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174 commits

Author SHA1 Message Date
Chromachine 71a0d3b4b4
Final update for v4 2020-10-22 20:54:04 +00:00
Chromachine e74eb45171 Uuupdate 2020-07-24 21:25:29 +00:00
Chromachine ac6d44a8d1
Fixed dynmap, disabled some worlds 2019-10-02 22:41:54 +00:00
Chromachine f2952e55d1
Cobfig update 2019-09-30 07:21:59 +00:00
Chromachine 991ef36580
Enable block connections to fix doors
Doors, glass etc.
2019-08-18 12:22:31 +00:00
Chromachine eecba047ab
Adding ViaVersion config 2019-08-17 16:25:23 +00:00
Chromachine a4f0655898
A 6 AM update 2019-08-04 04:04:49 +00:00
Chromachine 70bae8a53c Long overdue update 2019-07-12 15:40:07 +00:00
Norbi Peti b8c8bb7b9a
Only sending yaml files to the linter 2019-02-12 13:58:23 +01:00
Chromachine 1e86eb792f
Renames, update 2019-02-11 21:44:53 +00:00
Norbi Peti 6a734c17fd
Long overdue fix (neutrality) 2019-02-11 22:37:37 +01:00
Chromachine 6bfdb481fb
An update
New kind of config
2019-01-23 09:57:06 +00:00
Chromachine f9bd469715
Create screen setup script
And screen config
2019-01-08 13:50:39 +00:00
Chromachine b3a002a6cc Regular update 2018-12-10 23:09:26 +00:00
Norbi Peti c65eb9c406
Merge pull request #61 from TBMCPlugins/turning-off-town-spawn
turning off town spawning
2018-11-24 23:54:29 +01:00
Norbi Peti 33de59607a
Merge pull request #60 from TBMCPlugins/Neutrality-change
Quick patch
2018-11-24 23:54:09 +01:00
Creepachu 6df9ab8f9b
Update config.yml 2018-11-24 17:48:49 -05:00
Creepachu 49e8ecee46
Update config.yml 2018-11-24 17:38:54 -05:00
Chromachine 553021d674 Towny jailing and member 2018-11-24 22:22:54 +00:00
Norbi Peti 112b625695
Merge pull request #59 from TBMCPlugins/Essentials-war-changes
Slight TP nerfs for war
2018-11-24 23:20:45 +01:00
Norbi Peti 5d7555f81b
Merge pull request #58 from TBMCPlugins/Towny-War-Changes
Towny War Tweaks
2018-11-24 23:20:33 +01:00
Creepachu 0fcddfd8f6
Update config.yml 2018-11-24 13:33:14 -05:00
Creepachu 9961eb5e67
Update config.yml 2018-11-24 13:07:35 -05:00
Chromachine 168cc8902d Regular update 2018-11-17 11:13:23 +00:00
Norbi Peti d9705951dd
Merge pull request #56 from TBMCPlugins/LadyVulcan-Jobs
Updating Jobs Plugin
2018-11-17 12:08:37 +01:00
Gryph667 d6faddbe99
Merge pull request #57 from TBMCPlugins/Gryph667-Brewstandfix
Duplicating action taken for furnaces to brewing stands
2018-11-16 23:51:34 -05:00
LadyVulcan 299ff20684
Included unpolished stones
Granite, Andesite, Diorite.
Consolidated all stone into one place command, due to being all the same ID of "1"
2018-11-15 15:37:13 -05:00
Gryph667 dc60afd72b
Duplicating action taken for furnaces to brewing stands 2018-11-15 11:11:46 -05:00
LadyVulcan ae78de41ef
Updating Brewing Job
Fixed names of melon slice and nether wart, and added Dragon's Breath and Gunpowder (Sulphur)
NETHER_STALK ---> NETHER_WART
SPECKLED_MELON ---> GLISTERING_MELON_SLICE
2018-11-15 10:56:29 -05:00
Chromachine 0191a6a87f
Update to test the linter 2018-11-09 23:30:17 +00:00
Norbi Peti f4573acc14
Only lint the files that changed 2018-11-10 00:18:34 +01:00
Norbi Peti ab55ba44a4
Even less restrictions 2018-11-10 00:09:13 +01:00
Norbi Peti 620e869d11
Add YAML linter config
Based on the errors and warnings of the first run
2018-11-09 23:05:40 +01:00
Norbi Peti a4f394d548
Add yaml linter 2018-11-05 12:46:44 +01:00
Norbi Peti 33a0886b48
Fix job error 2018-11-04 15:11:42 +01:00
Norbi Peti fd09a0ab17
Merge pull request #51 from TBMCPlugins/Movecraft-cruise-speed-adjustments
Movecraft Readjustments
2018-11-04 13:04:59 +01:00
Chromachine 44f3e66aac
Spawn world etc. 2018-11-04 00:53:12 +00:00
Norbi Peti c664ed70ef
Merge pull request #54 from TBMCPlugins/LadyVulcanJobsPlugin
Updating Jobs plugin
2018-11-04 01:49:17 +01:00
Chromachine a8cf90763c
Download script update 2018-10-26 16:56:04 +00:00
LadyVulcan cc755b70ca
Added daily quests to the Builder job
We'll prototype this and see how it works. If this breaks, it's probably line 823 with two targets. I'm not sure if it lets you do that or not. I don't know if the pay command will work either. And I don't know if "daily" quests expire in 24 hours, or if they're just granted every 24 hours.
2018-10-24 12:36:22 -04:00
LadyVulcan 45be718b0c
Fix farmer job
Again.

Thanks Obama.

Fixed carrots and potatoes because they changed names, breaking them again right after getting fixed. Also added planting Nether Wart because I was here and remembered.
2018-10-24 12:12:45 -04:00
Norbi Peti f79c525f0a
Add /nation leave perms 2018-10-22 20:36:07 +02:00
Chromachine f6c5a56c64
Config updates by plugins 2018-10-21 16:25:39 +00:00
Norbi Peti dba9d8b470
Merge pull request #53 from TBMCPlugins/NorbiPeti-ess
Update Essentials config (documentation)
2018-10-20 14:05:53 +02:00
Norbi Peti 96100b809d
Merge pull request #52 from TBMCPlugins/NorbiPeti-towny-93
Config changes for Towny update
2018-10-20 14:03:33 +02:00
Chromachine 083fcb24be
Towny event getter
And regular update
2018-10-16 22:44:35 +00:00
Norbi Peti 56b6e948ef
Update Essentials config
Adding documentation from the original file
2018-10-13 23:04:15 +02:00
Norbi Peti f535ede502
Perms update for Towny update 2018-10-13 19:20:38 +02:00
Norbi Peti bba30416fa
Config changes for Towny update
Towny update to 0.93.0.0
2018-10-13 17:56:20 +02:00
Creepachu 9e4b27e762
Cannon readjustment
Buffed cannon damage and speed to compensate for torpedo buff.
2018-10-12 21:56:10 -04:00
Creepachu d33143ae3b
Torpedo Re-adjustment
Restored torpedoes to it's old state, with changes to explosive potency and size limit to compensate.
2018-10-12 21:55:12 -04:00
Creepachu 4e74b1c73f
Airship Changes
Nerfed base speed to make smaller ships more competitive
Buffed cruise speed by .25.
2018-10-12 21:45:27 -04:00
Creepachu 5ace32ceeb
Cruise speed change 2018-10-12 21:42:55 -04:00
Creepachu dc6ef70dc4
Bigairskiff cruise change
Tune down cruise speed, up cruise skip blocks to make it easier to stop.
2018-10-12 21:41:20 -04:00
Creepachu acbf7a93f1
Update Boat.craft 2018-10-12 21:39:07 -04:00
Creepachu 796f1ae7d7
Update Airskiff.craft 2018-10-12 21:37:43 -04:00
Creepachu 65969f52d6
Update BigAirship.craft 2018-10-12 21:35:34 -04:00
Chromachine 058d51c738
Made the script absolute
It always restores to the same folder
2018-10-12 23:08:16 +00:00
Chromachine c2af8772d6
Added backup restore script 2018-10-12 22:42:35 +00:00
Gryph667 25d80f752b
Change to exclude pistons from the door builds
Addressing reported issue from TheShyPig where a piston lock is causing odd behaviour and breaking the craft.
2018-10-11 08:50:33 -04:00
Norbi Peti 538d47633c
Merge pull request #49 from TBMCPlugins/LadyVulcanNinjaPatch
Update jobConfig.yml
2018-10-10 10:52:38 +02:00
LadyVulcan 3aee089e83
Update jobConfig.yml 2018-10-09 20:26:50 -04:00
Chromachine 8f4fc95158 Regular update
Gave Ali dev perms
2018-10-06 21:48:50 +00:00
Gryph667 58da0128c0
Merge pull request #48 from TBMCPlugins/LadyVulcan-JobChanges
Updating Jobs config file
2018-10-06 00:10:28 -04:00
LadyVulcan 4d9135af7d
Nerfed cocoa beans 2018-10-03 18:00:27 -04:00
LadyVulcan a9718a2f74
Added "highly recommended" blocks to Builder job 2018-10-03 17:58:02 -04:00
LadyVulcan 43b27de769
Added "missing blocks" to Builder job 2018-10-03 17:45:42 -04:00
LadyVulcan 2a937ba952
Added Melons to Farmer job 2018-10-03 17:35:57 -04:00
Gryph667 3e7350f720
Merge pull request #40 from TBMCPlugins/LadyVulcan-patch-1
Carrot/potato fix. Also more comment labels.
2018-09-21 16:39:11 -04:00
Gryph667 dbcd813c9f
Merge pull request #41 from TBMCPlugins/Gryph667-patch-1
Update townyperms.yml
2018-09-21 12:38:10 -04:00
Gryph667 61dccd31e1
Update townyperms.yml 2018-09-20 16:21:27 -04:00
LadyVulcan 80adcbae9b
Carrot/potato fix. Also more comment labels.
Fixed carrots and potatoes to reward when both planting and harvesting.
Added several comments to label the builder blocks, since it was a never-ending wasteland of IDs.
2018-09-12 23:16:37 -04:00
Chromachine d40e40b664
Removed Towny perms... again 2018-09-08 22:20:34 +00:00
Chromachine 4168749ef4
Perm updates 2018-09-08 19:01:00 +00:00
Chromachine 13da53a12f Regular config update 2018-09-04 20:24:19 +00:00
Norbi Peti e4cd7b8840
Merge pull request #38 from TBMCPlugins/NorbiPeti-towny-perms
Remove extra Towny perms
2018-09-04 22:22:56 +02:00
Norbi Peti 8e2a0f5039
Remove extra Towny perms
According to Towny devs, Towny automatically gives the correct perms based on the townyperms.yml file, the wild one is the only one that should be manually given.

Needs local testing.
2018-09-04 21:54:45 +02:00
Chromachine 982071a5c4 Update 2018-08-27 11:53:04 +00:00
Gryph667 8bc5a06b55
Economy Tweaks 2018-08-26 23:20:05 -04:00
Gryph667 f532ddca4f
Merge pull request #37 from TBMCPlugins/Gryph667-Update-5-Towny
Economy changes
2018-08-24 16:33:12 -04:00
Gryph667 e5232daab8
Economy changes
Extensive updates to casts to upkeep towns and nations based on plots owned, as well as tuning down bonus plot prices.
2018-08-22 16:43:26 -04:00
Chromachine 22d0b59b0d
Add gold group 2018-08-21 11:58:16 +00:00
Chromachine ce3fca4eb9
Some perms for mods 2018-08-21 11:52:31 +00:00
Chromachine 7d7746fff2
Added perms for new mods and devs 2018-08-17 12:21:10 +00:00
Norbi Peti 6c6bc79d9f
Fix syntax error
@alisolarflare
2018-08-12 17:29:42 +02:00
Chromachine b7e26bf351 Perm updates 2018-08-11 17:45:26 +00:00
Gryph667 1a129e2b83
Merge pull request #26 from TBMCPlugins/alisolarflare-patch-3
Activate Dynamic Payment (@Treasurers)
2018-08-10 16:52:49 -04:00
Gryph667 9990ea9ab9
Merge pull request #31 from TBMCPlugins/alisolarflare-jobs-rebalance
Updated the hunter job
2018-08-10 16:20:36 -04:00
Gryph667 b94a37defc
Merge pull request #35 from TBMCPlugins/NorbiPeti-furnaces
Don't limit furnaces for server members
2018-08-10 16:18:49 -04:00
Gryph667 54ef079c0e
Merge pull request #34 from TBMCPlugins/Gryph667-CityGate
Adding new Craft, Citygate, forked and enhanced
2018-08-10 16:18:19 -04:00
Norbi Peti 24390ac04e
Don't limit furnaces for server members
Instead of changing the default value in the config, giving permission to server members to practically use as many furnaces as they need. Just to be sure, newcomers can still only use 20 furnaces.
2018-08-05 11:53:22 +02:00
Norbi Peti 378d7605dc
Rename citygate to Citygate.craft
Unsure if the extension is required, but it keeps things consistent
2018-08-02 18:14:17 +02:00
Chromachine c4a917c64b
All good
Updated git, setup etc.
2018-08-01 18:26:37 +00:00
Chromachine 643fe4cfa3
Testing
The issue is with git storing the password incorrectly because of spec.
chars
::
2018-08-01 17:24:11 +00:00
Chromachine f7465f6e67
fix commit signing
Hopefully
2018-08-01 15:26:02 +00:00
Chromachine 46402ce594 Update files 2018-08-01 14:13:38 +00:00
Gryph667 5b7b8ce6e1
Update TreasureShip.craft 2018-07-31 14:17:30 -04:00
Gryph667 cf06532dd4
Update Submarine.craft 2018-07-31 14:17:02 -04:00
Gryph667 efc3327722
Update SubAirship.craft 2018-07-31 14:16:39 -04:00
Gryph667 92143ee844
Update SmallShip.craft 2018-07-31 14:16:15 -04:00
Gryph667 d4c82c0588
Update Ship.craft 2018-07-31 14:15:46 -04:00
Gryph667 55ba5c7cbd
Update BigAirship.craft 2018-07-31 13:56:05 -04:00
Gryph667 4b52068db6
Update LargeMerchant.craft 2018-07-31 13:55:45 -04:00
Gryph667 7c35f02281
Update LightAirship.craft 2018-07-31 13:55:31 -04:00
Gryph667 7435c79424
Update MediumMerchant.craft 2018-07-31 13:54:58 -04:00
Gryph667 fe4dfaed61
Update MegaAirship.craft 2018-07-31 13:54:38 -04:00
Gryph667 fece504b02
Adding piston lock back in 2018-07-31 13:53:37 -04:00
Gryph667 8401657e5b
Adding piston lock back in 2018-07-31 13:52:57 -04:00
Gryph667 e1f30ec327
Adding Piston Lock back in 2018-07-31 13:52:08 -04:00
Gryph667 b1e663d3a1
Adding Piston Head Lock back in 2018-07-31 13:51:07 -04:00
Gryph667 002ce81d21
Adding new Craft, Citygate, forked and enhanced
Added Piston Lock ability to prevent accidental or infiltration. A player without switch permissions in a claimed plot can't disengage a piston to unlock a gate to be opened.
2018-07-30 16:57:28 -04:00
alisolarflare a42542ae5c
Manually reverted to commit "Miner" 2018-07-15 11:44:58 -04:00
Chromachine 4a36b852cb
Disabled AFK kick for now
Builders have tp perms for their WG region
2018-07-14 17:07:47 +00:00
alisolarflare 4f07d44e86
Buffed Brewer
Farmable? Kind of not. Marketable? Yes.
2018-07-08 16:38:31 -04:00
alisolarflare d029bd0cf6
Buffed Miner Job
Reasoning: Unfarmable, marketable
2018-07-08 16:30:10 -04:00
alisolarflare 8e7291996c
Nerfed Fisher
Fish are very much non-marketable, and fish are very much farmable.
2018-07-08 16:15:44 -04:00
alisolarflare 100ae59fc8
Rebalanced Farmer
Mostly a nerf, as a lot of items like sugarcane have no use in the market, but are farmable.

