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186 changed files with 51861 additions and 12051 deletions
|
@ -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
9
.github/ISSUE_TEMPLATE.md
vendored
Executable file
|
@ -0,0 +1,9 @@
|
|||
**Description:**
|
||||
|
||||
**Steps to Reproduce:**
|
||||
|
||||
1.
|
||||
|
||||
**Result:**
|
||||
|
||||
**Expected Result:**
|
24
.github/ISSUE_TEMPLATE/bug_report.md
vendored
Executable file
24
.github/ISSUE_TEMPLATE/bug_report.md
vendored
Executable file
|
@ -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
17
.github/ISSUE_TEMPLATE/feature_request.md
vendored
Executable file
|
@ -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
7
.travis.yml
Executable file
|
@ -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
58
.yamllint
Executable file
|
@ -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
|
|
@ -1 +0,0 @@
|
|||
test: false
|
File diff suppressed because it is too large
Load diff
|
@ -1 +0,0 @@
|
|||
registration: https://acme-v01.api.letsencrypt.org/acme/reg/16092027
|
|
@ -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
|
|
@ -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"
|
||||
|
||||
|
|
|
@ -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
152
Chroma-Chat/config.yml
Normal file
|
@ -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( ゜-゜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
104
Chroma-Discord/config.yml
Normal file
|
@ -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
94
ChromaCore/config.yml
Normal file
|
@ -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
|
|
@ -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
14
DungeonsXL/dungeons/test.yml
Executable file
|
@ -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
|
|
@ -1,147 +0,0 @@
|
|||
#********************************************************************************************************#
|
||||
#***************************************** EnchantLimit Settings **************************************#
|
||||
|
||||
#Should this plugin apply changes to enchantments on enchanting-tables, anvils and villager trades?
|
||||
Anvil_Limiter_Enabled: false
|
||||
Enchanting_Table_Limiter_Enabled: false
|
||||
Villager_Limiter_Enabled: false
|
||||
|
||||
#Should OP's have all beneficial enchantments by default?
|
||||
Default_OP_Permissions: false
|
||||
|
||||
|
||||
#********************************************************************************************************#
|
||||
#***************************************** Message Customization **************************************#
|
||||
|
||||
# What message should be displayed when an enchantment is limited at an enchantment table? (Disable message by setting to: null)
|
||||
# Note: %enc is where the enchantment type is inserted, %olv is where the original level is inserted and %nlv is where the new level is inserted.
|
||||
# Use & for colour codes, colour codes available here: http://goo.gl/4DcswV
|
||||
Message_Level_Downgraded_Table: "&5 Enchantment %enc level changed from %olv to %nlv."
|
||||
|
||||
# What message should be displayed when an enchantment is limited at an anvil? (Disable message by setting to: null)
|
||||
Message_Level_Downgraded_Anvil: "&5 Enchantment %enc level changed from %olv to %nlv." # null
|
||||
|
||||
# What message should be displayed when an enchantment is limited when trading with a villager? (Disable message by setting to: null)
|
||||
Message_Level_Downgraded_Trade: "&5 Enchantment %enc level changed from %olv to %nlv."
|
||||
|
||||
# What message should be displayed when an enchantment is increased at an enchantment table? (Disable message by setting to: null)
|
||||
Message_Level_Upgraded_Table: "&5 You were lucky! Enchantment %enc level increased from %olv to %nlv."
|
||||
|
||||
# What message should be displayed when an enchantment is increased at an anvil? (Disable message by setting to: null)
|
||||
Message_Level_Upgraded_Anvil: null
|
||||
|
||||
# What message should be displayed when an enchantment is increased when trading with a villager? (Disable message by setting to: null)
|
||||
Message_Level_Upgraded_Trade: "&5 You were lucky! Enchantment %enc level increased from %olv to %nlv."
|
||||
|
||||
# What message should be displayed when an enchantment is removed (level set to 0) at an enchantment table? (Disable message by setting to: null)
|
||||
Message_Enchantment_Removed_Table: "&5 Enchantment %enc not added!."
|
||||
|
||||
# What message should be displayed when an enchantment is removed at an anvil? (Disable message by setting to: null)
|
||||
Message_Enchantment_Removed_Anvil: null
|
||||
|
||||
# What message should be displayed when an enchantment is removed when trading with a villager? (Disable message by setting to: null)
|
||||
Message_Enchantment_Removed_Trade: "&5 Enchantment %enc not added!."
|
||||
|
||||
|
||||
|
||||
#********************************************************************************************************#
|
||||
#***************************************** Level Limit Customization **************************************#
|
||||
|
||||
#This plugin can work in two ways:
|
||||
|
||||
#Firstly, you can simply use this plugin to limit the level of an enchantment to something lower than that which is normal in vanilla minecraft,
|
||||
#for example you might want to stop players from getting the best efficiency 5 enchantment so you could limit DIG_SPEED to, say, 2 - meaning that
|
||||
#any efficiency enchantment that is higher than 2 will be changed to 2 making this the new maximum efficiency enchantment level.
|
||||
|
||||
#Secondly, you can use this plugin to actually increase the level of an enchantment to something higher than that which is normal in vanilla minecraft
|
||||
#For example you might want to allow certain players (they need the permission) to get an efficiency 10 enchantment which is double what
|
||||
#is normally possible in minecraft. In this case you would set DIG_SPEED to 10, the player will then have a chance of getting anywhere between
|
||||
#efficiency 5 (the vanilla amount) and efficiency 10. The chance is the likelihood of each level increase out of 100, so 50 is a 50% chance of an increase
|
||||
#for each additional level whereas 100 would be a guarantee of always increasing to the maximum possible value(in this case efficiency 10).
