOX,CYAN_SHULKER_BOX,PURPLE_SHULKER_BOX,BLUE_SHULKER_BOX,BROWN_SHULKER_BOX,GREEN_SHULKER_BOX,RED_SHULKER_BOX,BLACK_SHULKER_BOX + switch_ids: JUKEBOX,NOTE_BLOCK,BEACON,CHEST,TRAPPED_CHEST,FURNACE,DISPENSER,HOPPER,DROPPER,LEVER,COMPARATOR,REPEATER,STONE_PRESSURE_PLATE,ACACIA_PRESSURE_PLATE,BIRCH_PRESSURE_PLATE,DARK_OAK_PRESSURE_PLATE,JUNGLE_PRESSURE_PLATE,OAK_PRESSURE_PLATE,SPRUCE_PRESSURE_PLATE,HEAVY_WEIGHTED_PRESSURE_PLATE,LIGHT_WEIGHTED_PRESSURE_PLATE,STONE_BUTTON,ACACIA_BUTTON,BIRCH_BUTTON,DARK_OAK_BUTTON,JUNGLE_BUTTON,OAK_BUTTON,SPRUCE_BUTTON,ACACIA_DOOR,BIRCH_DOOR,DARK_OAK_DOOR,JUNGLE_DOOR,OAK_DOOR,SPRUCE_DOOR,ACACIA_FENCE_GATE,BIRCH_FENCE_GATE,DARK_OAK_FENCE_GATE,OAK_FENCE_GATE,JUNGLE_FENCE_GATE,SPRUCE_FENCE_GATE,ACACIA_TRAPDOOR,BIRCH_TRAPDOOR,DARK_OAK_TRAPDOOR,JUNGLE_TRAPDOOR,OAK_TRAPDOOR,SPRUCE_TRAPDOOR,MINECART,COMMAND_BLOCK_MINECART,CHEST_MINECART,FURNACE_MINECART,HOPPER_MINECART,TNT_MINECART,SHULKER_BOX,WHITE_SHULKER_BOX,ORANGE_SHULKER_BOX,MAGENTA_SHULKER_BOX,LIGHT_BLUE_SHULKER_BOX,YELLOW_SHULKER_BOX,LIME_SHULKER_BOX,PINK_SHULKER_BOX,GRAY_SHULKER_BOX,CYAN_SHULKER_BOX,PURPLE_SHULKER_BOX,BLUE_SHULKER_BOX,BROWN_SHULKER_BOX,GREEN_SHULKER_BOX,RED_SHULKER_BOX,BLACK_SHULKER_BOX,CARROT_STICK,DAYLIGHT_DETECTOR,STONECUTTER,SMITHING_TABLE,FLETCHING_TABLE,SMOKER,LOOM,LECTERN,GRINDSTONE,COMPOSTER,CARTOGRAPHY_TABLE,BLAST_FURNACE,BELL,BARREL,DRAGON_EGG,ITEM_FRAME,POTTED_ACACIA_SAPLING,POTTED_ALLIUM,POTTED_AZURE_BLUET,POTTED_BAMBOO,POTTED_BIRCH_SAPLING,POTTED_BLUE_ORCHID,POTTED_BROWN_MUSHROOM,POTTED_CACTUS,POTTED_CORNFLOWER,POTTED_DANDELION,POTTED_DARK_OAK_SAPLING,POTTED_DEAD_BUSH,POTTED_FERN,POTTED_JUNGLE_SAPLING,POTTED_LILY_OF_THE_VALLEY,POTTED_OAK_SAPLING,POTTED_ORANGE_TULIP,POTTED_OXEYE_DAISY,POTTED_PINK_TULIP,POTTED_POPPY,POTTED_RED_MUSHROOM,POTTED_RED_TULIP,POTTED_SPRUCE_SAPLING,POTTED_WHITE_TULIP,POTTED_WITHER_ROSE # permitted entities https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/LivingEntity.html # Animals, Chicken, Cow, Creature, Creeper, Flying, Ghast, Giant, Monster, Pig, @@ -606,7 +607,7 @@ protection: # Husk, Stray, SkeletonHorse, ZombieHorse, Vex, Vindicator, Evoker, Endermite, PolarBear # Remove living entities within a town's boundaries, if the town has the mob removal flag set. - town_mob_removal_entities: Monster,Guardian,Flying,Slime,Shulker,ZombieHorse + town_mob_removal_entities: Monster,Flying,Slime,Shulker,ZombieHorse # Prevent the spawning of villager babies in towns. town_prevent_villager_breeding: 'false' @@ -614,7 +615,7 @@ protection: disable_creature_pressureplate_stone: 'true' # Globally remove living entities in all worlds that have their flag set. - world_mob_removal_entities: Monster,Guardian,Flying,Slime + world_mob_removal_entities: Monster,Flying,Slime,Shulker,SkeletonHorse,ZombieHorse # Prevent the spawning of villager babies in the world. world_prevent_villager_breeding: 'false' @@ -629,7 +630,7 @@ protection: # PigZombie, Sheep, Skeleton, Slime, Spider, Squid, WaterMob, Wolf, Zombie # Protect living entities within a town's boundaries from being killed by players. - mob_types: Animals,NPC,Snowman,ArmorStand + mob_types: Animals,WaterMob,NPC,Snowman,ArmorStand # permitted Potion Types https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/potion/PotionType.html # ABSORPTION, BLINDNESS, CONFUSION, DAMAGE_RESISTANCE, FAST_DIGGING, FIRE_RESISTANCE, HARM, HEAL, HEALTH_BOOST, HUNGER, @@ -639,12 +640,6 @@ protection: # When preventing PVP prevent the use of these potions. potion_types: BLINDNESS,CONFUSION,HARM,HUNGER,POISON,SLOW,SLOW_DIGGING,WEAKNESS,WITHER - # Prevent fly and double block jump cheats. - cheat_protection: 'true' - - # The amount of time it takes for a protected block to regenerate. Use zero for no delay. - regen_delay: 0s - ############################################################ # +------------------------------------------------------+ # diff --git a/Towny/settings/townyperms.yml b/Towny/settings/townyperms.yml old mode 100755 new mode 100644 index 32ac88b..f66d960 --- a/Towny/settings/townyperms.yml +++ b/Towny/settings/townyperms.yml @@ -53,7 +53,6 @@ towns: - towny.command.plot.* - towny.claimed.owntown.* - towny.command.nation.new - - towny.command.nation.leave - towny.outlaw.jailer ranks: @@ -74,10 +73,8 @@ towns: - towny.claimed.townowned.switch.* donator: # Currently only an example rank holder with no extra permissions - Knight: - # Title only no extra permissions as a test case vip: - - towny.cheat.bypass + # Currently only an example rank holder with no extra permissions # Sheriff rank is able to jail other town members. sheriff: - towny.command.town.toggle.jail @@ -103,6 +100,6 @@ nations: - towny.command.nation.rank.helper - towny.command.nation.invite.add - towny.command.nation.ally.* - - towny.command.nation enemy + - towny.command.nation.enemy helper: - towny.command.nation.add diff --git a/Vault/config.yml b/Vault/config.yml old mode 100755 new mode 100644 diff --git a/ViaVersion/config.yml b/ViaVersion/config.yml deleted file mode 100644 index 188d115..0000000 --- a/ViaVersion/config.yml +++ /dev/null @@ -1,134 +0,0 @@ -# Thanks for downloading ViaVersion -# Ensure you look through all these options -# If you need help: -# Discord - https://viaversion.com/discord -# viaversion.com - Discussion tab -# Docs - https://docs.viaversion.com/display/VIAVERSION/Configuration -# -# ----------------------------------------------------------# -# GLOBAL OPTIONS # -# ----------------------------------------------------------# -# -# Should ViaVersion check for updates? -checkforupdates: true -# Send the supported versions with the Status (Ping) response packet -send-supported-versions: false -# Block specific Minecraft protocols that ViaVersion allows -# List of all Minecraft protocol versions: http://wiki.vg/Protocol_version_numbers -block-protocols: [] -# Change the blocked disconnect message -block-disconnect-msg: You are using an unsupported Minecraft version! -# If you use ProtocolLib, we can't reload without kicking the players. -# (We don't suggest using reload either, use a plugin manager) -# You can customise the message we kick people with if you use ProtocolLib here. -reload-disconnect-msg: Server reload, please rejoin! -# -# ----------------------------------------------------------# -# GLOBAL PACKET LIMITER # -# ----------------------------------------------------------# -# -# -# Packets Per Second (PPS) limiter (Use -1 on max-pps and tracking-period to disable) -# Clients by default send around 20-90 packets per second. -# -# What is the maximum per second a client can send (Use %pps to display their pps) -# Use -1 to disable. -max-pps: 800 -max-pps-kick-msg: You are sending too many packets! -# -# We can also kick them if over a period they send over a threshold a certain amount of times. -# -# Period to track (in seconds) -# Use -1 to disable. -tracking-period: 6 -# How many packets per second counts as a warning -tracking-warning-pps: 120 -# How many warnings over the interval can we have -# This can never be higher than "tracking-period" -tracking-max-warnings: 4 -tracking-max-kick-msg: You are sending too many packets, :( -# -# ----------------------------------------------------------# -# MULTIPLE VERSIONS OPTIONS # -# ----------------------------------------------------------# -# -# Should we enable our hologram patch? -# If they're in the wrong place enable this -hologram-patch: false -# This is the offset, should work as default when enabled. -hologram-y: -0.96 -# Should we disable piston animation for 1.11/1.11.1 clients? -# In some cases when firing lots of pistons it crashes them. -piston-animation-patch: false -# Should we fix nbt for 1.12 and above clients in chat messages (causes invalid item) -chat-nbt-fix: true -# Experimental - Should we fix shift quick move action for 1.12 clients (causes shift + double click not to work when moving items) (only works on 1.8-1.11.2 bukkit based servers) -quick-move-action-fix: false -# Should we use prefix for team colour on 1.13 and above clients -team-colour-fix: true -# We warn when there's a error converting from pre-1.13 to 1.13, should we suppress these? (Only suggested if spamming) -suppress-1_13-conversion-errors: false -# 1.13 introduced new auto complete which can trigger "Kicked for spamming" for servers older than 1.13, the following option will disable it completely. -disable-1_13-auto-complete: false -# The following option will delay the tab complete request in x ticks if greater than 0, if other tab-complete is received, the previous is cancelled -1_13-tab-complete-delay: 0 -# For 1.13 clients the smallest (1 layer) snow doesn't have collision, this will send these as 2 snowlayers for 1.13+ clients to prevent them bugging through them -fix-low-snow-collision: false -# In 1.14 the client page limit has been upped to 100 (from 50). Some anti-exploit plugins ban when clients go higher than 50. This option cuts edited books to 50 pages. -truncate-1_14-books: false -# This prevents clients using 1.9-1.13 on 1.8 servers from receiving no knockback/having velocity bugs whilst sneaking under a block. -change-1_9-hitbox: false -# Similar to the above, but for 1.14+ players on 1.8-1.13 servers. -# WARNING: This gives 1.14+ players the ability to sneak under blocks, that players under that version cannot (sneaking in places that are only 1.5 blocks high)! -# Another thing to remember is that those players might be missed by projectiles and other hits directed at the very top of their head whilst sneaking. -change-1_14-hitbox: false -# -# Enable serverside block-connections for 1.13+ clients -serverside-blockconnections: true -# Sets the method for the block connections (world for highly experimental (USE AT OWN RISK) world-level or packet for packet-level) -blockconnection-method: packet -# When activated, only the most important blocks are stored in the blockstorage. (fences, glass panes etc. won't connect to solid blocks) -reduce-blockstorage-memory: false -# When activated with serverside-blockconnections, flower parts with blocks above will be sent as stems -# Useful for lobbyservers where users can't build and those stems are used decoratively -flowerstem-when-block-above: false -# -# ----------------------------------------------------------# -# 1.9+ CLIENTS ON 1.8 SERVERS OPTIONS # -# ----------------------------------------------------------# -# -# No collide options, these allow you to configure how collision works. -# Do you want us to prevent collision? -prevent-collision: true -# If the above is true, should we automatically team players until you do? -auto-team: true -# When enabled if certain metadata can't be read we won't tell you about it -suppress-metadata-errors: false -# When enabled 1.9+ will be able to block by using shields -shield-blocking: true -# Enable player tick simulation, this fixes eating, drinking, nether portals. -simulate-pt: true -# Should we use nms player to simulate packets, (may fix anti-cheat issues) -nms-player-ticking: true -# Should we patch boss bars so they work? (Default: true, disable if you're having issues) -bossbar-patch: true -# If your boss bar flickers on 1.9+, set this to 'true'. It will keep all boss bars on 100% (not recommended) -bossbar-anti-flicker: false -# This will show the new effect indicator in the top-right corner for 1.9+ players. -use-new-effect-indicator: true -# Show the new death messages for 1.9+ on the death screen -use-new-deathmessages: true -# Should we cache our items, this will prevent server from being lagged out, however the cost is a constant task caching items -item-cache: true -# Patch the anti xray to work on 1.9+ (If your server is 1.8) This can cost more performance, so disable it if you don't use it. -anti-xray-patch: true -# Should we replace extended pistons to fix 1.10.1 (Only on chunk load) -replace-pistons: false -# What id should we replace with, default is air. (careful of players getting stuck standing on them) -replacement-piston-id: 0 -# Force the string -> json transform -force-json-transform: false -# Minimize the cooldown animation in 1.8 servers -minimize-cooldown: true -# Left handed handling on 1.8 servers -left-handed-handling: true diff --git a/Votifier/config.yml b/Votifier/config.yml old mode 100755 new mode 100644 index 58f5977..ee20880 --- a/Votifier/config.yml +++ b/Votifier/config.yml @@ -1,6 +1,25 @@ +# The IP to listen to. Use 0.0.0.0 if you wish to listen to all interfaces on your server. (All IP addresses) +# This defaults to the IP you have configured your server to listen on, or 0.0.0.0 if you have not configured this. host: 0.0.0.0 + +# Port to listen for new votes on port: 8192 -debug: false -listener_folder: plugins/Votifier/listeners + +# Setting this option to true will disable handling of Protocol v1 packets. While