Added craftable items,  like pumpkin pie, cake and golden carrots
2018-07-08 16:12:46 -04:00
alisolarflare 889b484a90
Buffed Woodcutter job
Reasoning: Logs are difficult to farm, yet they are very much super important to builders and most minecrafters. A supply buff would greatly benefit the server economy.
2018-07-08 16:02:04 -04:00
alisolarflare 20a6cc8542
Added Wither Skeleton, Slime, Witch to Hunter job
(re-balance possibly required)
2018-07-08 15:48:14 -04:00
alisolarflare 5f62c5c5a4
Updated the hunter job
Buffed market items, nerfed farmable items.

In other words, if you can sell the products of a mob in the market (nether stars, shulker shells, cows, and creepers), then the income is doubled or more. If you can farm the products of a mob in a mob farm (zombies, endermen, cows), then the income is halved or more.

I want to update the rest of the jobs with this basic premise with the intent to flood the market with goods that can be sold to other players. A boost to supply (by incentivising salable goods).
2018-07-08 15:41:26 -04:00
Chromachine 921bdc941d
Upload server config files (#28) 2018-07-01 16:22:50 +00:00
Chromachine f514fd10c5
Upload TC files for 'world'
And general TC config
TerrainControl
2018-07-01 00:27:55 +00:00
alisolarflare 23bbe677c0
Activate Dynamic Payment (@Treasurers)
Nerfs popular jobs, buffs unpopular jobs.
2018-06-30 14:09:13 -04:00
Norbi Peti dd2a6f9079
Merge pull request #22 from TBMCPlugins/alisolarflare-patch-1
Changes to the afk system to prevent afk fish farms
2018-06-30 02:36:54 +02:00
Norbi Peti 47e8cfc335
Merge pull request #23 from TBMCPlugins/NorbiPeti-difficulty
Change difficulty to normal
2018-06-30 02:35:47 +02:00
Norbi Peti d80b71be3b
Merge pull request #25 from TBMCPlugins/alisolarflare-patch-2
Allow statistics to be logged from jobs-reborn
2018-06-30 02:32:20 +02:00
Chromachine d8a992eca7 Plotworld is ignored by LC bs
BlockState.
2018-06-29 13:01:16 +00:00
alisolarflare 35cc5a5a3d
Allow statistics to be logged from jobs-reborn
More data pls
2018-06-28 18:28:21 -04:00
Norbi Peti 5f6e87c832 Update issue templates 2018-06-25 18:04:46 +02:00
Chromachine cdcceb02fd
Update to actually sign commits 2018-06-24 19:59:42 +00:00
Chromachine 9b04784afd Update update.sh to sign commits 2018-06-24 19:54:35 +00:00
Chromachine 6f2f2e0c66
Commit signing test 2018-06-24 19:51:21 +00:00
Chromachine 71d6fc6188 Rebase pull for 'download' 2018-06-24 18:18:58 +00:00
Norbi Peti 0c96dae6f7
Change difficulty to normal
In overworld, nether and the end.
2018-06-24 01:55:39 +02:00
Chromachine 2c5ef99288 Remove overworld gm perms for builders
And other, automatic changes
2018-06-23 23:47:54 +00:00
alisolarflare ee7954c7d8
Changes to the afk system to prevent afk fish farms
I noticed a few interesting options...
2018-06-23 12:36:59 -04:00
alisolarflare e215d1b2a9
Merge pull request #18 from TBMCPlugins/alisolarflare-slime-patch
Remove slime exploit
2018-06-23 11:47:16 -04:00
Gryph667 448ac9257a
Merge pull request #20 from TBMCPlugins/Gryph667-DynMap-Visibility
Narrowing visibility of Luna World
2018-06-22 11:20:07 -04:00
Gryph667 ee108cc431
Update worlds.txt 2018-06-22 11:01:41 -04:00
Gryph667 fadbaf8757
Narrowing visibility of Luna World 2018-06-22 10:45:36 -04:00
Norbi Peti 3f4f2cf1d3
Enable Dynmap for spawn world 2018-06-22 12:18:23 +02:00
Chromachine 91914f37ed CSN useSSL & mob dmg disable
Mob damange disabled in PlotSquared config
Removed chest permission because of ender chests
2018-06-22 09:26:39 +00:00
alisolarflare ebb43b2b03
Merge pull request #19 from TBMCPlugins/SlimeBlockFix-2
Changed to commenting instead of deleting
2018-06-20 13:48:50 -04:00
Gryph667 2d5975eb1b
Changed to commenting instead of deleting 2018-06-19 14:02:40 -04:00
alisolarflare dbb4fbde8f
Remove slime exploit 2018-06-19 13:11:13 -04:00
Chromachine 46dc9bd7c2 Rempass fix, DXL, Plotworld perms
DungeonsXL config upload
Perms:
- Added LC chest interact permission for members in plotworld
- Removed ChestShop perms for plotworld and allowed interaction in LC in plotworld
-- So that players can place signs on signs hmm
- Allowed pistons in plotworld
Jobs db setup (sqlite for conversion)
2018-06-19 11:10:27 +00:00
Norbi Peti c004251444
Disable using_towny in new worlds 2018-06-18 19:33:32 +02:00
Chromachine c782dd9a83 Disable CSN verbose logging
And add github folder to script
2018-06-17 23:02:49 +00:00
Norbi Peti b21b1c2c04
Create ISSUE_TEMPLATE.md 2018-06-17 20:30:40 +02:00
Norbi Peti 314c79ac17
Show plotworld on Dynmap
#12
2018-06-17 13:07:14 +02:00
Chromachine 6ecddc27d6 PlotWorld fixes
Spawm adjusted, perm given
2018-06-16 20:24:56 +00:00
Chromachine 3bc98fc35b Revert "Revert "Changes made to grant perms for PlotSquared""
This reverts commit f85a7691da.
2018-06-16 16:40:43 +00:00
Chromachine f90f8487e0 Worlds config 2018-06-16 16:32:04 +00:00
Gryph667 a0c0a72691
Critical Patch 2.1
Edit to remove weather, set gamemode, remove spawns
2018-06-16 08:14:26 -04:00
Gryph667 a319b2c206
Merge pull request #10 from TBMCPlugins/NorbiPeti-jvmargs
Add experimental JVM args for potential performance improvements
2018-06-15 12:36:02 -04:00
Gryph667 9eec12d1af
Merge pull request #8 from TBMCPlugins/Gryph667-Update-2-EL
Turning off Protection Enchantment Limiter
2018-06-15 12:35:50 -04:00
Gryph667 f42227b28f
Merge pull request #11 from TBMCPlugins/revert-9-Gryph667-Update2-PEX
Revert "Changes made to grant perms for PlotSquared"
2018-06-15 12:35:31 -04:00
Gryph667 f85a7691da
Revert "Changes made to grant perms for PlotSquared" 2018-06-14 00:26:48 -04:00
Gryph667 6dd05965f7
Merge pull request #9 from TBMCPlugins/Gryph667-Update2-PEX
Changes made to grant perms for PlotSquared
2018-06-14 00:26:28 -04:00
Norbi Peti c51c150baa
Add experimental JVM args for potential perf impr. 2018-06-14 01:21:22 +02:00
Chromachine 448ee3ad30 Upload server runner config 2018-06-13 23:09:47 +00:00
Norbi Peti 22d3c4a4b4
Small fixes 2018-06-14 00:59:33 +02:00
Gryph667 e74b444a36
Changes made to grant pers for PlotSquared
Added perms to members, default will not have access. aka Whitelist required
Added Iron Class, hope it works.
2018-06-13 16:36:25 -04:00
Chromachine 72c70ec7e7 Upload worlds file 2018-06-13 19:01:00 +00:00
Chromachine dcca9bc0c8 PlotWorld setup, permission upload
PlotSquared got set up in PlotWorld
Permissions file got uploaded
2018-06-13 18:27:17 +00:00
Gryph667 625acc177a
Turning off Protection Enchantment Limiter 2018-06-12 14:59:21 -04:00
Chromachine 9684f4460e Upload all PlotSquared files
Except storage, in case we start using MySQL
And except the current DB file
2018-06-08 21:22:00 +00:00
Gryph667 671518103b
Update BigAirskiff.craft 2018-06-08 13:18:22 -04:00
Gryph667 8d3133b9cf
Tuning Furnace requirement down 2018-06-08 13:17:34 -04:00
Gryph667 de510ec7ae
Further tuning furnace requirement down 2018-06-08 13:16:16 -04:00
Chromachine f1ff3685fc Change file perms 2018-06-07 19:47:21 +00:00
Chromachine 38edd3c16a Upload PlotSquared config
And Plot2Dynmap
2018-06-07 19:47:21 +00:00
Gryph667 b6df6be2e4
Tuned Furnace Requirement down. 2018-06-07 12:12:17 -04:00
Chromachine 49a0c8f9ac Dynmap change, no OpenInv conf
OpenInv config contains player settings
Art from the main RP world removed from Dynmap
2018-06-03 22:18:12 +00:00
191 changed files with 53703 additions and 10052 deletions

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@ -1,3 +1,5 @@
[filter "rempass"]
smudge = cat
clean = sed -E --expression=\"s/(.*)pass(\\S*)\\\\: '.*'/\\1pass\\2: 'NOPE'/g\"
clean = sed -E --expression=\"s/(^\\s*(.*[_-]){0,1})pass(\\S*)\\\\: .*/\\1pass\\3: 'NOPE'/g\"
# sed doesn't support (?:) so we're ignoring the 2nd group

9
.github/ISSUE_TEMPLATE.md vendored Executable file
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@ -0,0 +1,9 @@
**Description:**
**Steps to Reproduce:**
1.
**Result:**
**Expected Result:**

24
.github/ISSUE_TEMPLATE/bug_report.md vendored Executable file
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@ -0,0 +1,24 @@
---
name: Bug report
about: Create a report to help us improve
---
**Describe the bug**
A clear and concise description of what the bug is.
**To Reproduce**
Steps to reproduce the behavior:
1. Go to '...'
2. Click on '....'
3. Scroll down to '....'
4. See error
**Expected behavior**
A clear and concise description of what you expected to happen.
**Screenshots**
If applicable, add screenshots to help explain your problem.
**Additional context**
Add any other context about the problem here.

17
.github/ISSUE_TEMPLATE/feature_request.md vendored Executable file
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@ -0,0 +1,17 @@
---
name: Feature request
about: Suggest an idea for this project
---
**Is your feature request related to a problem? Please describe.**
A clear and concise description of what the problem is. Ex. I'm always frustrated when [...]
**Describe the solution you'd like**
A clear and concise description of what you want to happen.
**Describe alternatives you've considered**
A clear and concise description of any alternative solutions or features you've considered.
**Additional context**
Add any other context or screenshots about the feature request here.

7
.travis.yml Executable file
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@ -0,0 +1,7 @@
language: python
python:
- "3.6"
install:
- pip install yamllint
script:
- git diff --name-only $TRAVIS_COMMIT_RANGE | grep -Ee ".yml|dynmap.*.txt" | xargs yamllint

58
.yamllint Executable file
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@ -0,0 +1,58 @@
---
rules:
braces:
min-spaces-inside: 0
max-spaces-inside: 0
min-spaces-inside-empty: -1
max-spaces-inside-empty: -1
brackets:
min-spaces-inside: 0
max-spaces-inside: 0
min-spaces-inside-empty: -1
max-spaces-inside-empty: -1
colons:
max-spaces-before: 0
max-spaces-after: 1
commas:
max-spaces-before: 0
min-spaces-after: 1
max-spaces-after: 1
comments:
level: warning
require-starting-space: false
min-spaces-from-content: 1
comments-indentation:
level: warning
document-end: disable
document-start:
level: warning
present: false
empty-lines:
max: 2
max-start: 0
max-end: 1
level: warning
quoted-strings: disable
empty-values:
forbid-in-block-mappings: false
forbid-in-flow-mappings: false
hyphens:
max-spaces-after: 1
indentation:
spaces: consistent
indent-sequences: whatever
check-multi-line-strings: false
level: warning
key-duplicates: enable
key-ordering: disable
line-length: disable
new-line-at-end-of-file: disable
new-lines:
type: unix
octal-values:
forbid-implicit-octal: false
forbid-explicit-octal: false
trailing-spaces: disable
truthy:
level: warning

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@ -1 +0,0 @@
test: false

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@ -1 +0,0 @@
registration: https://acme-v01.api.letsencrypt.org/acme/reg/16092027

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@ -1,15 +0,0 @@
Chairs:
- WOOD_STAIRS
- SPRUCE_WOOD_STAIRS
- JUNGLE_WOOD_STAIRS
- BIRCH_WOOD_STAIRS
- SANDSTONE_STAIRS
- COBBLESTONE_STAIRS
- BRICK_STAIRS
- SMOOTH_STAIRS
- NETHER_BRICK_STAIRS
- QUARTZ_STAIRS
- ACACIA_STAIRS
- DARK_OAK_STAIRS
UpsideDown: false
Range: 0

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@ -104,3 +104,8 @@ HEROES_EXP: 100.0
SHOWITEM_MESSAGE: true
#Add icons and make item names hoverable in transaction messages when ShowItem is installed?
#A list of worlds in which to remove empty shops with the previous config. Case sensitive. An empty list means all worlds.
REMOVE_EMPTY_WORLDS:
- "world1"
- "world2"

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@ -12,12 +12,12 @@ history:
max-rows: 10
debugging:
verbose: true
verbose: false
database:
host: 'localhost'
port: 3306
dbname: 'chestshop_notifier'
dbname: 'chestshop_notifier?useSSL=false'
username: 'chestshop'
password: 'NOPE'

