diff --git a/TerrainControl/TerrainControl.ini b/TerrainControl/TerrainControl.ini new file mode 100755 index 0000000..058c6b5 --- /dev/null +++ b/TerrainControl/TerrainControl.ini @@ -0,0 +1,53 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..5008ddf Binary files /dev/null and b/TerrainControl/worlds/world/WorldBiomes/.DS_Store differ diff --git a/TerrainControl/worlds/world/WorldBiomes/Beach.bc b/TerrainControl/worlds/world/WorldBiomes/Beach.bc new file mode 100755 index 0000000..ace10ff --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Beach.bc @@ -0,0 +1,454 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..0488f25 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Birch Forest Hills M.bc @@ -0,0 +1,464 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..4e033d1 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Birch Forest Hills.bc @@ -0,0 +1,462 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..f3e5ee5 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Birch Forest M.bc @@ -0,0 +1,462 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..91503d4 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Birch Forest.bc @@ -0,0 +1,462 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..d801ddd --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Cold Beach.bc @@ -0,0 +1,454 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..99d9f42 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Cold Taiga Hills.bc @@ -0,0 +1,455 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..1ca0dcd --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Cold Taiga M.bc @@ -0,0 +1,455 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..815de21 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Cold Taiga.bc @@ -0,0 +1,455 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..26c2ccc --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Deep Ocean.bc @@ -0,0 +1,455 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..2b70e47 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Desert M.bc @@ -0,0 +1,458 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..d4f3500 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Desert.bc @@ -0,0 +1,457 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..c631b41 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/DesertHills.bc @@ -0,0 +1,457 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..83db02b --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Extreme Hills Coastline.bc @@ -0,0 +1,482 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..8d6bbfd --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Extreme Hills Edge.bc @@ -0,0 +1,456 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..f665b76 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Extreme Hills M.bc @@ -0,0 +1,456 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..4e7a55c --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Extreme Hills Ocean.bc @@ -0,0 +1,481 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..e2348c1 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Extreme Hills Snowy.bc @@ -0,0 +1,480 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..f35d091 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Extreme Hills+ M.bc @@ -0,0 +1,456 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..21628db --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Extreme Hills+.bc @@ -0,0 +1,456 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..9017330 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Extreme Hills.bc @@ -0,0 +1,456 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..9e4623e --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Flower Forest.bc @@ -0,0 +1,469 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..17c938f --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Forest Smooth.bc @@ -0,0 +1,487 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..addfa41 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Forest.bc @@ -0,0 +1,463 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..d1e55be --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/ForestDry.bc @@ -0,0 +1,456 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..d3e5ce7 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/ForestDry.bc.inherited @@ -0,0 +1,488 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..17dbc7f --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/ForestHills.bc @@ -0,0 +1,462 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..a7257c9 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/ForestHillsMesa.bc @@ -0,0 +1,481 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..cd00acc --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/ForestMesa.bc @@ -0,0 +1,479 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..5088346 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/FrozenOcean.bc @@ -0,0 +1,455 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..b83caa7 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/FrozenRiver.bc @@ -0,0 +1,454 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..aae589c --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Hell.bc @@ -0,0 +1,454 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..de702a3 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Ice Mountains.bc @@ -0,0 +1,454 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..347b3b3 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Ice Plains Spikes.bc @@ -0,0 +1,456 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..00e79c2 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Ice Plains.bc @@ -0,0 +1,456 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..7c7ee2a --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Jungle M.bc @@ -0,0 +1,458 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..73d8cdd --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Jungle.bc @@ -0,0 +1,458 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..72627f9 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/JungleEdge M.bc @@ -0,0 +1,458 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..4bac0d9 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/JungleEdge.bc @@ -0,0 +1,458 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..249756c --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/JungleEdgeRaised.bc @@ -0,0 +1,460 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..81e8e20 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/JungleEdgeRaised.bc.inherited @@ -0,0 +1,482 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..48d231a --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/JungleHills.bc @@ -0,0 +1,458 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..57bc2a1 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Mega Spruce Taiga Hills.bc @@ -0,0 +1,460 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..6527644 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Mega Spruce Taiga.bc @@ -0,0 +1,460 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..221c136 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Mega Taiga Hills.bc @@ -0,0 +1,460 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..095a6dc --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Mega Taiga.bc @@ -0,0 +1,460 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..daa091f --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Mesa (Bryce).bc @@ -0,0 +1,455 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..2dd9ce7 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Mesa Plateau F M.bc @@ -0,0 +1,457 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..6daf1d9 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Mesa Plateau F.bc @@ -0,0 +1,457 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..a64d706 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Mesa Plateau M.bc @@ -0,0 +1,455 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..cf2b418 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Mesa Plateau.bc @@ -0,0 +1,455 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..fe971d4 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Mesa Sand.bc @@ -0,0 +1,478 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..e467da4 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Mesa.bc @@ -0,0 +1,455 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..4d8ebdf --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/MushroomIsland.bc @@ -0,0 +1,456 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..3eaa337 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/MushroomIslandShore.bc @@ -0,0 +1,455 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..2467f56 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Ocean.bc @@ -0,0 +1,455 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..ae631cd --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Plains.bc @@ -0,0 +1,463 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..2812e63 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/River Sandy Banks Red.bc @@ -0,0 +1,479 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..4acc653 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/River Sandy Banks.bc @@ -0,0 +1,479 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..d9a2111 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/River.bc @@ -0,0 +1,455 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..1f5ab52 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Roofed Forest M.bc @@ -0,0 +1,459 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..30c5eef --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Roofed Forest.bc @@ -0,0 +1,459 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..90731b7 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Savanna M.bc @@ -0,0 +1,455 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..10a135b --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Savanna Plateau M.bc @@ -0,0 +1,455 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..c23ebaa --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Savanna Plateau.bc @@ -0,0 +1,456 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..e450521 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Savanna.bc @@ -0,0 +1,456 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..e2992cc --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Sky.bc @@ -0,0 +1,454 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..95279ba --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Spawn Beach.bc @@ -0,0 +1,458 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..3b73f14 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Spawn Forest.bc @@ -0,0 +1,478 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..0aced51 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Spawn Ocean.bc @@ -0,0 +1,474 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..08ef68f --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Spawn Shallow Ocean.bc @@ -0,0 +1,474 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..4bd5fd8 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Spawn.bc @@ -0,0 +1,458 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..3b73f14 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/SpawnEdge Forest.bc @@ -0,0 +1,478 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..3b73f14 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/SpawnEdge.bc @@ -0,0 +1,478 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..2f7debe --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Stone Beach.bc @@ -0,0 +1,454 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..f5f188a --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Sunflower Plains.bc @@ -0,0 +1,464 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..466e15f --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/SuperMountains Barren.bc @@ -0,0 +1,486 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..5a24e9b --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/SuperMountains Desert.bc @@ -0,0 +1,475 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..0609518 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/SuperMountains Forest.bc @@ -0,0 +1,489 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..d52dd1b --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/SuperMountains Snow Barren.bc @@ -0,0 +1,474 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..5862d3d --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/SuperMountains Snow Forest.bc @@ -0,0 +1,479 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..b82854c --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/SuperMountains Summit Slope Treeless.bc @@ -0,0 +1,468 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..acc13c2 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/SuperMountains Summit Slope.bc @@ -0,0 +1,469 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..8f315f2 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/SuperMountains Summit Treeless.bc @@ -0,0 +1,479 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..683e406 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/SuperMountains Summit.bc @@ -0,0 +1,480 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..5e457c4 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/SuperMountains Taiga.bc @@ -0,0 +1,489 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..74da5d5 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/SuperMountainsBeach Barren.bc @@ -0,0 +1,487 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..0ccceca --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/SuperMountainsBeach Forest.bc @@ -0,0 +1,490 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..c19e532 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/SuperMountainsBeach Snow Barren.bc @@ -0,0 +1,475 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..8b230df --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/SuperMountainsBeach Snow Forest.bc @@ -0,0 +1,480 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..2cbcbad --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/SuperMountainsBeach Taiga.bc @@ -0,0 +1,490 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..006ab21 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/SuperMountainsEdge Barren.bc @@ -0,0 +1,483 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..89d6ace --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/SuperMountainsEdge Desert.bc @@ -0,0 +1,475 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..2535b41 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/SuperMountainsEdge Forest.bc @@ -0,0 +1,487 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..0d099ed --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/SuperMountainsEdge Snow Barren.bc @@ -0,0 +1,473 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..f2d4ff3 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/SuperMountainsEdge Snow Forest.bc @@ -0,0 +1,479 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..3c298a1 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/SuperMountainsEdge Taiga.bc @@ -0,0 +1,487 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..91c7e88 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Swampland M.bc @@ -0,0 +1,459 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..f847081 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Swampland.bc @@ -0,0 +1,459 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..feb5a4e --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Taiga M.bc @@ -0,0 +1,455 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..7c7756f --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/Taiga.bc @@ -0,0 +1,455 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..5705bff --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/TaigaHills.bc @@ -0,0 +1,455 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..fdeb020 --- /dev/null +++ b/TerrainControl/worlds/world/WorldBiomes/The Void.bc @@ -0,0 +1,452 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..2eaa70d --- /dev/null +++ b/TerrainControl/worlds/world/WorldConfig.ini @@ -0,0 +1,515 @@ + +####################################################################### +# +-----------------------------------------------------------------+ # +# | 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 new file mode 100755 index 0000000..909df7e Binary files /dev/null and b/TerrainControl/worlds/world/biome_map_full_10.png differ diff --git a/update.sh b/update.sh index ec1240f..a16f89a 100755 --- a/update.sh +++ b/update.sh @@ -17,6 +17,7 @@ git add -f 'PermissionsEx/permissions.yml' git add -f 'Multiverse-Core/worlds.yml' git add -f 'ServerRunner/config.yml' # Not a plugin git add -f 'DungeonsXL/dungeons' 'DungeonsXL/scripts' +git add -f ':(glob)TerrainControl/*' 'TerrainControl/worlds/world/*' git add -f update.sh download.sh