the old protocol is not secure, this +# option is currently not recommended as most voting sites only support the old protocol at present. However, if you are +# using NuVotifier's proxy forwarding mechanism, enabling this option will increase your server's security. +disable-v1-protocol: false + +# All tokens, labeled by the serviceName of each server list. tokens: - default: kcah732f9hecgrvh42ir1dmds5 + # Default token for all server lists, if another isn't supplied. + default: voreuavh6vd07b1v98ogie1p4s + +# Configuration section for all vote forwarding to NuVotifier +forwarding: + # Sets whether to set up a remote method for fowarding. Supported methods: + # - none - Does not set up a forwarding method. + # - pluginMessaging - Sets up plugin messaging + method: none + pluginMessaging: + channel: nuvotifier:votes diff --git a/WorldEdit/config.yml b/WorldEdit/config.yml deleted file mode 100755 index d4687a0..0000000 --- a/WorldEdit/config.yml +++ /dev/null @@ -1,73 +0,0 @@ -# -# WorldEdit's configuration file -# -# About editing this file: -# - DO NOT USE TABS. You MUST use spaces or Bukkit will complain. If -# you use an editor like Notepad++ (recommended for Windows users), you -# must configure it to "replace tabs with spaces." In Notepad++, this can -# be changed in Settings > Preferences > Language Menu. -# - Don't get rid of the indents. They are indented so some entries are -# in categories (like "max-blocks-changed" is in the "limits" -# category. -# - If you want to check the format of this file before putting it -# into WorldEdit, paste it into http://yaml-online-parser.appspot.com/ -# and see if it gives "ERROR:". -# - Lines starting with # are commentsand so they are ignored. -# - -limits: - allow-extra-data-values: false - max-blocks-changed: - default: -1 - maximum: -1 - max-polygonal-points: - default: -1 - maximum: 20 - max-radius: -1 - max-super-pickaxe-size: 5 - max-brush-radius: 5 - butcher-radius: - default: -1 - maximum: -1 - disallowed-blocks: [6, 7, 14, 15, 16, 26, 27, 28, 29, 39, 31, 32, 33, 34, 36, 37, 38, 39, 40, 46, 50, 51, 56, 59, 69, 73, 74, 75, 76, 77, 81, 83] - -use-inventory: - enable: false - allow-override: true - creative-mode-overrides: false - -logging: - log-commands: false - file: worldedit.log - -super-pickaxe: - drop-items: true - many-drop-items: false - -snapshots: - directory: - -navigation-wand: - item: 345 - max-distance: 100 - -scripting: - timeout: 3000 - dir: craftscripts - -saving: - dir: schematics - -files: - allow-symbolic-links: false - -history: - size: 15 - expiration: 10 - -wand-item: 271 -shell-save-type: -no-double-slash: false -no-op-permissions: false -debug: false -show-help-on-first-use: true diff --git a/WorldGuard/config.yml b/WorldGuard/config.yml old mode 100755 new mode 100644 index 98fc99b..ab7155e --- a/WorldGuard/config.yml +++ b/WorldGuard/config.yml @@ -1,23 +1,23 @@ -# -# WorldGuard's main configuration file -# -# This is the global configuration file. Anything placed into here will -# be applied to all worlds. However, each world has its own configuration -# file to allow you to replace most settings in here for that world only. -# -# About editing this file: -# - DO NOT USE TABS. You MUST use spaces or Bukkit will complain. If -# you use an editor like Notepad++ (recommended for Windows users), you -# must configure it to "replace tabs with spaces." In Notepad++, this can -# be changed in Settings > Preferences > Language Menu. -# - Don't get rid of the indents. They are indented so some entries are -# in categories (like "enforce-single-session" is in the "protection" -# category. -# - If you want to check the format of this file before putting it -# into WorldGuard, paste it into http://yaml-online-parser.appspot.com/ -# and see if it gives "ERROR:". -# - Lines starting with # are comments and so they are ignored. -# +# +# WorldGuard's main configuration file +# +# This is the global configuration file. Anything placed into here will +# be applied to all worlds. However, each world has its own configuration +# file to allow you to replace most settings in here for that world only. +# +# About editing this file: +# - DO NOT USE TABS. You MUST use spaces or Bukkit will complain. If +# you use an editor like Notepad++ (recommended for Windows users), you +# must configure it to "replace tabs with spaces." In Notepad++, this can +# be changed in Settings > Preferences > Language Menu. +# - Don't get rid of the indents. They are indented so some entries are +# in categories (like "enforce-single-session" is in the "protection" +# category. +# - If you want to check the format of this file before putting it +# into WorldGuard, paste it into http://yaml-online-parser.appspot.com/ +# and see if it gives "ERROR:". +# - Lines starting with # are comments and so they are ignored. +# regions: uuid-migration: @@ -37,9 +37,10 @@ regions: explosion-flags-block-entity-damage: true high-frequency-flags: false protect-against-liquid-flow: false - wand: 334 + wand: minecraft:leather max-claim-volume: 30000 claim-only-inside-existing-regions: false + location-flags-only-inside-regions: false max-region-count-per-player: default: 7 auto-invincible: false @@ -47,9 +48,11 @@ auto-invincible-group: false auto-no-drowning-group: false use-player-move-event: true use-player-teleports: true +use-particle-effects: true security: deop-everyone-on-join: false block-in-game-op-command: false + host-keys-allow-forge-clients: false host-keys: {} summary-on-start: true op-permissions: true @@ -60,6 +63,7 @@ event-handling: block-entity-spawns-with-untraceable-cause: false interaction-whitelist: [] emit-block-use-at-feet: [] + ignore-hopper-item-move-events: false protection: item-durability: true remove-infinite-stacks: false @@ -68,6 +72,7 @@ protection: gameplay: block-potions: [] block-potions-overly-reliably: false + disable-conduit-effects: false simulation: sponge: enable: false @@ -108,6 +113,7 @@ mobs: disable-snowman-trails: false block-painting-destroy: false block-item-frame-destroy: false + block-armor-stand-destroy: false block-plugin-spawning: true block-above-ground-slimes: false block-other-explosions: false diff --git a/WorldGuard/worlds/.raw/config.yml b/WorldGuard/worlds/.raw/config.yml old mode 100755 new mode 100644 diff --git a/WorldGuard/worlds/DXL_Edit_0/config.yml b/WorldGuard/worlds/DXL_Edit_0/config.yml deleted