152
Chroma-Chat/config.yml Normal file
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@ -0,0 +1,152 @@
global:
notificationSound: ''
notificationPitch: 1.0
# If enabled, stores and displays the last 10 messages the player can see (public, their town chat etc.)
# Can be used with the Discord plugin so players can see some of the conversation they missed that's visible on Discord anyways.
storeChatHistory: true
components:
# This component manages the town and nation chat. It's also needed for the TownColorComponent.
# It provides the TC and NC channels, and posts Towny messages (global, town, nation) to the correct channels for other platforms like Discord.
TownyComponent:
enabled: true
# Town colors for Towny. It allows mayors and kings to set a color for their town/nation (nation can be disabled).
# This color is applied to the player names in chat and on Dynmap, if used.
TownColorComponent:
enabled: true
colorCount: 1
towncolors:
marine_city:
- DarkGray
britguard:
- DarkRed
violetford:
- DarkPurple
- DarkGray
iwa:
- Aqua
aurelia:
- Gray
vordan:
- Yellow
redguard:
- DarkRed
- DarkRed
port_purpura:
- LightPurple
- Gold
fishtown:
- Blue
treavis:
- DarkAqua
liria:
- DarkPurple
forfgorne:
- DarkGray
nationcolors:
albion: DarkBlue
pressia: Aqua
aurora: Gold
expanse: DarkGreen
useNationColors: true
# This component checks a specific Reddit thread every 10 seconds for comments such as "IGN: NorbiPeti" to link Reddit accounts and to determine their /r/thebutton flair.
# This was the original goal of this plugin when it was made.
FlairComponent:
enabled: true
flairThreadURL: https://www.reddit.com/r/Chromagamers/comments/51ys94/flair_thread_for_the_mc_server/
# Displays the configured messages at the set interval when someone is online.
AnnouncerComponent:
enabled: true
announceTime: 900000
announceMessages: []
# Random things I added over the years.
FunComponent:
enabled: true
unlol: true
laughStrings:
- xd
- lel
- lawl
- kek
- lmao
- hue
- hah
- rofl
respect: true
# Allows players to append tableflips and other things to their messages. Everything is configurable here.
AppendTextComponent:
enabled: true
texts:
ww:
helpText:
- §6---- Wait what ----
- Wait what
appendedText: wait what
lenny:
helpText:
- §6---- Lenny ----
- This command appends a Lenny face after your message
- Or just sends one
appendedText: ( ͡° ͜ʖ ͡°)
unflip:
helpText:
- §6---- Unflip ----
- This command appends an unflip after your message
- Or just unflips as you
appendedText: ┬─┬ ( ゜-゜ノ)
tableflip:
helpText:
- §6---- Tableflip ----
- This command appends a tableflip after your message
- Or just makes you tableflip
appendedText: (╯°□°)╯︵ ┻━┻
shrug:
helpText:
- §6---- Shrug ----
- This command appends a shrug after your message
- Or just makes you shrug
appendedText: ¯\\\_(ツ)\_/¯
# This component handles the custom processing of chat messages. If this component is disabled channels won't be supported in Minecraft.
# If you only want to disable the formatting features, set allowFormatting to false.
# If you're using another chat plugin, you should disable the whole component.
FormatterComponent:
enabled: true
allowFormatting: true
bold:
enabled: true
italic:
enabled: true
underlined:
enabled: true
strikethrough:
enabled: true
spoiler:
enabled: true
escape:
enabled: true
nullMention:
enabled: true
consolePing:
enabled: true
hashtag:
enabled: true
cyan:
enabled: true
code:
enabled: true
maskedLink:
enabled: true
url:
enabled: true
entireMessage:
enabled: true
name:
enabled: true
nickname:
enabled: true
notificationSound: ''
notificationPitch: 1.0
minTimeBetweenMessages: 100
italic2:
enabled: true
someone:
enabled: true

104
Chroma-Discord/config.yml Normal file
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@ -0,0 +1,104 @@
global:
# The (bot) channel to use for Discord commands like /role.
commandChannel: 209720707188260864
# The prefix to use with Discord commands like /role. It only works in the bot channel.
prefix: /
# The main server where the roles and other information is pulled from. It's automatically set to the first server the bot's invited to.
mainServer: 125813020357165056
# The role that allows using mod-only Discord commands.
# If empty (''), then it will only allow for the owner.
modRole: Moderator
test: false
# The invite link to show by /discord invite. If empty, it defaults to the first invite if the bot has access.
inviteLink: https://discord.gg/9V57sTZ
components:
# Uses a bit of a hacky method of getting all broadcasted messages, including advancements and any other message that's for everyone.
# If this component is enabled then these messages will show up on Discord.
GeneralEventBroadcasterModule:
enabled: true
# Provides Minecraft chat connection to Discord. Commands may be used either in a public chat (limited) or in a DM.
MinecraftChatModule:
enabled: true
chatChannel: 249663564057411596
chcons:
'448210344226193410':
mcchid: tc
chid: 448210344226193410
did: 126011690419617792
mcuid: 80f097d0-bb18-444c-ba0a-8d8e0a923622
mcname: Gryph667
groupid: Redguard
toggles: 0
brtoggles: []
whitelistedCommands:
- list
- u
- shrug
- tableflip
- unflip
- mwiki
- yeehaw
- lenny
- rp
- plugins
- press
excludedPlugins:
- ProtocolLib
- LibsDisguises
- JourneyMapServer
allowFakePlayerTeleports: false
showPlayerListOnDC: true
allowCustomChat: true
allowPrivateChat: true
profileURL: ''
# Listens for errors from the Chroma plugins and posts them to Discord, ignoring repeating errors so it's not that spammy.
ExceptionListenerModule:
enabled: true
channel: 239519012529111040
pingRole: 282291454326603776
# Automatically collects roles with a certain color (the second to last in the upper row - #95a5a6).
# Users can add these roles to themselves using the /role Discord command.
GameRoleModule:
enabled: true
logChannel: 283840717275791360
# Posts new posts from Reddit to the specified channel(s). It will pin the regular posts (not the mod posts).
AnnouncerModule:
enabled: true
lastAnnouncementTime: 1577850597
lastSeenTime: 1577850597
keepPinned: 40
channel: 125813020357165056
modChannel: 126795071927353344
subredditURL: https://www.reddit.com/r/ChromaGamers
# All kinds of random things.
# The YEEHAW event uses an emoji named :YEEHAW: if available
FunModule:
enabled: true
fullHouseChannel: 219626707458457603
fullHouseDevRole: 219594051178070017
serverReadyAnswers:
- In one week from now
- Between now and the heat-death of the universe.
- Soon™
- Ask again this time next month
- In about 3 seconds
- After we finish 8 plugins
- Tomorrow.
- After one tiiiny feature
- Next commit
- After we finish strangling Towny
- When we kill every *fucking* bug
- Once the server stops screaming.
- After HL3 comes out
- Next time you ask
- When will *you* be open?
serverReady:
- when will the server be open
- when will the server be ready
- when will the server be done
- when will the server be complete
- when will the server be finished
- when's the server ready
- when's the server open
- Vhen vill ze server be open?
serverup: false

94
ChromaCore/config.yml Normal file
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@ -0,0 +1,94 @@
test: false
global:
# Sets whether the plugin should write a list of installed plugins in a txt file.
# It can be useful if some other software needs to know the plugins.
writePluginList: true
# Print some debug information.
test: false
# The chat format to use for messages from other platforms if Chroma-Chat is not installed.
chatFormat: '[{origin}|{channel}] <{name}> {message}'
# If a Chroma command clashes with another plugin's command, this setting determines whether the Chroma command should be executed or the other plugin's.
prioritizeCustomCommands: false
components:
PluginUpdaterComponent:
enabled: true
# Provides commands such as /schrestart (restart after a countdown) and /primerestart (restart when nobody is online)
RestartComponent:
enabled: true
# Manages chat channels. If disabled, only global channels will be registered.
ChannelComponent:
enabled: true
g:
enabled: true
IDs:
- ooc
color: White
displayName: §fOOC§f
a:
enabled: true
IDs: []
mod:
enabled: true
IDs: []
color: Blue
displayName: §9MOD§f
dev:
enabled: true
IDs: []
displayName: §6DEV§f
color: Gold
red:
enabled: true
IDs: []
orange:
enabled: true
IDs: []
yellow:
enabled: true
IDs: []
green:
enabled: true
IDs: []
blue:
enabled: true
IDs: []
purple:
enabled: true
IDs: []
tc:
enabled: true
IDs: []
displayName: §3TC§f
color: DarkAqua
nc:
enabled: true
IDs: []
color: Gold
displayName: §6NC§f
rp:
enabled: true
IDs: []
displayName: §7RP§f
color: Gray
# Teleport player to random location within world border.
# Every five players teleport to the same general area, and then a new general area is randomly selected for the next five players.
# Author: github.com/iiegit
RandomTPComponent:
enabled: true
# Allows giving a 'member' group over some time elapsed OR played.
MemberComponent:
enabled: true
memberGroup: member
registeredForDays: 7
playedHours: 12
# Automatically renames Towny players if they changed their Minecraft name
TownyComponent:
enabled: true
# Do not use (EULA)
VotifierComponent:
enabled: true
rewardAmount: 0.0
# Provides a /spawn command that works with BungeeCord. Make sure to set up on each server.
SpawnComponent:
enabled: true
targetServer: lobby

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@ -13,7 +13,7 @@ mysql-host: 127.0.0.1
mysql-port: 3306
mysql-database: database
mysql-username: root
mysql-password:
mysql-password: 'NOPE'
# If enabled, CoreProtect will check for updates when your server starts up.
# If an update is available, you'll be notified via your server console.

14
DungeonsXL/dungeons/test.yml Executable file
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@ -0,0 +1,14 @@
#The first floor the players enter. Needs at least lobby, ready, start and floor signs.
startFloor: MyDungeon_floor_01
#The last floor the players enter. Needs at least start and end signs.
endFloor: MyDungeon_floor_12
#A list of all other floors in the dungeon. Needs at least lobby, ready, start and floor signs.
floors:
- MyDungeon_floor_02
#How many floors shall be selected randomly from the list before the player gets teleported to the endFloor?
floorCount: 1
#If true, the floors will get removed from the list when finished sothat one floor cannot be selected multiple times.
removeWhenPlayed: false

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@ -1,147 +0,0 @@
#********************************************************************************************************#
#***************************************** EnchantLimit Settings **************************************#
#Should this plugin apply changes to enchantments on enchanting-tables, anvils and villager trades?
Anvil_Limiter_Enabled: false
Enchanting_Table_Limiter_Enabled: true
Villager_Limiter_Enabled: true
#Should OP's have all beneficial enchantments by default?
Default_OP_Permissions: false
#********************************************************************************************************#
#***************************************** Message Customization **************************************#
# What message should be displayed when an enchantment is limited at an enchantment table? (Disable message by setting to: null)
# Note: %enc is where the enchantment type is inserted, %olv is where the original level is inserted and %nlv is where the new level is inserted.
# Use & for colour codes, colour codes available here: http://goo.gl/4DcswV
Message_Level_Downgraded_Table: "&5 Enchantment %enc level changed from %olv to %nlv."
# What message should be displayed when an enchantment is limited at an anvil? (Disable message by setting to: null)
Message_Level_Downgraded_Anvil: "&5 Enchantment %enc level changed from %olv to %nlv." # null
# What message should be displayed when an enchantment is limited when trading with a villager? (Disable message by setting to: null)
Message_Level_Downgraded_Trade: "&5 Enchantment %enc level changed from %olv to %nlv."
# What message should be displayed when an enchantment is increased at an enchantment table? (Disable message by setting to: null)
Message_Level_Upgraded_Table: "&5 You were lucky! Enchantment %enc level increased from %olv to %nlv."
# What message should be displayed when an enchantment is increased at an anvil? (Disable message by setting to: null)
Message_Level_Upgraded_Anvil: null
# What message should be displayed when an enchantment is increased when trading with a villager? (Disable message by setting to: null)
Message_Level_Upgraded_Trade: "&5 You were lucky! Enchantment %enc level increased from %olv to %nlv."
# What message should be displayed when an enchantment is removed (level set to 0) at an enchantment table? (Disable message by setting to: null)
Message_Enchantment_Removed_Table: "&5 Enchantment %enc not added!."
# What message should be displayed when an enchantment is removed at an anvil? (Disable message by setting to: null)
Message_Enchantment_Removed_Anvil: null
# What message should be displayed when an enchantment is removed when trading with a villager? (Disable message by setting to: null)
Message_Enchantment_Removed_Trade: "&5 Enchantment %enc not added!."
#********************************************************************************************************#
#***************************************** Level Limit Customization **************************************#
#This plugin can work in two ways:
#Firstly, you can simply use this plugin to limit the level of an enchantment to something lower than that which is normal in vanilla minecraft,
#for example you might want to stop players from getting the best efficiency 5 enchantment so you could limit DIG_SPEED to, say, 2 - meaning that
#any efficiency enchantment that is higher than 2 will be changed to 2 making this the new maximum efficiency enchantment level.
#Secondly, you can use this plugin to actually increase the level of an enchantment to something higher than that which is normal in vanilla minecraft
#For example you might want to allow certain players (they need the permission) to get an efficiency 10 enchantment which is double what
#is normally possible in minecraft. In this case you would set DIG_SPEED to 10, the player will then have a chance of getting anywhere between
#efficiency 5 (the vanilla amount) and efficiency 10. The chance is the likelihood of each level increase out of 100, so 50 is a 50% chance of an increase
#for each additional level whereas 100 would be a guarantee of always increasing to the maximum possible value(in this case efficiency 10).
#Armour Enchantments
PROTECTION_ENVIRONMENTAL: 1
PROTECTION_ENVIRONMENTAL_Chance: 100
PROTECTION_FIRE: 4
PROTECTION_FIRE_Chance: 100
PROTECTION_FALL: 4
PROTECTION_FALL_Chance: 100
PROTECTION_EXPLOSIONS: 4
PROTECTION_EXPLOSIONS_Chance: 100
PROTECTION_PROJECTILE: 4
PROTECTION_PROJECTILE_Chance: 100
FROST_WALKER: 2
FROST_WALKER_Chance: 100
OXYGEN: 3
OXYGEN_Chance: 100
WATER_WORKER: 1
WATER_WORKER_Chance: 100
THORNS: 3
THORNS_Chance: 100
DEPTH_STRIDER: 3
DEPTH_STRIDER_Chance: 100
#Weapon Enchantments
DAMAGE_ALL: 5
DAMAGE_ALL_Chance: 100
DAMAGE_UNDEAD: 5
DAMAGE_UNDEAD_Chance: 100
DAMAGE_ARTHROPODS: 5
DAMAGE_ARTHROPODS_Chance: 100
KNOCKBACK: 2
KNOCKBACK_Chance: 100
FIRE_ASPECT: 2
FIRE_ASPECT_Chance: 100
LOOT_BONUS_MOBS: 3
LOOT_BONUS_MOBS_Chance: 100
#Tool Enchantments
DIG_SPEED: 5
DIG_SPEED_Chance: 100
SILK_TOUCH: 1
SILK_TOUCH_Chance: 100
LOOT_BONUS_BLOCKS: 3
LOOT_BONUS_BLOCKS_Chance: 100
#Bow Enchantments
ARROW_DAMAGE: 5
ARROW_DAMAGE_Chance: 100
ARROW_KNOCKBACK: 2
ARROW_KNOCKBACK_Chance: 100
ARROW_FIRE: 1
ARROW_FIRE_Chance: 100
ARROW_INFINITE: 1
ARROW_INFINITE_Chance: 100
#Fishing Rod Enchantments
LUCK: 3
LUCK_Chance: 100
LURE: 3
LURE_Chance: 100
#Universal Enchantments
DURABILITY: 3
DURABILITY_Chance: 100
MENDING: 1
MENDING_Chance: 100