file mode 100755 index 1782911..0000000 --- a/WorldGuard/worlds/DXL_Edit_0/config.yml +++ /dev/null @@ -1,12 +0,0 @@ -# -# WorldGuard's world configuration file -# -# This is a world configuration file. Anything placed into here will only -# affect this world. If you don't put anything in this file, then the -# settings will be inherited from the main configuration file. -# -# If you see {} below, that means that there are NO entries in this file. -# Remove the {} and add your own entries. -# - -{} diff --git a/WorldGuard/worlds/DXL_Edit_1/config.yml b/WorldGuard/worlds/DXL_Edit_1/config.yml deleted file mode 100755 index 1782911..0000000 --- a/WorldGuard/worlds/DXL_Edit_1/config.yml +++ /dev/null @@ -1,12 +0,0 @@ -# -# WorldGuard's world configuration file -# -# This is a world configuration file. Anything placed into here will only -# affect this world. If you don't put anything in this file, then the -# settings will be inherited from the main configuration file. -# -# If you see {} below, that means that there are NO entries in this file. -# Remove the {} and add your own entries. -# - -{} diff --git a/WorldGuard/worlds/DXL_Game_0/config.yml b/WorldGuard/worlds/DXL_Game_0/config.yml deleted file mode 100755 index 1782911..0000000 --- a/WorldGuard/worlds/DXL_Game_0/config.yml +++ /dev/null @@ -1,12 +0,0 @@ -# -# WorldGuard's world configuration file -# -# This is a world configuration file. Anything placed into here will only -# affect this world. If you don't put anything in this file, then the -# settings will be inherited from the main configuration file. -# -# If you see {} below, that means that there are NO entries in this file. -# Remove the {} and add your own entries. -# - -{} diff --git a/WorldGuard/worlds/DXL_Game_1/config.yml b/WorldGuard/worlds/DXL_Game_1/config.yml deleted file mode 100755 index 1782911..0000000 --- a/WorldGuard/worlds/DXL_Game_1/config.yml +++ /dev/null @@ -1,12 +0,0 @@ -# -# WorldGuard's world configuration file -# -# This is a world configuration file. Anything placed into here will only -# affect this world. If you don't put anything in this file, then the -# settings will be inherited from the main configuration file. -# -# If you see {} below, that means that there are NO entries in this file. -# Remove the {} and add your own entries. -# - -{} diff --git a/WorldGuard/worlds/Dungeons/config.yml b/WorldGuard/worlds/Dungeons/config.yml deleted file mode 100755 index 1782911..0000000 --- a/WorldGuard/worlds/Dungeons/config.yml +++ /dev/null @@ -1,12 +0,0 @@ -# -# WorldGuard's world configuration file -# -# This is a world configuration file. Anything placed into here will only -# affect this world. If you don't put anything in this file, then the -# settings will be inherited from the main configuration file. -# -# If you see {} below, that means that there are NO entries in this file. -# Remove the {} and add your own entries. -# - -{} diff --git a/WorldGuard/worlds/OldRegionFiles/config.yml b/WorldGuard/worlds/OldRegionFiles/config.yml deleted file mode 100755 index 1782911..0000000 --- a/WorldGuard/worlds/OldRegionFiles/config.yml +++ /dev/null @@ -1,12 +0,0 @@ -# -# WorldGuard's world configuration file -# -# This is a world configuration file. Anything placed into here will only -# affect this world. If you don't put anything in this file, then the -# settings will be inherited from the main configuration file. -# -# If you see {} below, that means that there are NO entries in this file. -# Remove the {} and add your own entries. -# - -{} diff --git a/WorldGuard/worlds/Sky/config.yml b/WorldGuard/worlds/Sky/config.yml deleted file mode 100755 index 1782911..0000000 --- a/WorldGuard/worlds/Sky/config.yml +++ /dev/null @@ -1,12 +0,0 @@ -# -# WorldGuard's world configuration file -# -# This is a world configuration file. Anything placed into here will only -# affect this world. If you don't put anything in this file, then the -# settings will be inherited from the main configuration file. -# -# If you see {} below, that means that there are NO entries in this file. -# Remove the {} and add your own entries. -# - -{} diff --git a/WorldGuard/worlds/SkyLands/config.yml b/WorldGuard/worlds/SkyLands/config.yml deleted file mode 100755 index 1782911..0000000 --- a/WorldGuard/worlds/SkyLands/config.yml +++ /dev/null @@ -1,12 +0,0 @@ -# -# WorldGuard's world configuration file -# -# This is a world configuration file. Anything placed into here will only -# affect this world. If you don't put anything in this file, then the -# settings will be inherited from the main configuration file. -# -# If you see {} below, that means that there are NO entries in this file. -# Remove the {} and add your own entries. -# - -{} diff --git a/WorldGuard/worlds/TarreyTown/config.yml b/WorldGuard/worlds/TarreyTown/config.yml deleted file mode 100755 index 1782911..0000000 --- a/WorldGuard/worlds/TarreyTown/config.yml +++ /dev/null @@ -1,12 +0,0 @@ -# -# WorldGuard's world configuration file -# -# This is a world configuration file. Anything placed into here will only -# affect this world. If you don't put anything in this file, then the -# settings will be inherited from the main configuration file. -# -# If you see {} below, that means that there are NO entries in this file. -# Remove the {} and add your own entries. -# - -{} diff --git a/WorldGuard/worlds/VoidWorld/config.yml b/WorldGuard/worlds/VoidWorld/config.yml deleted file mode 100755 index 1782911..0000000 --- a/WorldGuard/worlds/VoidWorld/config.yml +++ /dev/null @@ -1,12 +0,0 @@ -# -# WorldGuard's world configuration file -# -# This is a world configuration file. Anything placed into here will only -# affect this world. If you don't put anything in this file, then the -# settings will be inherited from the main configuration file. -# -# If you see {} below, that means that there are NO entries in this file. -# Remove the {} and add your own entries. -# - -{} diff --git a/WorldGuard/worlds/VoidWorld2/config.yml b/WorldGuard/worlds/VoidWorld2/config.yml deleted file mode 100755 index 1782911..0000000 --- a/WorldGuard/worlds/VoidWorld2/config.yml +++ /dev/null @@ -1,12 +0,0 @@ -# -# WorldGuard's world configuration file -# -# This is a world configuration file. Anything placed into here will only -# affect this world. If you don't put anything in this file, then the -# settings will be inherited from the main configuration file. -# -# If you see {} below, that means that there are NO entries in this file. -# Remove the {} and add your own entries. -# - -{} diff --git a/WorldGuard/worlds/VoidWorldEnd/config.yml b/WorldGuard/worlds/VoidWorldEnd/config.yml deleted file mode 100755 index 1782911..0000000 --- a/WorldGuard/worlds/VoidWorldEnd/config.yml +++ /dev/null @@ -1,12 +0,0 @@ -# -# WorldGuard's world configuration file -# -# This is a world configuration file. Anything placed into here will only -# affect this world. If you don't put anything in this file, then the -# settings will be inherited from the main configuration file. -# -# If you see {} below, that means that there are NO entries in this file. -# Remove the {} and add your own entries. -# - -{} diff --git a/WorldGuard/worlds/VoidWorldHell/config.yml b/WorldGuard/worlds/VoidWorldHell/config.yml deleted file mode 100755 index 1782911..0000000 --- a/WorldGuard/worlds/VoidWorldHell/config.yml +++ /dev/null @@ -1,12 +0,0 @@ -# -# WorldGuard's world configuration file -# -# This is a world configuration file. Anything placed into here will only -# affect this world. If you don't put anything in this file, then the -# settings will be inherited from the main configuration file. -# -# If you see {} below, that means that there are NO entries in this file. -# Remove the {} and add your own entries. -# - -{} diff --git a/WorldGuard/worlds/World/config.yml b/WorldGuard/worlds/World/config.yml deleted file mode 100755 index 1782911..0000000 --- a/WorldGuard/worlds/World/config.yml +++ /dev/null @@ -1,12 +0,0 @@ -# -# WorldGuard's world configuration file -# -# This is a world configuration file. Anything placed into here will only -# affect this world. If you don't put anything in this file, then the -# settings will be inherited from the main configuration file. -# -# If you see {} below, that means that there are NO entries in this file. -# Remove the {} and add your own entries. -# - -{} diff --git a/WorldGuard/worlds/World_nether/config.yml b/WorldGuard/worlds/World_nether/config.yml deleted file mode 100755 index 1782911..0000000 --- a/WorldGuard/worlds/World_nether/config.yml +++ /dev/null @@ -1,12 +0,0 @@ -# -# WorldGuard's world configuration file -# -# This is a world configuration file. Anything placed into here will only -# affect this world. If you don't put anything in this file, then the -# settings will be inherited from the main configuration file. -# -# If you see {} below, that means that there are NO entries in this file. -# Remove the {} and add your own entries. -# - -{} diff --git a/WorldGuard/worlds/World_the_end/config.yml b/WorldGuard/worlds/World_the_end/config.yml deleted file mode 100755 index 1782911..0000000 --- a/WorldGuard/worlds/World_the_end/config.yml +++ /dev/null @@ -1,12 +0,0 @@ -# -# WorldGuard's world configuration file -# -# This is a world configuration file. Anything placed into here will only -# affect this world. If you don't put anything in this file, then the -# settings will be inherited from the main configuration file. -# -# If you see {} below, that means that there are NO entries in this file. -# Remove the {} and add your own entries. -# - -{} diff --git a/WorldGuard/worlds/backuprestore/config.yml b/WorldGuard/worlds/backuprestore/config.yml deleted file mode 100755 index 1782911..0000000 --- a/WorldGuard/worlds/backuprestore/config.yml +++ /dev/null @@ -1,12 +0,0 @@ -# -# WorldGuard's world configuration file -# -# This is a world configuration file. Anything placed into here will only -# affect this world. If you don't put anything in this file, then the -# settings will be inherited from the main configuration file. -# -# If you see {} below, that means that there are NO entries in this file. -# Remove the {} and add your own entries. -# - -{} diff --git a/WorldGuard/worlds/flatworld/config.yml b/WorldGuard/worlds/flatworld/config.yml deleted file mode 100755 index 1782911..0000000 --- a/WorldGuard/worlds/flatworld/config.yml +++ /dev/null @@ -1,12 +0,0 @@ -# -# WorldGuard's world configuration file -# -# This is a world configuration file. Anything placed into here will only -# affect this world. If you don't put anything in this file, then the -# settings will be inherited from the main configuration file. -# -# If you see {} below, that means that there are NO entries in this file. -# Remove the {} and add your own entries. -# - -{} diff --git a/WorldGuard/worlds/hardcore/config.yml b/WorldGuard/worlds/hardcore/config.yml deleted file mode 100755 index 1782911..0000000 --- a/WorldGuard/worlds/hardcore/config.yml +++ /dev/null @@ -1,12 +0,0 @@ -# -# WorldGuard's world configuration file -# -# This is a world configuration file. Anything placed into here will only -# affect this world. If you don't put anything in this file, then the -# settings will be inherited from the main configuration file. -# -# If you see {} below, that means that there are NO entries in this file. -# Remove the {} and add your own entries. -# - -{} diff --git a/WorldGuard/worlds/luna/config.yml b/WorldGuard/worlds/luna/config.yml deleted file mode 100755 index 1782911..0000000 --- a/WorldGuard/worlds/luna/config.yml +++ /dev/null @@ -1,12 +0,0 @@ -# -# WorldGuard's world configuration file -# -# This is a world configuration file. Anything placed into here will only -# affect this world. If you don't put anything in this file, then the -# settings will be inherited from the main configuration file. -# -# If you see {} below, that means that there are NO entries in this file. -# Remove the {} and add your own entries. -# - -{} diff --git a/WorldGuard/worlds/newworld/config.yml b/WorldGuard/worlds/newworld/config.yml deleted file mode 100755 index 1782911..0000000 --- a/WorldGuard/worlds/newworld/config.yml +++ /dev/null @@ -1,12 +0,0 @@ -# -# WorldGuard's world configuration file -# -# This is a world configuration file. Anything placed into here will only -# affect this world. If you don't put anything in this file, then the -# settings will be inherited from the main configuration file. -# -# If you see {} below, that means that there are NO entries in this file. -# Remove the {} and add your own entries. -# - -{} diff --git a/WorldGuard/worlds/newworld_nether/config.yml b/WorldGuard/worlds/newworld_nether/config.yml deleted file mode 100755 index 1782911..0000000 --- a/WorldGuard/worlds/newworld_nether/config.yml +++ /dev/null @@ -1,12 +0,0 @@ -# -# WorldGuard's world configuration file -# -# This is a world configuration file. Anything placed into here will only -# affect this world. If you don't put anything in this file, then the -# settings will be inherited from the main configuration file. -# -# If you see {} below, that means that there are NO entries in this file. -# Remove the {} and add your own entries. -# - -{} diff --git a/WorldGuard/worlds/newworld_the_end/config.yml b/WorldGuard/worlds/newworld_the_end/config.yml deleted file mode 100755 index 1782911..0000000 --- a/WorldGuard/worlds/newworld_the_end/config.yml +++ /dev/null @@ -1,12 +0,0 @@ -# -# WorldGuard's world configuration file -# -# This is a world configuration file. Anything placed into here will only -# affect this world. If you don't put anything in this file, then the -# settings will be inherited from the main configuration file. -# -# If you see {} below, that means that there are NO entries in this file. -# Remove the {} and add your own entries. -# - -{} diff --git a/WorldGuard/worlds/place_reference/config.yml b/WorldGuard/worlds/place_reference/config.yml deleted file mode 100755 index 1782911..0000000 --- a/WorldGuard/worlds/place_reference/config.yml +++ /dev/null @@ -1,12 +0,0 @@ -# -# WorldGuard's world configuration file -# -# This is a world configuration file. Anything placed into here will only -# affect this world. If you don't put anything in this file, then the -# settings will be inherited from the main configuration file. -# -# If you see {} below, that means that there are NO entries in this file. -# Remove the {} and add your own entries. -# - -{} diff --git a/WorldGuard/worlds/placereference/config.yml b/WorldGuard/worlds/placereference/config.yml deleted file mode 100755 index 1782911..0000000 --- a/WorldGuard/worlds/placereference/config.yml +++ /dev/null @@ -1,12 +0,0 @@ -# -# WorldGuard's world configuration file -# -# This is a world configuration file. Anything placed into here will only -# affect this world. If you don't put anything in this file, then the -# settings will be inherited from the main configuration file. -# -# If you see {} below, that means that there are NO entries in this file. -# Remove the {} and add your own entries. -# - -{} diff --git a/WorldGuard/worlds/plotworld/config.yml b/WorldGuard/worlds/plotworld/config.yml deleted file mode 100755 index 1782911..0000000 --- a/WorldGuard/worlds/plotworld/config.yml +++ /dev/null @@ -1,12 +0,0 @@ -# -# WorldGuard's world configuration file -# -# This is a world configuration file. Anything placed into here will only -# affect this world. If you don't put anything in this file, then the -# settings will be inherited from the main configuration file. -# -# If you see {} below, that means that there are NO entries in this file. -# Remove the {} and add your own entries. -# - -{} diff --git a/WorldGuard/worlds/sensfortress/config.yml b/WorldGuard/worlds/sensfortress/config.yml deleted file mode 100755 index 1782911..0000000 --- a/WorldGuard/worlds/sensfortress/config.yml +++ /dev/null @@ -1,12 +0,0 @@ -# -# WorldGuard's world configuration file -# -# This is a world configuration file. Anything placed into here will only -# affect this world. If you don't put anything in this file, then the -# settings will be inherited from the main configuration file. -# -# If you see {} below, that means that there are NO entries in this file. -# Remove the {} and add your own entries. -# - -{} diff --git a/WorldGuard/worlds/test/config.yml b/WorldGuard/worlds/test/config.yml deleted file mode 100755 index 1782911..0000000 --- a/WorldGuard/worlds/test/config.yml +++ /dev/null @@ -1,12 +0,0 @@ -# -# WorldGuard's world configuration file -# -# This is a world configuration file. Anything placed into here will only -# affect this world. If you don't put anything in this file, then the -# settings will be inherited from the main configuration file. -# -# If you see {} below, that means that there are NO entries in this file. -# Remove the {} and add your own entries. -# - -{} diff --git a/WorldGuard/worlds/wilds/config.yml b/WorldGuard/worlds/wilds/config.yml deleted file mode 100755 index 1782911..0000000 --- a/WorldGuard/worlds/wilds/config.yml +++ /dev/null @@ -1,12 +0,0 @@ -# -# WorldGuard's world configuration file -# -# This is a world configuration file. Anything placed into here will only -# affect this world. If you don't put anything in this file, then the -# settings will be inherited from the main configuration file. -# -# If you see {} below, that means that there are NO entries in this file. -# Remove the {} and add your own entries. -# - -{} diff --git a/WorldGuard/worlds/world/config.yml b/WorldGuard/worlds/world/config.yml old mode 100755 new mode 100644 diff --git a/WorldGuard/worlds/world_name/config.yml b/WorldGuard/worlds/world_name/config.yml deleted file mode 100755 index 1782911..0000000 --- a/WorldGuard/worlds/world_name/config.yml +++ /dev/null @@ -1,12 +0,0 @@ -# -# WorldGuard's world configuration file -# -# This is a world configuration file. Anything placed into here will only -# affect this world. If you don't put anything in this file, then the -# settings will be inherited from the main configuration file. -# -# If you see {} below, that means that there are NO entries in this file. -# Remove the {} and add your own entries. -# - -{} diff --git a/WorldGuard/worlds/world_nether/config.yml b/WorldGuard/worlds/world_nether/config.yml old mode 100755 new mode 100644 diff --git a/WorldGuard/worlds/world_the_end/config.yml b/WorldGuard/worlds/world_the_end/config.yml old mode 100755 new mode 100644 diff --git a/WorldGuard/worlds/BACKUP_world/config.yml b/WorldGuard/worlds/worldhub/config.yml old mode 100755 new mode 100644 similarity index 100% rename from WorldGuard/worlds/BACKUP_world/config.yml rename to WorldGuard/worlds/worldhub/config.yml diff --git a/WorldGuard/worlds/worldnew/config.yml b/WorldGuard/worlds/worldnew/config.yml deleted file mode 100755 index 1782911..0000000 --- a/WorldGuard/worlds/worldnew/config.yml +++ /dev/null @@ -1,12 +0,0 @@ -# -# WorldGuard's world configuration file -# -# This is a world configuration file. Anything placed into here will only -# affect this world. If you don't put anything in this file, then the -# settings will be inherited from the main configuration file. -# -# If you