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@ -1,11 +1,11 @@
# These first 6 aren't configurable
issues: "https://github.com/boy0001/FastAsyncWorldedit/issues"
wiki: "https://github.com/boy0001/FastAsyncWorldedit/wiki/"
date: "25 Jun 2018 00:00:00 GMT"
build: "https://ci.athion.net/job/FastAsyncWorldEdit/1138"
commit: "https://github.com/boy0001/FastAsyncWorldedit/commit/4049014"
date: "5 Nov 2018 00:00:00 GMT"
build: "https://ci.athion.net/job/FastAsyncWorldEdit/1218"
commit: "https://github.com/boy0001/FastAsyncWorldedit/commit/f3fdef6"
platform: "bukkit"
# Options: de, ru, tr
# Options: de, es, fr, nl, ru, tr
# Create a PR to contribute a translation: https://github.com/boy0001/FastAsyncWorldedit/new/master/core/src/main/resources
language: ''
# Enable or disable automatic updates
@ -99,7 +99,7 @@ experimental:
anvil-queue-mode: false
# [SAFE] Dynamically increase the number of chunks rendered
# - Requires Paper: ci.destroystokyo.com/job/PaperSpigot/
# - Set your server view distance to 1 (spigot.yml, server.properties)
# - Set your server view distance to 3 (spigot.yml, server.properties)
# - Based on tps and player movement
# - Please provide feedback
dynamic-chunk-rendering: -1
@ -112,6 +112,9 @@ experimental:
# [SAFE] Keep entities that are positioned in non-air blocks when editing an area
# Might cause client-side FPS lagg in some situations
keep-entities-in-blocks: false
# [SAFE] Experimental scripting support for Java 9
# -
modern-craftscripts: false
# This relates to how FAWE places chunks
queue:
@ -229,6 +232,14 @@ paths:
clipboard: "clipboard"
# Each player has their own sub directory for schematics
per-player-schematics: true
commands: "commands"
# Region restriction settings
region-restrictions-options:
# What type of users are allowed to WorldEdit in a region
# - MEMBER = Players added to a region
# - OWNER = Players who own the region
mode: "MEMBER"
# The "default" limit group affects those without a specific limit permission.
# To grant someone different limits, copy the default limits group
# and give it a different name (e.g. newbie). Then give the user the limit
@ -271,3 +282,5 @@ limits:
inventory-mode: 0
# Should large edits require confirmation (>16384 chunks)
confirm-large: true
# List of blocks to strip nbt from
strip-nbt: []

0
Jobs/Signs.yml Normal file → Executable file
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102
Jobs/generalConfig.yml Normal file → Executable file
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@ -10,16 +10,16 @@
locale-language: en
storage:
# storage method, can be MySQL or sqlite
method: sqlite
method: SqLite
# Requires Mysql.
mysql-username: root
mysql-password: ''
mysql-username: jobsreborn
mysql-password: 'NOPE'
mysql-hostname: localhost:3306
mysql-database: minecraft
mysql-database: jobs
mysql-table-prefix: jobs_
verify-server-certificate: false
use-ssl: false
# How often in minutes you want it to save. This must be a non-zero number
# How often in minutes you want it to save. This must be a non-zero number
save-period: 10
# Should player data be saved on disconnect?
# Player data is always periodically auto-saved and autosaved during a clean shutdown.
@ -30,7 +30,7 @@ save-on-disconnect: false
selectionTool: 294
# Enable if you are using one data base for multiple servers across bungee network
# This will force to load players data every time he is logging in to have most up to date data instead of having preloaded data
# This will enable automaticaly save-on-disconnect feature
# This will enable automatically save-on-disconnect feature
MultiServerCompatability: false
Optimizations:
# When set to true staff will be informed about new Jobs plugin version
@ -53,7 +53,7 @@ Optimizations:
# Warning!!! before enabling this feature, please make data base backup, just in case there will be some issues with data base cleaning
# When set to true, data base will be cleaned on each startup from user data to avoid having old player data
Use: false
# Any one who not playied for defined amount of days, will be removed from data base
# Any one who not played for defined amount of days, will be removed from data base
Days: 60
AutoJobJoin:
# Use or not auto join jobs feature
@ -64,8 +64,8 @@ Optimizations:
# For player to auto join job add permission node jobs.autojoin.[jobname]
# Op players are ignored
Delay: 15
# When set to true players who gets negavite experience can delevel job up to level 1
# ATTENTION! Set it to true only if you certain that commands performed on levelup will not cause issues if player start level and delevel in a row.
# When set to true players who gets negative experience can delevel job up to level 1
# ATTENTION! Set it to true only if you certain that commands performed on level up will not cause issues if player start level and delevel in a row.
AllowDelevel: false
DisabledWorlds:
# By setting this to true, Jobs plugin will be disabled in given worlds
@ -76,13 +76,13 @@ Optimizations:
Logging:
# With this set to true all players jobs actions will be logged to database for easy to see statistics
# This is still in development and in feature it will expand
Use: false
Use: true
broadcast:
on-skill-up:
# Do all players get a message when somone goes up a skill level?
# Do all players get a message when someone goes up a skill level?
use: false
on-level-up:
# Do all players get a message when somone goes up a level?
# Do all players get a message when someone goes up a level?
use: false
# For what levels you want to broadcast message? Keep it at 0 if you want for all of them
levels:
@ -106,15 +106,16 @@ hide-jobsinfo-without-permission: false
enable-pay-near-spawner: false
# Option to allow payment to be made in creative mode
enable-pay-creative: false
# Option to allow payment to be made for exploring when player flyies
# Option to allow payment to be made for exploring when player flies
enable-pay-for-exploring-when-flying: false
# Adds the Jobs xp recieved to the player's Minecraft XP bar
# Adds the Jobs xp received to the player's Minecraft XP bar
add-xp-player: false
# Modifys chat to add chat titles. If you're using a chat manager, you may add the tag {jobs} to your chat format and disable this.
modify-chat: true
modify-chat-prefix: '&c['
modify-chat-suffix: '&c]&r'
modify-chat-separator: ' '
# Modifys chat to add chat titles. If you're using a chat manager, you may add the tag {jobs} to your chat format and disable this.
modify-chat:
use: true
prefix: '&c['
suffix: '&c]&r'
separator: ' '
# Do you want to use custom item/block/mob/enchant/color names
# With this set to true names like Stone:1 will be translated to Granite
# Name list is in TranslatableWords.yml file
@ -127,7 +128,7 @@ economy-batch-delay: 5
economy-async: true
Economy:
# By disabling one of thies, players no longer will get particular payment.
# Usefull for removing particular payment method without editing whole jobConfig file
# Useful for removing particular payment method without editing whole jobConfig file
PaymentMethods:
Money: true
Points: true
@ -157,21 +158,21 @@ Economy:
limit: 0.1
DynamicPayment:
# Do you want to use dinamic payment dependent on how many players already working for jobs
# This can help automaticaly lift up payments for not so popular jobs and lower for most popular ones
use: false
# This can help automatically lift up payments for not so popular jobs and lower for most popular ones
use: true
equation: ((totalworkers / totaljobs) - jobstotalplayers)/10.0
MaxPenalty: 25.0
MaxBonus: 100.0
# Server economy acount
# Server economy account
# With this enabled, players will get money from defined user (server account)
# If this acount dont have enough money to pay for players for, player will get message
# If this account don't have enough money to pay for players for, player will get message
UseServerAcount: false
# Username should be with Correct capitalization
AcountName: Server
Taxes:
# Do you want to use taxes feature for jobs payment
use: false
# Username should be with Correct capitalization, it can be same as settup in server account before
# Username should be with Correct capitalization, it can be same as setup in server account before
AccountName: Server
# Amount in percentage
Amount: 15.0
@ -183,23 +184,23 @@ Economy:
Limit:
# Money gain limit
# With this enabled, players will be limited how much they can make in defined time
# Time in seconds: 60 = 1min, 3600 = 1 hour, 86400 = 24 hours
# Time in seconds: 60 = 1 min, 3600 = 1 hour, 86400 = 24 hours
Money:
Use: false
# Do you want to stop money gain when exp limit reached?
StopWithExp: false
# Do you want to stop money gain when point limit reached?
StopWithPoint: false
# Equation to calculate max limit. Option to use totallevel to include players total amount levels of current jobs
# Equation to calculate max limit. Option to use total level to include players total amount levels of current jobs
# You can always use simple number to set money limit
# Default equation is: 500+500*(totallevel/100), this will add 1% from 500 for each level player have
# So player with 2 jobs with level 15 and 22 will have 685 limit
MoneyLimit: 500+500*(totallevel/100)
# Time in seconds: 60 = 1min, 3600 = 1 hour, 86400 = 24 hours
# Time in seconds: 60 = 1 min, 3600 = 1 hour, 86400 = 24 hours
TimeLimit: 3600
# Delay between announcements about reached money limit
# Keep this from 30 to 5 min (300), as players can get annoyed of constant message displaying
AnnouncmentDelay: 30
AnnouncementDelay: 30
# Point gain limit
# With this enabled, players will be limited how much they can make in defined time
Point:
@ -208,38 +209,38 @@ Economy:
StopWithExp: false
# Do you want to stop Point gain when money limit reached?
StopWithMoney: false
# Equation to calculate max limit. Option to use totallevel to include players total amount levels of current jobs
# Equation to calculate max limit. Option to use total level to include players total amount levels of current jobs
# You can always use simple number to set limit
# Default equation is: 500+500*(totallevel/100), this will add 1% from 500 for each level player have
# So player with 2 jobs with level 15 and 22 will have 685 limit
Limit: 500+500*(totallevel/100)
# Time in seconds: 60 = 1min, 3600 = 1 hour, 86400 = 24 hours
# Time in seconds: 60 = 1 min, 3600 = 1 hour, 86400 = 24 hours
TimeLimit: 3600
# Delay between announcements about reached limit
# Keep this from 30 to 5 min (300), as players can get annoyed of constant message displaying
AnnouncmentDelay: 30
AnnouncementDelay: 30
# Exp gain limit
# With this enabled, players will be limited how much they can get in defined time
# Time in seconds: 60 = 1min, 3600 = 1 hour, 86400 = 24 hours
# Time in seconds: 60 = 1 min, 3600 = 1 hour, 86400 = 24 hours
Exp:
Use: false
# Do you want to stop exp gain when money limit reached?
StopWithMoney: false
# Do you want to stop exp gain when point limit reached?
StopWithPoint: false
# Equation to calculate max money limit. Option to use totallevel to include players total amount of current jobs
# Equation to calculate max money limit. Option to use total level to include players total amount of current jobs
# You can always use simple number to set exp limit
# Default equation is: 5000+5000*(totallevel/100), this will add 1% from 5000 for each level player have
# So player with 2 jobs with level 15 and 22 will have 6850 limit
Limit: 5000+5000*(totallevel/100)
# Time in seconds: 60 = 1min, 3600 = 1 hour, 86400 = 24 hours
# Time in seconds: 60 = 1 min, 3600 = 1 hour, 86400 = 24 hours
TimeLimit: 3600
# Delay between announcements about reached Exp limit
# Keep this from 30 to 5 min (300), as players can get annoyed of constant message displaying
AnnouncmentDelay: 30
AnnouncementDelay: 30
Repair:
# Do you want to give money for only renaming items in anvil
# Players will get full pay as they would for remairing two items when they only renaming one
# Players will get full pay as they would for remaining two items when they only renaming one
# This is not big issue, but if you want to disable it, you can
PayForRenaming: true
Crafting:
@ -250,7 +251,7 @@ Economy:
# With this true, when timer is still going, cow milking event will be canceled
# With this false, player will get bucket of milk, but still no payment
CancelMilking: false
# How ofter player can milk cows in seconds. Keep in mind that by default player can milk cow indefinetly and as often as he wants
# How ofter player can milk cows in seconds. Keep in mind that by default player can milk cow indefinitely and as often as he wants
# Set to 0 if you want to disable timer
Timer: 30
ExploitProtections:
@ -258,16 +259,16 @@ ExploitProtections:
# When enabled, players interacted furnaces will be saved into file and will be reassigned after restart to keep giving out money
# Players will no longer need to click on furnace to get paid from it after server restart
Reassign: true
# Defines max avaible furnaces each player can have to get paid from
# This can be ovveriden with jobs.maxfurnaces.[amount] permission node
# Defines max available furnaces each player can have to get paid from
# This can be overridden with jobs.maxfurnaces.[amount] permission node
MaxDefaultAvailable: 20
BrewingStands:
# When enabled, players interacted brewing stands will be saved into file and will be reassigned after restart to keep giving out money
# Players will no longer need to click on brewing stand to get paid from it after server restart
Reassign: true
# Defines max avaible brewing stands each player can have to get paid from
# Defines max available brewing stands each player can have to get paid from
# Set to 0 if you want to disable this limitation
# This can be ovveriden with jobs.maxbrewingstands.[amount] permission node
# This can be overridden with jobs.maxbrewingstands.[amount] permission node
MaxDefaultAvailable: 20
General:
# Enable blocks protection, like ore, from exploiting by placing and destroying same block again and again.
@ -275,7 +276,7 @@ ExploitProtections:
PlaceAndBreakProtection: true
# For how long in days to keep block protection data in data base
# This will clean block data which ones have -1 as cooldown value
# Data base cleannup will be performed on each server startup
# Data base cleanup will be performed on each server startup
KeepDataFor: 14
# All blocks will be protected X sec after player places it on ground.
GlobalBlockTimer:
@ -305,14 +306,14 @@ ExploitProtections:
MythicMobs:
enabled: true
Spawner:
# Prevent slime spliting when they are from spawner
# Protects agains exploiting as new splited slimes is treated as naturaly spawned and not from spawner
# Prevent slime splitting when they are from spawner
# Protects agains exploiting as new splited slimes is treated as naturally spawned and not from spawner
PreventSlimeSplit: true
# Prevent magmacube spliting when they are from spawner
# Prevent magmacube splitting when they are from spawner
PreventMagmaCubeSplit: true
Smelt:
# Prevent payments when hoppers moving items into furnace
# Player will not get paid, but items will be smellted
# Player will not get paid, but items will be smelted
PreventHopperFillUps: true
Brew:
PreventBrewingStandFillUps: true
@ -397,8 +398,8 @@ JobsGUI:
# Do you want to show chat information when performing /jobs browse command
ShowChatBrowse: true
# With true left mouse button will join job and right will show more info
# With false left mouse button will show more info, rigth will join job
# Dont forget to adjust locale file
# With false left mouse button will show more info, right will join job
# Don't forget to adjust locale file
SwitcheButtons: false
# Defines size in rows of GUI
Rows: 5
@ -416,3 +417,6 @@ JobsGUI:
Filler:
Material: STAINED_GLASS_PANE
Data: 15
JobsTop:
# Defines amount of players to be shown in one page for /jobs top & /jobs gtop
AmountToShow: 15

611
Jobs/jobConfig.yml Normal file → Executable file

File diff suppressed because it is too large Load diff

0
Jobs/restrictedAreas.yml Normal file → Executable file
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197
Jobs/restrictedBlocks.yml Normal file → Executable file
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@ -2,152 +2,53 @@
# Category name can be any you like to be easily recognized
# id can be actual block id (use /jobs blockinfo to get correct id) or use block name
# By setting time to -1 will keep block protected until global cleanup, mainly used for structure blocks like diamond
# If you want to have default value for all blocks, enale GlobalBlockTimer in generalConfig file
# If you want to have default value for all blocks, enable GlobalBlockTimer in generalConfig file
blocksTimer:
Sapling:
id: 6
cd: 60
leaves:
id: 18
cd: 60
grass:
id: longgrass
cd: 60
deadBush:
id: 32
cd: 60
rail:
id: 66
cd: 60
rail2:
id: 27
cd: 60
rail3:
id: 28
cd: 60
rail4:
id: 157
cd: 60
web:
id: 30
cd: 60
dandelion:
id: 37
cd: 60
poppy:
id: 38
cd: 60
flower:
id: 175
cd: 60
mushroom:
id: 39
cd: 60
mushroomRed:
id: 40
cd: 60
torch:
id: 50
cd: 60
redTorch:
id: 76
cd: 60
lader:
id: 65
cd: 5
carpet:
id: 171
cd: 60
button:
id: 77
cd: 5
button2:
id: 143
cd: 5
lever:
id: 69
cd: 60
snow:
id: 78
cd: 60
snow2:
id: 80
cd: 60
hook:
id: 131
cd: 60
tripWire:
id: 132
cd: 60
redstone:
id: 55
cd: 60
repeater:
id: 93
cd: 60
comparator:
id: 149
cd: 60
lily:
id: 111
cd: 30
vines:
id: 106
cd: 30
wheat:
id: 59
cd: 5
sugarcane:
id: 83
cd: 30
cactus:
id: 81
cd: 30
beatroot:
id: 207
cd: 60
potato:
id: 142
cd: 60
carrot:
id: 141
cd: 60
warts:
id: 115
cd: 60
pumpkin:
id: 86
cd: 30
pumpkinstem:
id: 104
cd: 30
melon:
id: 103
cd: 30
melonstem:
id: 105
cd: 30
goldore:
id: goldore
cd: -1
ironore:
id: ironore
cd: -1
coalore:
id: coalore
cd: -1
lapisore:
id: lapisore
cd: -1
diamondore:
id: diamondore
cd: -1
redstoneore:
id: redstoneore
cd: -1
emeraldore:
id: emeraldore
cd: -1
quartzore:
id: quartzore
cd: -1
ACACIA_SAPLING: 60
BIRCH_LEAVES: 60
FERN: 60
DEAD_BUSH: 60
RAIL: 60
POWERED_RAIL: 60
DETECTOR_RAIL: 60
ACTIVATOR_RAIL: 60
COBWEB: 60
DANDELION: 60
ALLIUM: 60
LARGE_FERN: 60
BROWN_MUSHROOM: 60
RED_MUSHROOM: 60
TORCH: 60
REDSTONE_TORCH: 60
LADDER: 5
BLACK_CARPET: 60
STONE_BUTTON: 5
OAK_BUTTON: 5
LEVER: 60
SNOW: 60
SNOW_BLOCK: 60
TRIPWIRE_HOOK: 60
TRIPWIRE: 60
REDSTONE_WIRE: 60
LEGACY_DIODE_BLOCK_OFF: 60
LILY_PAD: 30
VINE: 30
LEGACY_WHEAT: 5
LEGACY_SUGAR_CANE_BLOCK: 30
CACTUS: 30
BEETROOTS: 60
POTATOES: 60
CARROTS: 60
LEGACY_NETHER_WARTS: 60
PUMPKIN: 30
PUMPKIN_STEM: 30
MELON: 30
MELON_STEM: 30
GOLD_ORE: -1
IRON_ORE: -1
COAL_ORE: -1
LAPIS_ORE: -1
DIAMOND_ORE: -1
REDSTONE_ORE: -1
EMERALD_ORE: -1
NETHER_QUARTZ_ORE: -1

0
Jobs/schedule.yml Normal file → Executable file
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0
Jobs/shopItems.yml Normal file → Executable file
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0
Jobs/titleConfig.yml Normal file → Executable file
View file

View file

@ -1,186 +0,0 @@
# Shall I notify people of a LibsDisguises update?
NotifyUpdate: true
# The disguise plugin stores all GameProfiles inside a file called 'cache.yml'
# This means that the plugin doesn't need to constantly call Mojang just to find a skin for an offline player
# However some people may prefer to disable this.
# Even if you disable this, if there was disguises in the cache already then it will use them
SaveGameProfiles: true
# This option is useless if you don't enable SaveGameProfiles!
# If a player has been disguised before and their skin saved into the cache
# When they join the server will automatically update the cache incase they changed their skin
UpdateGameProfiles: true
# THIS IS A PREMIUM ONLY FEATURE. TO USE IT, PURCHASE THE PLUGIN.
# Saves disguises so that they persist after server shutdown, chunks unload, player logouts and so on.
# As such, this completely replaces the KeepDisguises aspect which has been removed except for the player death.
# Players - Are player disguises saved
# Entities - Are entities disguises saved (This is everything that's not a player)
# If you are using the dev builds, place your premium version of Lib's Disguises.jar inside the LibsDisguises folder
# This will enable premium only features for the dev builds.
# The saved disguises are saved in a json file format inside the plugin folder, there will be no other formats
SaveDisguises:
Players: false
Entities: false
# Does the player keep their disguise after they die?
KeepDisguises:
PlayerDeath: false
# Should the plugin use translations? Note that a player must see the message before it will appear in translations.yml
Translations: false
# How should the plugin handle self disguises scoreboards? It disables pushing in whichever team they're assigned.
# If you want them to be able to push again when they undisguise, set this to CREATE_SCOREBOARD
# I have to disable pushing or you will be pushed around by your own self disguise
# MODIFY_SCOREBOARD - Modifies the player's current team if possible, otherwise assigns them to a new scoreboard team.
# IGNORE_SCOREBOARD - Doesn't touch scoreboards at all, effectively means that if you didn't disable pushing in their scoreboard team; They will still be pushed around
# CREATE_SCOREBOARD - Creates a new team which copies the attributes of their previous scoreboard team which they are then assigned to. This means they keep nametag color and other options.
SelfDisguisesScoreboard: MODIFY_SCOREBOARD
# Whats the permission to get the notification?
Permission: 'libsdisguises.update'
# Whats the max size allowed for command disguiseradius
DisguiseRadiusMax: 50
# Whats the max size allowed for command undisguiseradius
UndisguiseRadiusMax: 50
# Shall the players view their disguises?
# Best used when viewing yourself in 3rd person
ViewSelfDisguises: true
# Shall I disguise the sounds?
# This turns your damage sound into a MOOOO
DisguiseSounds: true
# Shall the disguised hear their disguise sounds or their damage sounds.
# I disable this as it can be a little confusing when not used with self disguises
HearSelfDisguise: true
# Shall I send the velocity packets? I REALLY recommend you don't disable.
# This is the only thing allowing the mobs to fly without glitching out.
SendVelocity: true
# For self disguises, they need to have the armor and the held item removed
# Else they see floating armor, floating held items.
# This turns the items invisible in the disguised players inventory. It does not actually remove them!
# Be warned that in creative this can actually delete the item from the inventory due to a weird bug
RemoveArmor: true
RemoveHeldItem: false
# If you set a disguise to burning, it will no longer be able to be shown as sneaking or invisible.
# Set this to true if you want the disguise to get the animations of the disguised entity. Such as invisible, on fire, sprinting, sneaking, blocking
# This is only valid if you set a animation on the disguise itself. Because the entitys animations are applied otherwise.
AddEntityAnimations: true
# When a sheep or wolf is right clicked with dye. The client automatically assumes it was successful and displays the sheeps wool or the wolfs collar as dyed.
# This is a option that either prevents that happening, or it changes their color officially in the plugin so that everyone sees it changed.
# Its currently set to false which means that the color is not changed and will refresh itself to the player.
# Please note that this will not remove the dye from their hands. This also does not check if the disguised entity is actually a sheep/wolf and wants a say in its color.
DyeableSheep: false
DyeableWolf: false
# This is only called into action when the disguise is constructed using the commands.
# And when the disguise supports that. This will not be used at all for plugins constructing the disguises for instance.
# Such as prophunt. Its also false because its kind of a retarded feature.
# This is pretty simple. It shows the players displayname (Name as it appears in chat) above their head.
# This also overrides any custom name they have set in their disguise options.
# This does not take effect on player disguises
ShowNamesAboveDisguises: false
# This supports the above option.
# If this is true, then the name shown above the head appears regardless of if you are looking at the disguise directly or not.
NameAboveHeadAlwaysVisible: true
# This modifys the bounding box, This is stuff like can a arrow hit them.
# If you turn this to true, arrows will act like they hit the disguise in the right place!
# So someone disguised as a enderdragon will easily get shot down by arrows!
# This WILL conflict with NoCheatPlus. Other plugins may also get problems.
# This shouldn't really be enabled for players as it also interferes with their movement because the server thinks the player is larger than he really is.
# That makes the player unable to approach this building because the server thinks he is trying to glitch inside blocks.
# This feature is highly experimental and is garanteed to cause problems for players who are disguised
ModifyBoundingBox: false
# This prevents disguised players from being targeted by monsters.
# This doesn't prevent their targeting you if already targeting when disguised
# They will just ignore you unless provoked.
MonstersIgnoreDisguises: false
# This works only for players, disguised monsters and the like will not be undisguised
# Should the player's disguises be removed if he attacks something?
BlowDisguisesWhenAttacking: false
# Should the player's disguises be removed if he's attacked by something?
BlowDisguisesWhenAttacked: false
#Stop shulker disguises from moving, they're weird. This option only effects PLAYERS that are disguised, other entities disguised as shulkers will NOT be effected!
StopShulkerDisguisesFromMoving: true
# A option to choose how many seconds a DisguiseEntity command is valid for people to right click a entity to disguise it before expiring
DisguiseEntityExpire: 10
# Another option to choose the same thing for DisguiseClone command
DisguiseCloneExpire: 10
# Max disguises to store at a time with the DisguiseClone command
DisguiseCloneSize: 3
# This controls if a entitys max health is determined by the entity, or by the disguise.
# Wither is 200, a player is 20. With this enabled, a player disguised as a wither will have the boss bar health accurate to the players health.
# Else it will be 1/20 of the boss bar when he is full health.
# Setting this in LivingWatcher overrides both values.
MaxHealthDeterminedByEntity: true
# This here is a option to turn off misc disguises.
# This means you can not have a living entity disguise as a non-living entity.
# This disables the Attributes packet, Non-living entities can still disguise as other non-living
# This means that the above option will not work as it uses the attribute packet.
MiscDisguisesForLiving: true
# Turn this to true to have players undisguised when switching worlds
UndisguiseOnWorldChange: false
# Contact Mojang's servers? Disabling this option will disable player skin disguises!
ContactMojangServers: true
# Hide players in tab when disguised? This means a disguised player cannot be seen when you press tab! This can be toggled on/off per disguise
HideDisguisedPlayersFromTab: false
# Always show player disguises in tab? The names will continue to appear in tab until the disguise is removed.
ShowPlayerDisguisesInTab: false
# Don't like players able to set themselves invisible when using the disguise commands? Toggle this to true and no one can use setInvisible! Plugins can still use this however.
DisableInvisibility: false
# This will help performance, especially with CPU
# Due to safety reasons, self disguises can never have their packets disabled.
PacketsEnabled:
# This disables the animation packet. If a disguised entity sends a animation packet and they are using a non-living disguise. People will crash.
# Disabling this also means that if a player disguised as a non-player leaves a bug. People will crash
Animation: true
# Disabling this means that you can't use the setSleeping option on a player disguise. Also you will crash anyone watching when you try to sleep in a bed if disguised as a non-player
# This also sends a chunk packet at key positions else it doesn't work for 1.8. Lazyness means it does it for older versions too currently.
Bed: true
# This disguises the collect packet. If a living entity disguised as a non-living entity picks up a item. People will crash. This fixes it
# This also fixes people crashing if a item disguised as a sleeping player is picked up - Only true if Bed is enabled as well
Collect: true
# This disables a fix for when a disguised entity wearing armor dies, if the disguise can wear armor. It drops unpickupable items to anyone watching.
EntityStatus: true
# Entity equipment is the packets that are sent to ensure that a disguise has or doesn't have armor, and their held item.
# Disabling this means that any disguises which can wear armor or hold items will show the armor/held item that the disguised is wearing.
Equipment: true
# This doesn't actually disable the packet. It would introduce problems. Instead it does the next best thing and caches the data.
# This means that entity metadata will not change, and will only be sent in the spawn packet.
# This is good if performance is extremely in need.
# This is bad to disable unless you are ONLY going to use the disguises for decorations.
# To be honest. This is basically "Disable entity animations". That option is called 'AddEntityAnimations' in the config but unlike that, this is always in effect.
# Animations set by use of the api or through the disguise command are still in effect.
Metadata: true
# Movement packets are the biggest cpu hit. These are majorly used to ensure that the disguises facing direction isn't bugged up.
# If you are using the Item_Frame disguise, when a packet is sent (Roughly every 2min) the disguise will bug up until they move.
Movement: true
# Disable this if you don't mind crashing everytime you see someone riding something disguised as a non-living entity
Riding: true
# When disguised as a wither skull, it sends a look packet every tick so that the wither skull is facing the right way.
WitherSkull: true

View file

@ -360,7 +360,7 @@ blockstate:
# (like complete creative worlds) to save cpu and memory.
#
# default: []
ignoredWorlds: []
ignoredWorlds: [plotworld]
# BlockStateWorldEditIntegration
#

View file

@ -135,4 +135,14 @@ TownyWorldHeightLimits:
worldMin: -1
aboveTownSpawn: 96
worldMax: -1
plotworld:
underTownSpawn: 255
worldMin: -1
aboveTownSpawn: 96
worldMax: -1
luna:
underTownSpawn: 255
worldMin: -1
aboveTownSpawn: 96
worldMax: -1
DurabilityOverride: {}

View file

@ -127,9 +127,9 @@ vertCruiseSkipBlocks: 1
collisionExplosion: 0.0
detectionMultiplier: 10.0
underwaterDetectionMultiplier: 1.0
speed: 2.5
speed: 2.0
cruiseSkipBlocks: 4
cruiseSpeed: 0.5
cruiseSpeed: 0.75
fuelBurnRate: 2.0
sinkPercent: 99.0
overallSinkPercent: 60.0
@ -144,7 +144,7 @@ flyblocks:
- 2.5
- 100.0
61:
- 2.5
- 0.05
- 100.0
[54,146]: # limit chests to make big airships important for merchant missions
- 0.0

View file

@ -85,13 +85,13 @@ forbiddenBlocks:
canFly: true
canCruise: true
cruiseSpeed: 2.0
cruiseSpeed: 1.0
maxHeightLimit: 200
maxHeightAboveGround: 50
collisionExplosion: 0.0
fuelBurnRate: 2.0
explodeOnCrash: 2.0
cruiseSkipBlocks: 1
cruiseSkipBlocks: 6
sinkSpeed: 4.0
overallSinkPercent: 97.0
detectionMultiplier: 20.0
@ -115,7 +115,7 @@ flyblocks:
- 2.5
- 100.0
61:
- 2.5
- 0.05
- 100.0
145: # anvils are OP armor, so limit it
- 0.0

View file

@ -14,7 +14,6 @@ allowedBlocks:
- 26
- 29
- 33
- 34
- 35
- 41
- 42
@ -117,6 +116,7 @@ allowedBlocks:
forbiddenBlocks:
- 7
- 34 #Piston Head
canCruise: true
canFly: true
@ -125,7 +125,7 @@ maxHeightAboveGround: 100
vertCruiseSkipBlocks: 1
collisionExplosion: 0.0
speed: 0.75
cruiseSkipBlocks: 4
cruiseSkipBlocks: 6
cruiseSpeed: 0.35
fuelBurnRate: 4.0
sinkPercent: 99.0

View file

@ -95,6 +95,8 @@ forbiddenBlocks:
canFly: true
canCruise: true
cruiseSkipBlocks: 5
cruiseSpeed: 1.0
maxHeightLimit: 200
maxHeightAboveGround: 50
collisionExplosion: 0.0
@ -123,7 +125,7 @@ flyblocks:
- 2.5
- 100.0
61:
- 2.5
- 0.05
- 100.0
145: # anvils are OP armor, so limit it
- 0.0

View file

@ -96,6 +96,7 @@ allowedBlocks:
forbiddenBlocks:
- 7
cruiseSpeed: 1.0
canCruise: true
cruiseSkipBlocks: 6
#depends mostly on the ship