see {} below, that means that there are NO entries in this file. -# Remove the {} and add your own entries. -# - -{} diff --git a/dynmap/configuration.txt b/dynmap/configuration.txt old mode 100755 new mode 100644 index 31c218c..f64d124 --- a/dynmap/configuration.txt +++ b/dynmap/configuration.txt @@ -13,9 +13,9 @@ # The definitions of these templates are in normal-hi_boost_vhi.txt, nether-hi_boost_vhi.txt, and the_end-hi_boost_vhi.txt # To use the HDMap hi-res (16 ppb) map templates, with support for boosting resolution selectively to xhi-res (64 ppb), set value to hi_boost_xhi # The definitions of these templates are in normal-hi_boost_xhi.txt, nether-hi_boost_xhi.txt, and the_end-hi_boost_xhi.txt -deftemplatesuffix: disabled #vlowres +deftemplatesuffix: vlowres #disabled -# Map storage scheme: only uncommoent one 'type' value +# Map storage scheme: only uncomment one 'type' value # filetree: classic and default scheme: tree of files, with all map data under the directory indicated by 'tilespath' setting # sqlite: single SQLite database file (this can get VERY BIG), located at 'dbfile' setting (default is file dynmap.db in data directory) # mysql: MySQL database, at hostname:port in database, accessed via userid with password @@ -25,7 +25,7 @@ storage: # SQLite db for map storage (uses dbfile as storage location) #type: sqlite #dbfile: dynmap.db - # MySQL DB for map storage (at 'hostname':'port' in database 'database' using user 'userid' password 'password' and table prefix 'prefix' + # MySQL DB for map storage (at 'hostname':'port' with flags "flags" in database 'database' using user 'userid' password 'password' and table prefix 'prefix') #type: mysql #hostname: localhost #port: 3306 @@ -33,6 +33,7 @@ storage: #userid: dynmap #password: dynmap #prefix: "" + #flags: "?allowReconnect=true" components: - class: org.dynmap.ClientConfigurationComponent @@ -95,10 +96,10 @@ components: # hide-if-invisiblity-potion: true # hidenames: false - #- class: org.dynmap.SimpleWebChatComponent - # allowchat: true - # # If true, web UI users can supply name for chat using 'playername' URL parameter. 'trustclientname' must also be set true. - # allowurlname: false + - class: org.dynmap.SimpleWebChatComponent + allowchat: true + # If true, web UI users can supply name for chat using 'playername' URL parameter. 'trustclientname' must also be set true. + allowurlname: false # Note: this component is needed for the dmarker commands, and for the Marker API to be available to other plugins - class: org.dynmap.MarkersComponent @@ -128,36 +129,36 @@ components: # (optional) show world border (vanilla 1.8+) showworldborder: true - #- class: org.dynmap.ClientComponent - # type: chat - # allowurlname: false - #- class: org.dynmap.ClientComponent - # type: chatballoon - # focuschatballoons: false - #- class: org.dynmap.ClientComponent - # type: chatbox - # showplayerfaces: true - # messagettl: 5 - # # Optional: set number of lines in scrollable message history: if set, messagettl is not used to age out messages - # #scrollback: 100 - # # Optiona; set maximum number of lines visible for chatbox - # #visiblelines: 10 - # # Optional: send push button - # sendbutton: false - #- class: org.dynmap.ClientComponent - # type: playermarkers - # showplayerfaces: true - # showplayerhealth: true - # # If true, show player body too (only valid if showplayerfaces=true - # showplayerbody: false - # # Option to make player faces small - don't use with showplayerhealth - # smallplayerfaces: false - # # Optional - make player faces layer hidden by default - # hidebydefault: false - # # Optional - ordering priority in layer menu (low goes before high - default is 0) - # layerprio: 0 - # # Optional - label for player marker layer (default is 'Players') - # label: "Players" +# - class: org.dynmap.ClientComponent +# type: chat +# allowurlname: false +# - class: org.dynmap.ClientComponent +# type: chatballoon +# focuschatballoons: false +# - class: org.dynmap.ClientComponent +# type: chatbox +# showplayerfaces: true +# messagettl: 5 +# # Optional: set number of lines in scrollable message history: if set, messagettl is not used to age out messages +# #scrollback: 100 +# # Optiona; set maximum number of lines visible for chatbox +# #visiblelines: 10 +# # Optional: send push button +# sendbutton: false +# - class: org.dynmap.ClientComponent +# type: playermarkers +# showplayerfaces: true +# showplayerhealth: true +# # If true, show player body too (only valid if showplayerfaces=true +# showplayerbody: false +# # Option to make player faces small - don't use with showplayerhealth +# smallplayerfaces: false +# # Optional - make player faces layer hidden by default +# hidebydefault: false +# # Optional - ordering priority in layer menu (low goes before high - default is 0) +# layerprio: 0 +# # Optional - label for player marker layer (default is 'Players') +# label: "Players" #- class: org.dynmap.ClientComponent # type: digitalclock @@ -278,11 +279,6 @@ custom-colors-support: true # Customize URL used for fetching player skins (%player% is macro for name) skin-url: "http://skins.minecraft.net/MinecraftSkins/%player%.png" -# Control behavior for new (1.0+) compass orientation (sunrise moved 90 degrees: east is now what used to be south) -# default is 'newrose' (preserve pre-1.0 maps, rotate rose) -# 'newnorth' is used to rotate maps and rose (requires fullrender of any HDMap map - same as 'newrose' for FlatMap or KzedMap) -compass-mode: newnorth - render-triggers: #- playermove #- playerjoin @@ -444,16 +440,7 @@ url: #tiles: "tiles/" # markers base URL #markers: "tiles/" - -# Spout support controls -spout: - # If false, ignore spout even if detected - enabled: true - # If true, previously loaded textures will be assumed to still be valid (faster startup, but - # can result in stale textures if originals are updated - delete files in texturepacks/standard/spoout - # to clean cached textures and force reload on next startup) - use-existing-textures: true - + # Customization commands - allows scripts to be run before/after certain events custom-commands: image-updates: @@ -476,3 +463,10 @@ verbose: false # - class: org.dynmap.debug.LogDebugger # Debug: dump blocks missing render data dump-missing-blocks: false + +# Have dynmap migrate old chunks to the new format for the current MC version (specifically, for migrating pre-1.13 chunks to 1.13 or 