25
Movecraft/types/Citygate.craft Executable file
View file

@ -0,0 +1,25 @@
name: CityGate
maxSize: 1000
minSize: 3
allowedBlocks:
- "5:3" #Jungle Wood Planks
- "5:5" #Dark Oak Planks
- 162 #Dark Oak Logs
- 191 #Dark Oak Fence
- 190 #Jungle Fence
#- 69 #Lever
#- 33 #Piston
forbiddenBlocks:
- 7 #Bedrock
- 34 #Piston Head
blockedByWater: true
allowHorizontalMovement: false
allowVerticalMovement: false
speed: 1.0
tryNudge: false
flyblocks:
85:
- 0.0
- 100.0

View file

@ -12,7 +12,6 @@ allowedBlocks:
- 26
- 29
- 33
- 34
- 35
- 41
- 42
@ -95,6 +94,7 @@ allowedBlocks:
forbiddenBlocks:
- 7
- 34 #Piston Head
canCruise: true
cruiseSkipBlocks: 4

View file

@ -13,9 +13,9 @@ cruiseSkipBlocks: 0
canFly: false
minHeightLimit: 10
maxHeightLimit: 65
collisionExplosion: 5.0
collisionExplosion: 6.0
moveEntities: false
speed: 10.0
speed: 12.0
tryNudge: false
sinkPercent: 99.0
flyblocks:

View file

@ -1,12 +1,12 @@
name: LaunchTorpedo
maxSize: 20
maxSize: 10
minSize: 2
allowedBlocks:
- 173
forbiddenBlocks:
- 7
useGravity: true
useGravity: false
hoverLimit: 0
canCruise: true
cruiseOnPilot: true
@ -14,7 +14,7 @@ cruiseSkipBlocks: 0
canFly: false
minHeightLimit: 10
maxHeightLimit: 65
collisionExplosion: 10.0
collisionExplosion: 8.0
moveEntities: false
speed: 5.0
tryNudge: false

View file

@ -14,7 +14,6 @@ allowedBlocks:
- 26
- 29
- 33
- 34
- 35
- 41
- 42

View file

@ -11,7 +11,6 @@ allowedBlocks:
- 26
- 29
- 33
- 34
- 35
- 41
- 42
@ -94,6 +93,7 @@ allowedBlocks:
forbiddenBlocks:
- 7
- 34 #Piston Head
canCruise: true
cruiseSkipBlocks: 4

View file

@ -14,7 +14,6 @@ allowedBlocks:
- 26
- 29
- 33
- 34
- 35
- 41
- 42
@ -115,6 +114,7 @@ allowedBlocks:
forbiddenBlocks:
- 7
- 34 #Piston Head
canCruise: true
canFly: true

View file

@ -12,7 +12,6 @@ allowedBlocks:
- 26
- 29
- 33
- 34
- 35
- 41
- 42
@ -113,6 +112,7 @@ allowedBlocks:
forbiddenBlocks:
- 7
- 34 #Piston Head
canCruise: true
cruiseSkipBlocks: 4

View file

@ -12,7 +12,6 @@ allowedBlocks:
- 26
- 29
- 33
- 34
- 35
- 41
- 42
@ -95,9 +94,11 @@ allowedBlocks:
forbiddenBlocks:
- 7
- 34 #Piston Head
canCruise: true
cruiseSkipBlocks: 6
cruiseSpeed: 2.0
#depends mostly on the ship
canFly: false
sinkPercent: 99.0

View file

@ -12,7 +12,6 @@ allowedBlocks:
- 26
- 29
- 33
- 34
- 35
- 41
- 42
@ -94,6 +93,7 @@ allowedBlocks:
forbiddenBlocks:
- 7
- 34 #Piston Head
canCruise: true
cruiseSkipBlocks: 4

View file

@ -12,7 +12,6 @@ allowedBlocks:
- 26
- 29
- 33
- 34
- 35
- 41
- 42
@ -95,6 +94,7 @@ allowedBlocks:
forbiddenBlocks:
- 7
- 34 #Piston Head
canCruise: true
cruiseSkipBlocks: 4
@ -120,4 +120,4 @@ flyblocks:
- 1.0
42:
- 15.0
- 100.0
- 100.0

View file

@ -13,7 +13,6 @@ allowedBlocks:
- 26
- 29
- 33
- 34
- 35
- 41
- 42
@ -96,6 +95,7 @@ allowedBlocks:
forbiddenBlocks:
- 7
- 34 #Piston Head
canCruise: true
cruiseSkipBlocks: 4

View file

@ -28,7 +28,7 @@ multiverse-configuration:
silentstart: 'false'
messagecooldown: '5000'
version: '2.9'
firstspawnworld: world
firstspawnworld: luna
teleportcooldown: '1000'
defaultportalsearch: 'false'
portalsearchradius: '128'

467
Multiverse-Core/worlds.yml Executable file
View file

@ -0,0 +1,467 @@
worlds:
Dungeons:
==: MVWorld
hidden: 'false'
alias: Dungeons
color: WHITE
style: NORMAL
pvp: 'true'
scale: '1.0'
respawnWorld: ''
allowWeather: 'true'
difficulty: NORMAL
spawning:
==: MVSpawnSettings
animals:
==: MVSpawnSubSettings
spawn: 'true'
spawnrate: '-1'
exceptions: []
monsters:
==: MVSpawnSubSettings
spawn: 'true'
spawnrate: '-1'
exceptions: []
entryfee:
==: MVEntryFee
amount: '0.0'
currency: '-1'
hunger: 'true'
autoHeal: 'true'
adjustSpawn: 'true'
portalForm: ALL
gameMode: SURVIVAL
keepSpawnInMemory: 'true'
spawnLocation:
==: MVSpawnLocation
x: 0.0
y: 128.0
z: 0.0
pitch: 0.0
yaw: 0.0
autoLoad: 'false'
bedRespawn: 'true'
worldBlacklist: []
environment: NORMAL
seed: '-2888845179815911706'
generator: VoidWorld
playerLimit: '-1'
allowFlight: 'true'
BACKUP_world:
==: MVWorld
hidden: 'false'
alias: BACKUP_world
color: WHITE
style: NORMAL
pvp: 'true'
scale: '1.0'
respawnWorld: ''
allowWeather: 'true'
difficulty: NORMAL
spawning:
==: MVSpawnSettings
animals:
==: MVSpawnSubSettings
spawn: 'true'
spawnrate: '-1'
exceptions: []
monsters:
==: MVSpawnSubSettings
spawn: 'true'
spawnrate: '-1'
exceptions: []
entryfee:
==: MVEntryFee
amount: '0.0'
currency: '-1'
hunger: 'true'
autoHeal: 'true'
adjustSpawn: 'true'
portalForm: ALL
gameMode: SURVIVAL
keepSpawnInMemory: 'true'
spawnLocation:
==: MVSpawnLocation
x: 1407.0
y: 63.0
z: 123.0
pitch: 0.0
yaw: 0.0
autoLoad: 'false'
bedRespawn: 'true'
worldBlacklist: []
environment: NORMAL
seed: '7008642968894271479'
generator: TerrainControl
playerLimit: '-1'
allowFlight: 'true'
world_the_end:
==: MVWorld
hidden: 'false'
alias: world_the_end
color: WHITE
style: NORMAL
pvp: 'true'
scale: '16.0'
respawnWorld: ''
allowWeather: 'true'
difficulty: NORMAL
spawning:
==: MVSpawnSettings
animals:
==: MVSpawnSubSettings
spawn: 'true'
spawnrate: '-1'
exceptions: []
monsters:
==: MVSpawnSubSettings
spawn: 'true'
spawnrate: '-1'
exceptions: []
entryfee:
==: MVEntryFee
amount: '0.0'
currency: '-1'
hunger: 'true'
autoHeal: 'true'
adjustSpawn: 'true'
portalForm: ALL
gameMode: SURVIVAL
keepSpawnInMemory: 'false'
spawnLocation:
==: MVSpawnLocation
x: -4.710357902146693
y: 59.0
z: 0.6541565622183771
pitch: 2.5500019
yaw: -91.005165
autoLoad: 'true'
bedRespawn: 'true'
worldBlacklist: []
environment: THE_END
seed: '2133291894169730654'
generator: 'null'
playerLimit: '-1'
allowFlight: 'true'
world:
==: MVWorld
hidden: 'false'
alias: world
color: WHITE
style: NORMAL
pvp: 'true'
scale: '1.0'
respawnWorld: ''
allowWeather: 'true'
difficulty: NORMAL
spawning: &id010
==: MVSpawnSettings
animals:
==: MVSpawnSubSettings
spawn: 'true'
spawnrate: '-1'
exceptions: []
monsters:
==: MVSpawnSubSettings
spawn: 'true'
spawnrate: '-1'
exceptions: []
entryfee: &id011
==: MVEntryFee
amount: '0.0'
currency: '-1'
hunger: 'true'
autoHeal: 'true'
adjustSpawn: 'false'
portalForm: ALL
gameMode: SURVIVAL
keepSpawnInMemory: 'false'
spawnLocation:
==: MVSpawnLocation
x: 1385.2648659554345
y: 71.04026167783364
z: -32.50617928137268
pitch: 90.0
yaw: 91.80102
autoLoad: 'true'
bedRespawn: 'true'
worldBlacklist: &id012 []
environment: NORMAL
seed: '7008642968894271479'
generator: TerrainControl
playerLimit: '-1'
allowFlight: 'true'
test:
==: MVWorld
hidden: 'false'
alias: test
color: WHITE
style: NORMAL
pvp: 'true'
scale: '1.0'
respawnWorld: ''
allowWeather: 'true'
difficulty: NORMAL
spawning:
==: MVSpawnSettings
animals:
==: MVSpawnSubSettings
spawn: 'true'
spawnrate: '-1'
exceptions: []
monsters:
==: MVSpawnSubSettings
spawn: 'true'
spawnrate: '-1'
exceptions: []
entryfee:
==: MVEntryFee
amount: '0.0'
currency: '-1'
hunger: 'true'
autoHeal: 'true'
adjustSpawn: 'true'
portalForm: ALL
gameMode: SURVIVAL
keepSpawnInMemory: 'true'
spawnLocation:
==: MVSpawnLocation
x: 705.0
y: 4.0
z: 93.0
pitch: 0.0
yaw: 0.0
autoLoad: 'false'
bedRespawn: 'true'
worldBlacklist: []
environment: NORMAL
seed: '1808669882861857288'
generator: 'null'
playerLimit: '-1'
allowFlight: 'true'
world_nether:
==: MVWorld
hidden: 'false'
alias: world_nether
color: WHITE
style: NORMAL
pvp: 'true'
scale: '8.0'
respawnWorld: ''
allowWeather: 'true'
difficulty: NORMAL
spawning:
==: MVSpawnSettings
animals:
==: MVSpawnSubSettings
spawn: 'true'
spawnrate: '-1'
exceptions: []
monsters:
==: MVSpawnSubSettings
spawn: 'true'
spawnrate: '-1'
exceptions: []
entryfee:
==: MVEntryFee
amount: '0.0'
currency: '-1'
hunger: 'true'
autoHeal: 'true'
adjustSpawn: 'true'
portalForm: ALL
gameMode: SURVIVAL
keepSpawnInMemory: 'false'
spawnLocation:
==: MVSpawnLocation
x: 0.0
y: 92.0
z: 0.0
pitch: 0.0
yaw: 0.0
autoLoad: 'true'
bedRespawn: 'true'
worldBlacklist: []
environment: NETHER
seed: '2133291894169730654'
generator: 'null'
playerLimit: '-1'
allowFlight: 'true'
plotworld:
==: MVWorld
hidden: 'false'
alias: plotworld
color: WHITE
style: NORMAL
pvp: 'true'
scale: '1.0'
respawnWorld: ''
allowWeather: 'false'
difficulty: NORMAL
spawning:
==: MVSpawnSettings
animals:
==: MVSpawnSubSettings
spawn: 'false'
spawnrate: '-1'
exceptions: []
monsters:
==: MVSpawnSubSettings
spawn: 'false'
spawnrate: '-1'
exceptions: []
entryfee:
==: MVEntryFee
amount: '0.0'
currency: '-1'
hunger: 'false'
autoHeal: 'true'
adjustSpawn: 'false'
portalForm: ALL
gameMode: CREATIVE
keepSpawnInMemory: 'false'
spawnLocation:
==: MVSpawnLocation
x: -99.94598490882755
y: 65.0
z: 361.22998653715314
pitch: 26.886911
yaw: 2.6845398
autoLoad: 'false'
bedRespawn: 'true'
worldBlacklist: []
environment: NORMAL
seed: '-7282589520118052005'
generator: PlotSquared
playerLimit: '-1'
allowFlight: 'true'
flatworld:
==: MVWorld
hidden: 'false'
alias: flatworld
color: WHITE
style: NORMAL
pvp: 'true'
scale: '1.0'
respawnWorld: ''
allowWeather: 'false'
difficulty: NORMAL
spawning:
==: MVSpawnSettings
animals:
==: MVSpawnSubSettings
spawn: 'false'
spawnrate: '-1'
exceptions: []
monsters:
==: MVSpawnSubSettings
spawn: 'false'
spawnrate: '-1'
exceptions: []
entryfee:
==: MVEntryFee
amount: '0.0'
currency: '-1'
hunger: 'true'
autoHeal: 'true'
adjustSpawn: 'true'
portalForm: ALL
gameMode: CREATIVE
keepSpawnInMemory: 'false'
spawnLocation:
==: MVSpawnLocation
x: 170.0
y: 15.0
z: -39.0
pitch: 0.0
yaw: 0.0
autoLoad: 'false'
bedRespawn: 'true'
worldBlacklist: []
environment: NORMAL
seed: '4622440486943241231'
generator: flat
playerLimit: '-1'
allowFlight: 'true'
OldRegionFiles:
==: MVWorld
hidden: 'false'
alias: OldRegionFiles
color: WHITE
style: NORMAL
pvp: 'true'
scale: '1.0'
respawnWorld: ''
allowWeather: 'true'
difficulty: NORMAL
spawning:
==: MVSpawnSettings
animals:
==: MVSpawnSubSettings
spawn: 'true'
spawnrate: '-1'
exceptions: []
monsters:
==: MVSpawnSubSettings
spawn: 'true'
spawnrate: '-1'
exceptions: []
entryfee:
==: MVEntryFee
amount: '0.0'
currency: '-1'
hunger: 'true'
autoHeal: 'true'
adjustSpawn: 'true'
portalForm: ALL
gameMode: SURVIVAL
keepSpawnInMemory: 'true'
spawnLocation:
==: MVSpawnLocation
x: 0.0
y: 128.0
z: 0.0
pitch: 0.0
yaw: 0.0
autoLoad: 'false'
bedRespawn: 'true'
worldBlacklist: []
environment: NORMAL
seed: '-144931670761317394'
generator: VoidWorld
playerLimit: '-1'
allowFlight: 'true'
luna:
==: MVWorld
hidden: 'false'
alias: world
color: WHITE
style: NORMAL
pvp: 'true'
scale: '1.0'
respawnWorld: ''
allowWeather: 'true'
difficulty: NORMAL
spawning: *id010
entryfee: *id011
hunger: 'true'
autoHeal: 'true'
adjustSpawn: 'true'
portalForm: ALL
gameMode: SURVIVAL
keepSpawnInMemory: 'false'
spawnLocation:
==: MVSpawnLocation
x: 2.384034371076785
y: 71.0
z: 0.4918349035618148
pitch: 17.100275
yaw: -269.4009
autoLoad: 'true'
bedRespawn: 'true'
worldBlacklist: *id012
environment: NORMAL
seed: '7008642968894271479'
generator: TerrainControl
playerLimit: '-1'
allowFlight: 'true'

File diff suppressed because it is too large Load diff

582
PlotSquared/config/commands.yml Executable file
View file

@ -0,0 +1,582 @@
plot:
aliases:
- plot
- plots
- p
- plotsquared
- plot2
- p2
- ps
- '2'
- plotme
- plotz
- ap
usage: ''
description: ''
confirmation: false
buy:
aliases:
- buy
usage: /plot buy
description: Buy the plot you are standing on
confirmation: false
save:
aliases:
- save
- backup
usage: ''
description: Save your plot
confirmation: false
load:
aliases:
- load
- restore
usage: /plot restore
description: Load your plot
confirmation: false
confirm:
aliases:
- confirm
usage: ''
description: Confirm an action
confirmation: false
template:
aliases:
- template
usage: /plot template [import|export] <world> <template>
description: Create or use a world template
confirmation: false
download:
aliases:
- download
- dl
usage: /plot download [schematic|bo3|world]
description: Download your plot
confirmation: false
changelog:
aliases:
- changelog
- cl
usage: /plot changelog
description: View the changelog
confirmation: false
setup:
aliases:
- setup
- create
usage: /plot setup
description: Setup wizard for plot worlds
confirmation: false
area:
aliases:
- area
- world
usage: /plot area <create|info|list|tp|regen>
description: Create a new PlotArea
confirmation: true
debugsavetest:
aliases:
- debugsavetest
usage: /plot debugsavetest
description: This command will force the recreation of all plots in the DB
confirmation: false
debugloadtest:
aliases:
- debugloadtest
usage: /plot debugloadtest
description: This debug command will force the reload of all plots in the DB
confirmation: false
createroadschematic:
aliases:
- createroadschematic
- crs
usage: /plot createroadschematic
description: Add a road schematic to your world using the roads around your current
plot
confirmation: false
debugallowunsafe:
aliases:
- debugallowunsafe
usage: /plot debugallowunsafe
description: Allow unsafe actions until toggled off
confirmation: false
regenallroads:
aliases:
- regenallroads
- rgar
usage: /plot regenallroads <world> [height]
description: Regenerate all roads in the map using the set road schematic
confirmation: false
claim:
aliases:
- claim
- c
usage: /plot claim
description: Claim the current plot you're standing on
confirmation: false
auto:
aliases:
- auto
- a
usage: /plot auto [length,width]
description: Claim the nearest plot
confirmation: false
visit:
aliases:
- visit
- v
- tp
- teleport
- goto
- home
- h
usage: /plot visit [<player>|<alias>|<world>|<id>] [#]
description: Visit someones plot
confirmation: false
set:
aliases:
- set
- s
usage: /plot set <biome|alias|home|flag> <value...>
description: Set a plot value
confirmation: false
clear:
aliases:
- clear
- reset
usage: /plot clear
description: Clear a plot
confirmation: true
delete:
aliases:
- delete
- dispose
- del
- reset
usage: /plot delete
description: Delete a plot
confirmation: true
trust:
aliases:
- trust
- t
usage: /plot trust <player>
description: Allow a player to build in a plot
confirmation: false
add:
aliases:
- add
usage: /plot add <player>
description: Allow a user to build while you are online
confirmation: false
leave:
aliases:
- leave
usage: ''
description: Leave a plot
confirmation: false
deny:
aliases:
- deny
- d
- ban
usage: /plot deny <player>
description: Deny a user from a plot
confirmation: false
remove:
aliases:
- remove
- r
- untrust
- ut
- undeny
- unban
- ud
usage: /plot remove <player>
description: Remove a player from a plot
confirmation: false
info:
aliases:
- info
- i
usage: /plot info <id>
description: Display plot info
confirmation: false
near:
aliases:
- near
- n
usage: /plot near
description: Display nearby players
confirmation: false
list:
aliases:
- list
- l
- find
- search
usage: /plot list <forsale|mine|shared|world|top|all|unowned|unknown|player|world|done|fuzzy
<search...>> [#]
description: List plots
confirmation: false
debug:
aliases:
- debug
usage: /plot debug [msg]
description: Show debug information
confirmation: false
schematic:
aliases:
- schematic
- sch
usage: /plot schematic <arg...>
description: Schematic command
confirmation: false
plugin:
aliases:
- plugin
- version
usage: ''
description: Show plugin information
confirmation: false
purge:
aliases:
- purge
usage: /plot purge world:<world> area:<area> id:<id> owner:<owner> shared:<shared>
unknown:[true|false]
description: Purge all plots for a world
confirmation: true
reload:
aliases:
- reload
usage: /plot reload
description: Reload configurations
confirmation: false
relight:
aliases:
- relight
usage: ''
description: Relight your plot
confirmation: false
merge:
aliases:
- merge
- m
usage: /plot merge <all|n|e|s|w> [removeroads]
description: Merge the plot you are standing on, with another plot
confirmation: true
debugpaste:
aliases:
- debugpaste
- dp
usage: /plot debugpaste
description: Upload settings.yml, worlds.yml, commands.yml and latest.log to www.hastebin.com
confirmation: false
unlink:
aliases:
- unlink
- u
- unmerge
usage: /plot unlink
description: Unlink a mega-plot
confirmation: true
kick:
aliases:
- kick
- k
usage: <player>
description: Kick a player from your plot
confirmation: false
rate:
aliases:
- rate
- rt
usage: /plot rate [#|next|purge]
description: Rate the plot
confirmation: false
debugclaimtest:
aliases:
- debugclaimtest
usage: ''
description: If you accidentally delete your database, this command will attempt
to restore all plots based on the data from plot signs. Execution time may vary
confirmation: false
inbox:
aliases:
- inbox
usage: /plot inbox [inbox] [delete <index>|clear|page]
description: Review the comments for a plot
confirmation: false
comment:
aliases:
- comment
- msg
usage: ''
description: Comment on a plot
confirmation: false
database:
aliases:
- database
- convert
usage: /plot database [area] <sqlite|mysql|import>
description: Convert/Backup Storage
confirmation: false
swap:
aliases:
- swap
- switch
usage: /plot swap <X;Z>
description: Swap two plots
confirmation: false
music:
aliases:
- music
usage: /plot music
description: Player music in a plot
confirmation: false
debugroadregen:
aliases:
- debugroadregen
usage: /plot debugroadregen
description: Regenerate all roads based on the road schematic
confirmation: false
debugexec:
aliases:
- debugexec
- exec
- $
usage: ''
description: Mutli-purpose debug command
confirmation: false
setflag:
aliases:
- setflag
- f
- flag
- setf
- setflag
usage: /plot flag <set|remove|add|list|info> <flag> <value>
description: Set plot flags
confirmation: false
target:
aliases:
- target
usage: /plot target <<plot>|nearest>
description: Target a plot with your compass
confirmation: false
debugfixflags:
aliases:
- debugfixflags
usage: /plot debugfixflags <world>
description: Attempt to fix all flags for a world
confirmation: false
move:
aliases:
- move
- debugmove
usage: /plot move <X;Z>
description: Move a plot
confirmation: false
condense:
aliases:
- condense
usage: ''
description: Condense a plotworld
confirmation: false
copy:
aliases:
- copy
- copypaste
usage: /plot copy <X;Z>
description: Copy a plot
confirmation: false
chat:
aliases:
- chat
usage: /plot chat [on|off]
description: Toggle plot chat on or off
confirmation: false
trim:
aliases:
- trim
usage: /plot trim <world> [regenerate]
description: Delete unmodified portions of your plotworld
confirmation: false
done:
aliases:
- done
- submit
usage: ''
description: Mark a plot as done
confirmation: false
continue:
aliases:
- continue
usage: ''
description: Continue a plot that was previously marked as done
confirmation: false
bo3:
aliases:
- bo3
- bo2
usage: ''
description: Mark a plot as done
confirmation: false
middle:
aliases:
- middle
- center
- centre
usage: /plot middle
description: Teleports you to the center of the plot
confirmation: false
grant:
aliases:
- grant
usage: /plot grant <check|add> [player]
description: ''
confirmation: false
setowner:
aliases:
- setowner
- owner
- so
- seto
usage: /plot setowner <player>
description: Set the plot owner
confirmation: true
setdescription:
aliases:
- setdescription
- desc
- setdesc
- setd
- description
usage: /plot desc <description>
description: Set the plot description
confirmation: false
setbiome:
aliases:
- setbiome
- biome
- sb
- setb
- b
usage: /plot biome [biome]
description: Set the plot biome
confirmation: false
setalias:
aliases:
- setalias
- alias
- sa
- name
- rename
- setname
- seta
- nameplot
usage: /plot alias <set|remove> <alias>
description: Set the plot name
confirmation: false
sethome:
aliases:
- sethome
- sh
- seth
usage: /plot sethome [none]
description: Set the plot home
confirmation: false
cluster:
aliases:
- cluster
- clusters
usage: ''
description: Manage a plot cluster
confirmation: false
debugimportworlds:
aliases:
- debugimportworlds
usage: ''
description: Import worlds by player name
confirmation: false
toggle:
aliases:
- toggle
- attribute
usage: ''
description: Toggle per user settings
confirmation: false
worldedit:
aliases:
- worldedit
- we
- wea
usage: ''
description: Toggle worldedit area restrictions
confirmation: false
titles:
aliases:
- titles
usage: ''
description: Toggle plot title messages
confirmation: false
chatspy:
aliases:
- chatspy
- spy
usage: ''
description: Toggle admin chat spying
confirmation: false
clear-confirmation:
aliases:
- clear-confirmation
usage: ''
description: Toggle autoclear confirmation
confirmation: false
chat:
aliases:
- chat
usage: ''
description: Toggle plot chat
confirmation: false
help:
aliases:
- help
- he
- '?'
usage: help [category|#]
description: Get this help menu
confirmation: false
uuidconvert:
aliases:
- uuidconvert
usage: /plot uuidconvert <lower|offline|online>
description: Debug UUID conversion
confirmation: false
weanywhere:
aliases:
- weanywhere
- wea
usage: /plot weanywhere
description: Force bypass of WorldEdit
confirmation: false
trimchunks:
aliases:
- trimchunks
usage: /plot trimchunks <world> <boolean-delete-unowned>
description: Delete unmodified portions of your plotworld
confirmation: false
generatebiome:
aliases:
- generatebiome
- bg
- gb
usage: /plots generatebiome <biome>
description: Generate a biome in your plot
confirmation: false
moveto512:
aliases:
- moveto512
usage: /plots moveto512 [world]
description: Move plots to a 512 sized region
confirmation: false

179
PlotSquared/config/settings.yml Executable file
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# These first 7 aren't configurable
issues: "https://github.com/IntellectualSites/PlotSquared/issues"
suggestion: "https://github.com/IntellectualSites/PlotSquaredSuggestions"
wiki: "https://github.com/IntellectualSites/PlotSquared/wiki"
date: "26 Jan 2019 00:00:00 GMT"
build: "https://ci.athion.net/job/PlotSquared/2060"
commit: "https://github.com/IntellectualSites/PlotSquared/commit/e3192f0"
platform: "Bukkit"
# Show additional information in console
debug: true
# The big annoying text that appears when you enter a plot
# For a single plot: `/plot flag set titles false`
# For just you: `/plot toggle titles`
titles: true
# Enable or disable part of the plugin
# Note: A cache will use some memory if enabled
enabled-components:
# The database stores all the plots
database: true
# Events are needed to track a lot of things
events: true
# Commands are used to interact with the plugin
commands: true
# The UUID cacher is used to resolve player names
uuid-cache: true
# The plugin auto updater
updater: true
# Stores user metadata in a database
persistent-meta: true
# Optimizes permission checks
permission-cache: true
# Optimizes block changing code
block-cache: true
# Getting a rating won't need the database
rating-cache: true
# The converter will attempt to convert the PlotMe database
plotme-converter: true
# Allow WorldEdit to be restricted to plots
worldedit-restrictions: true
# Allow economy to be used
economy: true
# Send anonymous usage statistics. Bukkit only setting.
metrics: true
# Expiry will clear old or simplistic plots
plot-expiry: false
# Processes chunks (trimming, or entity/tile limits)
chunk-processor: false
# Kill mobs on roads
kill-road-mobs: false
# Kill items on roads
kill-road-items: false
# Kill vehicles on roads
kill-road-vehicles: false
# Notify a player of any missed comments upon plot entry
comment-notifier: false
# Let player's claim entire worlds with PlotSquared
worlds: false
# Actively purge invalid database entries
database-purger: false
# Delete plots when a player is banned
ban-deleter: false
ratings:
categories: []
claim:
# The max plots claimed in a single `/plot auto <size>` command
max-auto-area: 4
redstone:
# Disable redstone in unoccupied plots
disable-unoccupied: false
# Disable redstone when all owners/trusted/members are offline
disable-offline: false
# Detect and cancel invalid pistons on the edge of plots (e.g. placed with WorldEdit)
detect-invalid-edge-pistons: false
teleport:
# Teleport to your plot on death
on-death: false
# Teleport to your plot on login
on-login: false
# Add a teleportation delay to all commands
delay: 0
# The visit command is ordered by world instead of globally
per-world-visit: false
confirmation:
# Teleport to your plot on death
confirmation-timeout-seconds: 20
# Switching from PlotMe?
plotme:
# Cache the uuids from the PlotMe database
cache-uuds: false
# Relating to how many plots someone can claim
limit:
# Should the limit be global (over multiple worlds)
global: false
# The range of permissions to check e.g. plots.plot.127
max-plots: 127
chat:
# Sometimes console color doesn't work, you can disable it here
console-color: true
# Should chat be interactive
interactive: true
done:
# Require a done plot to download
required-for-download: false
# Only done plots can be rated
required-for-ratings: false
# Restrict building when a plot is done
restrict-building: false
# The limit being how many plots a player can claim
counts-towards-limit: true
web:
# The web interface for schematics
# - All schematics are anonymous and private
# - Downloads can be deleted by the user
# - Supports plot uploads, downloads and saves
url: "https://empcraft.com/plots/"
# The web interface for assets
# - All schematics are organized and public
# - Assets can be searched, selected and downloaded
assets: "https://empcraft.com/assetpack/"
# Configure the paths that will be used
paths:
schematics: "schematics"
bo3: "bo3"
scripts: "scripts"
templates: "templates"
translations: "translations"
uuid:
# Force using offline UUIDs (it usually detects the right mode)
offline: false
# Force using lowercase UUIDs
force-lowercase: false
# Use a database to store UUID/name info
use-sqluuidhandler: false
chunk-processor:
# Auto trim will not save chunks which aren't claimed
auto-trim: false
# Max tile entities per chunk
max-tiles: 4096
# Max entities per chunk
max-entities: 512
# Disable block physics
disable-physics: false
# This is an auto clearing task called `task1`
auto-clear:
task1:
threshold: 1
required-plots: -1
confirmation: true
days: 7
skip-account-age-days: -1
worlds:
- "*"
# See: https://github.com/IntellectualSites/PlotSquared/wiki/Plot-analysis
calibration:
variety: 0
variety-sd: 0
changes: 0
changes-sd: 1
faces: 0
faces-sd: 0
data-sd: 0
air: 0
air-sd: 0
data: 0