1.14). This is needed +# in order to render chunks on an upgraded server (due to various bugs/limitations in CB/spigot 1.13+). This setting is NOT suggested to be enabled full time, +# but only long enough to do a fullrender of a migrated world - it should be turned back off once worlds are migrated). It is EXPERIMENTAL, so be sure to backup +# your worlds before running with this setting enabled (set to true) +# +#migrate-chunks: true diff --git a/dynmap/worlds.txt b/dynmap/worlds.txt old mode 100755 new mode 100644 index 6bc7228..a4abfc7 --- a/dynmap/worlds.txt +++ b/dynmap/worlds.txt @@ -1,73 +1,126 @@ +# These are examples of world-specific settings - customize your content as you see fit +# +# NOTES: +# All lines here are commented with the # symbol - delete the # symbol on copied lines you wish to enable +# Definitions of a world made here will superecede any world definition with the same name in configuration.txt +# Deleting this file will result in a fresh copy being produced by dynmap.jar on the next startup. +# worlds: -- name: world - title: world - enabled: true - extrazoomout: 2 - maps: - - class: org.dynmap.hdmap.HDMap - name: flat - title: Flat - prefix: flat - perspective: iso_S_90_vlowres - shader: stdtexture - lighting: shadows - mapzoomin: 2 - template: normal-vlowres - hiddenlimits: - - x0: 430 - z0: 2850 - x1: 600 - z1: 3000 - hidestyle: stone - bigworld: true -- name: plotworld - title: plotworld - enabled: true - extrazoomout: 2 - maps: - - class: org.dynmap.hdmap.HDMap - name: flat - title: Flat - prefix: flat - perspective: iso_S_90_vlowres - shader: stdtexture - lighting: shadows - mapzoomin: 2 - template: normal-vlowres -- name: luna - title: luna - enabled: true - extrazoomout: 2 - maps: - - class: org.dynmap.hdmap.HDMap - name: flat - title: Flat - prefix: flat - perspective: iso_S_90_vlowres - shader: stdtexture - lighting: shadows - mapzoomin: 2 - template: normal-vlowres - visibilitylimits: - - x: -60 - z: 40 - r: 250 - mapzoomin: 3 - hidestyle: air -- name: world_nether - title: world_nether -- name: world_the_end - title: world_the_end -- name: Dungeons - title: Dungeons -- name: BACKUP_world - title: BACKUP_world -- name: test - title: test -- name: flatworld - title: flatworld -- name: OldRegionFiles - title: OldRegionFiles -- name: DXL_Game_0 - title: DXL_Game_0 - enabled: false + # Worlds can be handled by templates, based on world type + # You can override the properties of the template by specifying them in this section + # for example 'Title: "My Awesome World"' + #- name: world + # title: "World" + # Use 'enabled: false' to disable a certain world. + # enabled: false + # Use sendposition: false to prevent player positions from showing when on this world (if sendposition is globally enabled) + # sendposition: false + # Use sendhealth: false ot prevent player health from showing when on this world (if sendhealth is globally enabled) + # sendhealth: false + # # If world isn't contiguous chunks (due to teleporting, for example), fullrender needs to be given other locations to scan for tiles on each patch of chunks + # fullrenderlocations: + # - x: 10000 + # y: 64 + # z: 20000 + # - x: -15000 + # y: 64 + # z: -5000 + # # Use visibilitylimits to restrict which areas of maps on your world to render (zero or more shapes can be defined) + # # For a rectangle, the area is defined by x0, z0 to x1, z1 + # # For a circle, the area is defined by a center at x,z with a radius 'r' + # visibilitylimits: + # - x0: -1000 + # z0: -1000 + # x1: 1000 + # z1: 1000 + # - x: -2000 + # z: -1000 + # r: 200 + # # Use hiddenlimits to specifically hide portions of your world (the opposite of visibilitylimits) + # # For a rectangle, the area is defined by x0, z0 to x1, z1 + # # For a circle, the area is defined by a center at x,z with a radius 'r' + # hiddenlimits: + # - x0: 100 + # z0: 0 + # x1: 200 + # z1: 0 + # - x: -2000 + # z: -1000 + # r: 200 + # # Use hidestyle to control how hidden-but-existing chunks are to be rendered (air=empty air (same as ungenerated), stone=a flat stone plain, ocean=a flat ocean) + # hidestyle: stone + # Use 'template: mycustomtemplate' to use the properties specified in the template 'mycustomtemplate' to this world. Default it is set to the environment-name (normal or nether). + # template: mycustomtemplate + # Rest of comes from template - uncomment to tailor for world specifically + # # World center - default is spawn point + # center: + # x: 0 + # y: 64 + # z: 0 + # # If bigworld set to true, use alternate directory layout better suited to large worlds + # bigworld: true + # # Number of extra zoom-out levels for world (each level is twice as big as the previous one) + # extrazoomout: 3 + # # Default delay on processing of updated tiles, in seconds. This can reduce potentially expensive re-rendering + # # of frequently updated tiles (such as due to machines, pistons, quarries or other automation). Value can also be set on + # # individual maps. + # tileupdatedelay: 30 + # maps: + # - class: org.dynmap.hdmap.HDMap + # name: flat + # title: "Flat" + # prefix: flat + # perspective: iso_S_90_lowres + # shader: stdtexture + # lighting: shadows + # mapzoomin: 1 + # - class: org.dynmap.hdmap.HDMap + # name: surface + # title: "Surface" + # prefix: t + # perspective: iso_SE_30_hires + # shader: stdtexture + # lighting: shadows + # mapzoomin: 1 + # - class: org.dynmap.hdmap.HDMap + # name: cave + # title: "Cave" + # prefix: ct + # perspective: iso_SE_60_lowres + # shader: cave + # lighting: default + # mapzoomin: 3 + # + # To just label world, and inherit rest from template, just provide name and title + #- name: world2 + # title: "Second World" + # + #- name: nether + # title: "Nether" + # center: + # x: 0 + # y: 64 + # z: 0 + # # Number of extra zoom-out levels for world (each level is twice as big as the previous one) + # extrazoomout: 3 + # maps: + # - class: org.dynmap.hdmap.HDMap + # name: flat + # title: "Flat" + # prefix: flat + # perspective: iso_S_90_lowres + # shader: stdtexture + # lighting: nethershadows + # # Map background color (day or night) + # background: "#300806" + # mapzoomin: 1 + # - class: org.dynmap.hdmap.HDMap + # name: nether + # title: "Surface" + # prefix: nt + # perspective: iso_SE_30_hires + # shader: stdtexture + # lighting: nethershadows + # # Map background color (day or night) + # background: "#300806" + # mapzoomin: 1