54
PlotSquared/config/worlds.yml Executable file
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worlds:
plotworld:
plot:
height: 64
biome: FOREST
size: 42
filling:
- '1:0'
auto_merge: false
bedrock: true
create_signs: true
floor:
- '2:0'
wall:
filling: '1:0'
block_claimed: '44:1'
height: 64
block: '44:0'
misc_spawn_unowned: false
road:
block: '155:0'
height: 64
width: 7
home:
nonmembers: side
default: side
schematic:
specify_on_claim: false
on_claim: false
file: 'null'
economy:
prices:
merge: 100
sell: 100
claim: 100
use: false
chat:
enabled: false
limits:
max-members: 128
world:
max_height: 256
gamemode: creative
min_height: 1
border: false
event:
spawn:
egg: false
breeding: false
custom: true
natural_mob_spawning: false
mob_spawner_spawning: false
flags: {}
mob_damage: false

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@ -0,0 +1,48 @@
/*
Need to script something quick with PlotSquared?
/plot debugexec runasync automerge.js <removeroads>
This is an example script that will auto merge all plots
The following utility classes are usable:
- PS
- TaskManager
- TitleManager
- ConsolePlayer
- SchematicHandler
- ChunkManager
- BlockManager
- SetupUtils
- EventUtil
- UUIDHandler
- DBFunc
- HybridUtils
- IMP ( BukkitMain or SpongeMain)
- MainCommand
- MainUtil
- Settings
- StringMan
- MathMan
- C ( use C_ )
- Permissions ( use Permissions_ )
For more information see: https://github.com/IntellectualSites/PlotSquared/wiki/Scripting
*/
var plots = PS.sortPlots(PS.getPlots());
PS.class.static.log("Attempting to auto merge " + plots.size() + " plots");
if ("%s0" === "true") {
for (var i = 0; i < plots.size(); i++) {
var plot = plots.get(i);
plot.autoMerge(false);
}
}
else if ("%s0" === "false") {
for (var i = 0; i < plots.size(); i++) {
var plot = plots.get(i);
plot.autoMerge(false);
}
}
else {
C_COMMAND_SYNTAX.send(PlotPlayer, "/plot debugexec automerge.js <removeroads>");
MainUtil.sendMessage(PlotPlayer, "$1<removeroads> is true or false if you want to remove roads when auto merging");
}

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46
Server/bukkit.yml Executable file
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# This is the main configuration file for Bukkit.
# As you can see, there's actually not that much to configure without any plugins.
# For a reference for any variable inside this file, check out the Bukkit Wiki at
# http://wiki.bukkit.org/Bukkit.yml
#
# If you need help on this file, feel free to join us on irc or leave a message
# on the forums asking for advice.
#
# IRC: #spigot @ irc.spi.gt
# (If this means nothing to you, just go to http://www.spigotmc.org/pages/irc/ )
# Forums: http://www.spigotmc.org/
# Bug tracker: http://www.spigotmc.org/go/bugs
settings:
allow-end: true
warn-on-overload: true
permissions-file: permissions.yml
update-folder: update
plugin-profiling: false
connection-throttle: 4000
query-plugins: true
deprecated-verbose: default
shutdown-message: Server closed
spawn-limits:
monsters: 70
animals: 15
water-animals: 5
ambient: 15
chunk-gc:
period-in-ticks: 600
load-threshold: 0
ticks-per:
animal-spawns: 400
monster-spawns: 1
autosave: 6000
aliases: now-in-commands.yml
database:
username: bukkit
isolation: SERIALIZABLE
driver: org.sqlite.JDBC
password: 'NOPE'
url: jdbc:sqlite:{DIR}{NAME}.db
worlds:
world:
generator: TerrainControl

17
Server/commands.yml Executable file
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# This is the commands configuration file for Bukkit.
# For documentation on how to make use of this file, check out the Bukkit Wiki at
# http://wiki.bukkit.org/Commands.yml
#
# If you need help on this file, feel free to join us on irc or leave a message
# on the forums asking for advice.
#
# IRC: #spigot @ irc.spi.gt
# (If this means nothing to you, just go to http://www.spigotmc.org/pages/irc/ )
# Forums: http://www.spigotmc.org/
# Bug tracker: http://www.spigotmc.org/go/bugs
command-block-overrides: []
unrestricted-advancements: false
aliases:
icanhasbukkit:
- version $1-

56
Server/help.yml Executable file
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# This is the help configuration file for Bukkit.
#
# By default you do not need to modify this file. Help topics for all plugin commands are automatically provided by
# or extracted from your installed plugins. You only need to modify this file if you wish to add new help pages to
# your server or override the help pages of existing plugin commands.
#
# This file is divided up into the following parts:
# -- general-topics: lists admin defined help topics
# -- index-topics: lists admin defined index topics
# -- amend-topics: lists topic amendments to apply to existing help topics
# -- ignore-plugins: lists any plugins that should be excluded from help
#
# Examples are given below. When amending command topic, the string <text> will be replaced with the existing value
# in the help topic. Color codes can be used in topic text. The color code character is & followed by 0-F.
# ================================================================
#
# Set this to true to list the individual command help topics in the master help.
# command-topics-in-master-index: true
#
# Each general topic will show up as a separate topic in the help index along with all the plugin command topics.
# general-topics:
# Rules:
# shortText: Rules of the server
# fullText: |
# &61. Be kind to your fellow players.
# &B2. No griefing.
# &D3. No swearing.
# permission: topics.rules
#
# Each index topic will show up as a separate sub-index in the help index along with all the plugin command topics.
# To override the default help index (displayed when the user executes /help), name the index topic "Default".
# index-topics:
# Ban Commands:
# shortText: Player banning commands
# preamble: Moderator - do not abuse these commands
# permission: op
# commands:
# - /ban
# - /ban-ip
# - /banlist
#
# Topic amendments are used to change the content of automatically generated plugin command topics.
# amended-topics:
# /stop:
# shortText: Stops the server cold....in its tracks!
# fullText: <text> - This kills the server.
# permission: you.dont.have
#
# Any plugin in the ignored plugins list will be excluded from help. The name must match the name displayed by
# the /plugins command. Ignore "Bukkit" to remove the standard bukkit commands from the index. Ignore "All"
# to completely disable automatic help topic generation.
# ignore-plugins:
# - PluginNameOne
# - PluginNameTwo
# - PluginNameThree

16
Server/logsearch.sh Executable file
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#!/bin/bash
echo "$1"
#if [[ -n "$1" ]]; then
# echo "Specify what to search for."
# exit
#fi
shopt -s nullglob
fs=(*.gz)
#echo "${fs[@]}"
for f in "${fs[@]}"
do
echo File: $f
gunzip -c $f | grep "$1"
done

19
Server/restore.sh Executable file
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@ -0,0 +1,19 @@
#!/bin/bash
# Only read the error stream from the plugin
echo Make sure to only give the integer part of the coordinates!
echo Also, second coordinate must be larger than the first
: ${5?"I need more!
Usage: $0 <path-to-backup> <coordX1> <coordZ1> <coordX2> <coordZ2>"}
X1=$(($2/256))
Z1=$(($3/256))
X2=$(($4/256))
Z2=$(($5/256))
for X in $(seq $X1 $X2); do
for Z in $(seq $Z1 $Z2); do
echo "Unzipping region ($X,$Z)..." >&2
#unzip "$1" "world/region/r.$X.$Z.mca" -d backupextract
unzip -j -u "$1" "world/region/r.$X.$Z.mca" -d /minecraft/main/BACKUP_world/region # -j: Don't retain folder structure
done
done
echo "Backup restoration finished!" >&2

8
Server/screenconf Normal file
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@ -0,0 +1,8 @@
source /etc/screenrc
multiuser on
aclchg norbipeti +rwx "#?" # acladd
aclchg iie +rwx "#?"
aclchg ghostise +rwx "#?"
aclchg figytuna +rwx "#?"
# detach - for some reason it doesn't color the prompt if I detach automatically in any way

42
Server/server.properties Executable file
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@ -0,0 +1,42 @@
#Minecraft server properties
#Wed Aug 01 12:01:40 UTC 2018
spawn-protection=16
server-name=Unknown Server
generator-settings=
force-gamemode=false
allow-nether=true
gamemode=0
broadcast-console-to-ops=true
enable-query=false
player-idle-timeout=0
difficulty=2
spawn-monsters=true
op-permission-level=4
pvp=true
snooper-enabled=true
level-type=DEFAULT
hardcore=false
enable-command-block=true
max-players=9001
network-compression-threshold=256
resource-pack-sha1=
max-world-size=29999984
server-port=25565
debug=false
server-ip=
spawn-npcs=true
allow-flight=false
level-name=world
view-distance=15
server-id=unnamed
resource-pack=
spawn-animals=true
white-list=false
generate-structures=true
online-mode=true
max-build-height=256
level-seed=
use-native-transport=true
prevent-proxy-connections=true
enable-rcon=false
motd=Welcome to Chromagaming\nThank you to all of our patrons\!

6
Server/setup.sh Executable file
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@ -0,0 +1,6 @@
# sudo screen -S servertest -t "Main Server" -c screenconf -d -m -s bash
# sudo screen -S devtest -t "Dev Server" -c screenconf -d -m -s bash
sudo screen -S server -t "Main Server" -c screenconf sh -c 'echo Main Server; cd /minecraft/main; exec bash'
sudo screen -S dev -t "Dev Server" -c screenconf sh -c 'echo Dev Server; cd /minecraft/dev; exec bash'

124
Server/spigot.yml Executable file
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# This is the main configuration file for Spigot.
# As you can see, there's tons to configure. Some options may impact gameplay, so use
# with caution, and make sure you know what each option does before configuring.
# For a reference for any variable inside this file, check out the Spigot wiki at
# http://www.spigotmc.org/wiki/spigot-configuration/
#
# If you need help with the configuration or have any questions related to Spigot,
# join us at the IRC or drop by our forums and leave a post.
#
# IRC: #spigot @ irc.spi.gt ( http://www.spigotmc.org/pages/irc/ )
# Forums: http://www.spigotmc.org/
config-version: 11
settings:
save-user-cache-on-stop-only: false
bungeecord: false
late-bind: false
sample-count: 12
player-shuffle: 0
filter-creative-items: true
user-cache-size: 1000
int-cache-limit: 1024
moved-wrongly-threshold: 0.0625
moved-too-quickly-multiplier: 10.0
item-dirty-ticks: 20
timeout-time: 60
restart-on-crash: true
restart-script: ./start.sh
netty-threads: 4
attribute:
maxHealth:
max: 2048.0
movementSpeed:
max: 2048.0
attackDamage:
max: 2048.0
debug: false
messages:
whitelist: You are not whitelisted on this server!
unknown-command: Unknown command. Type "/help" for help.
server-full: The server is full!
outdated-client: Outdated client! Please use {0}
outdated-server: Outdated server! I'm still on {0}
restart: Server is restarting
commands:
tab-complete: 0
log: true
spam-exclusions:
- /skill
silent-commandblock-console: false
replace-commands:
- setblock
- summon
- testforblock
- tellraw
advancements:
disable-saving: false
disabled:
- minecraft:story/disabled
stats:
disable-saving: false
forced-stats: {}
world-settings:
default:
verbose: true
mob-spawn-range: 4
growth:
cactus-modifier: 100
cane-modifier: 100
melon-modifier: 100
mushroom-modifier: 100
pumpkin-modifier: 100
sapling-modifier: 100
wheat-modifier: 100
netherwart-modifier: 100
vine-modifier: 100
cocoa-modifier: 100
entity-activation-range:
animals: 32
monsters: 32
misc: 16
tick-inactive-villagers: true
entity-tracking-range:
players: 48
animals: 48
monsters: 48
misc: 32
other: 64
ticks-per:
hopper-transfer: 8
hopper-check: 1
hopper-amount: 1
random-light-updates: false
save-structure-info: true
dragon-death-sound-radius: 0
seed-village: 10387312
seed-feature: 14357617
seed-monument: 10387313
seed-slime: 987234911
hunger:
jump-walk-exhaustion: 0.05
jump-sprint-exhaustion: 0.2
combat-exhaustion: 0.1
regen-exhaustion: 6.0
swim-multiplier: 0.01
sprint-multiplier: 0.1
other-multiplier: 0.0
max-tnt-per-tick: 100
max-tick-time:
tile: 50
entity: 50
squid-spawn-range:
min: 45.0
item-despawn-rate: 6000
merge-radius:
item: 2.5
exp: 3.0
arrow-despawn-rate: 1200
enable-zombie-pigmen-portal-spawns: true
wither-spawn-sound-radius: 0
view-distance: 10
hanging-tick-frequency: 100
zombie-aggressive-towards-villager: true
nerf-spawner-mobs: false

10
Server/townyevents.sh Executable file
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#!/bin/bash
shopt -s nullglob
fs=(*.gz)
#echo "${fs[@]}"
for f in "${fs[@]}"
do
echo File: $f
gunzip -c $f | grep "Msg]"
done

4
ServerRunner/config.yml Executable file
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@ -0,0 +1,4 @@
!!buttondevteam.serverrunner.Config {restartAt: 12, serverParams: -Djline.terminal=jline.UnixTerminal
-XX:+UseG1GC -XX:+UnlockExperimentalVMOptions -XX:MaxGCPauseMillis=100 -XX:+DisableExplicitGC -XX:TargetSurvivorRatio=90 -XX:G1NewSizePercent=50 -XX:G1MaxNewSizePercent=80 -XX:InitiatingHeapOccupancyPercent=10 -XX:G1MixedGCLiveThresholdPercent=50 -XX:+AggressiveOpts -XX:+AlwaysPreTouch -XX:+ParallelRefProcEnabled -Dusing.aikars.flags=mcflags.emc.gs
-Xms2G -Xmx4G, serverVersion: 1.12.2, customJar: paper-1618.jar}

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@ -1,8 +0,0 @@
x: -0.30000001192092896
y: 71.0
z: 0.538454286384327
world: luna
yaw: -269.84985
pitch: 1.3502265
warmup: 5
cooldown: 0

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@ -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

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#######################################################################
# +-----------------------------------------------------------------+ #
# | 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}]

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#######################################################################
# +-----------------------------------------------------------------+ #
# | 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}]

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#######################################################################
# +-----------------------------------------------------------------+ #
# | 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}]

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#######################################################################
# +-----------------------------------------------------------------+ #
# | 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}]

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#######################################################################
# +-----------------------------------------------------------------+ #
# | 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}]

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@ -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}]

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#######################################################################
# +-----------------------------------------------------------------+ #
# | 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}]

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#######################################################################
# +-----------------------------------------------------------------+ #
# | 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}]

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#######################################################################
# +-----------------------------------------------------------------+ #
# | 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}]

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@ -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}]

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#######################################################################
# +-----------------------------------------------------------------+ #
# | 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}]

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@ -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}]

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#######################################################################
# +-----------------------------------------------------------------+ #
# | 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}]

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#######################################################################
# +-----------------------------------------------------------------+ #
# | 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}]

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#######################################################################
# +-----------------------------------------------------------------+ #
# | 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}]

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#######################################################################
# +-----------------------------------------------------------------+ #
# | 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}]

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#######################################################################
# +-----------------------------------------------------------------+ #
# | 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}]

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#######################################################################
# +-----------------------------------------------------------------+ #
# | 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}]

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@ -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}]

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#######################################################################
# +-----------------------------------------------------------------+ #
# | 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}]

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#######################################################################
# +-----------------------------------------------------------------+ #
# | 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}]

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#######################################################################
# +-----------------------------------------------------------------+ #
# | 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}]

View file

@ -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}]

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#######################################################################
# +-----------------------------------------------------------------+ #
# | 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}]

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#######################################################################
# +-----------------------------------------------------------------+ #
# | 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}]

View file

@ -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}]

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