|
||||
|
||||
#Armour Enchantments
|
||||
PROTECTION_ENVIRONMENTAL: 1
|
||||
PROTECTION_ENVIRONMENTAL_Chance: 100
|
||||
|
||||
PROTECTION_FIRE: 4
|
||||
PROTECTION_FIRE_Chance: 100
|
||||
|
||||
PROTECTION_FALL: 4
|
||||
PROTECTION_FALL_Chance: 100
|
||||
|
||||
PROTECTION_EXPLOSIONS: 4
|
||||
PROTECTION_EXPLOSIONS_Chance: 100
|
||||
|
||||
PROTECTION_PROJECTILE: 4
|
||||
PROTECTION_PROJECTILE_Chance: 100
|
||||
|
||||
FROST_WALKER: 2
|
||||
FROST_WALKER_Chance: 100
|
||||
|
||||
OXYGEN: 3
|
||||
OXYGEN_Chance: 100
|
||||
|
||||
WATER_WORKER: 1
|
||||
WATER_WORKER_Chance: 100
|
||||
|
||||
THORNS: 3
|
||||
THORNS_Chance: 100
|
||||
|
||||
DEPTH_STRIDER: 3
|
||||
DEPTH_STRIDER_Chance: 100
|
||||
|
||||
#Weapon Enchantments
|
||||
DAMAGE_ALL: 5
|
||||
DAMAGE_ALL_Chance: 100
|
||||
|
||||
DAMAGE_UNDEAD: 5
|
||||
DAMAGE_UNDEAD_Chance: 100
|
||||
|
||||
DAMAGE_ARTHROPODS: 5
|
||||
DAMAGE_ARTHROPODS_Chance: 100
|
||||
|
||||
KNOCKBACK: 2
|
||||
KNOCKBACK_Chance: 100
|
||||
|
||||
FIRE_ASPECT: 2
|
||||
FIRE_ASPECT_Chance: 100
|
||||
|
||||
LOOT_BONUS_MOBS: 3
|
||||
LOOT_BONUS_MOBS_Chance: 100
|
||||
|
||||
#Tool Enchantments
|
||||
DIG_SPEED: 5
|
||||
DIG_SPEED_Chance: 100
|
||||
|
||||
SILK_TOUCH: 1
|
||||
SILK_TOUCH_Chance: 100
|
||||
|
||||
LOOT_BONUS_BLOCKS: 3
|
||||
LOOT_BONUS_BLOCKS_Chance: 100
|
||||
|
||||
#Bow Enchantments
|
||||
ARROW_DAMAGE: 5
|
||||
ARROW_DAMAGE_Chance: 100
|
||||
|
||||
ARROW_KNOCKBACK: 2
|
||||
ARROW_KNOCKBACK_Chance: 100
|
||||
|
||||
ARROW_FIRE: 1
|
||||
ARROW_FIRE_Chance: 100
|
||||
|
||||
ARROW_INFINITE: 1
|
||||
ARROW_INFINITE_Chance: 100
|
||||
|
||||
#Fishing Rod Enchantments
|
||||
LUCK: 3
|
||||
LUCK_Chance: 100
|
||||
|
||||
LURE: 3
|
||||
LURE_Chance: 100
|
||||
|
||||
#Universal Enchantments
|
||||
DURABILITY: 3
|
||||
DURABILITY_Chance: 100
|
||||
|
||||
MENDING: 1
|
||||
MENDING_Chance: 100
|
File diff suppressed because it is too large
Load diff
|
@ -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: []
|
||||
|
|
|
@ -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: NOPE
|
||||
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
|
||||
|
|
File diff suppressed because it is too large
Load diff
|
@ -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
|
||||
|
|
|
@ -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
|
|
@ -360,7 +360,7 @@ blockstate:
|
|||
# (like complete creative worlds) to save cpu and memory.
|
||||
#
|
||||
# default: []
|
||||
ignoredWorlds: []
|
||||
ignoredWorlds: [plotworld]
|
||||
|
||||
# BlockStateWorldEditIntegration
|
||||
#
|
||||
|
|
|
@ -140,4 +140,9 @@ TownyWorldHeightLimits:
|
|||
worldMin: -1
|
||||
aboveTownSpawn: 96
|
||||
worldMax: -1
|
||||
luna:
|
||||
underTownSpawn: 255
|
||||
worldMin: -1
|
||||
aboveTownSpawn: 96
|
||||
worldMax: -1
|
||||
DurabilityOverride: {}
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -95,6 +95,8 @@ forbiddenBlocks:
|
|||
|
||||
canFly: true
|
||||
canCruise: true
|
||||
cruiseSkipBlocks: 5
|
||||
cruiseSpeed: 1.0
|
||||
maxHeightLimit: 200
|
||||
maxHeightAboveGround: 50
|
||||
collisionExplosion: 0.0
|
||||
|
|
|
@ -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
25
Movecraft/types/Citygate.craft
Executable 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
|
|
@ -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
|
||||
|
|
|
@ -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:
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -14,7 +14,6 @@ allowedBlocks:
|
|||
- 26
|
||||
- 29
|
||||
- 33
|
||||
- 34
|
||||
- 35
|
||||
- 41
|
||||
- 42
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -28,7 +28,7 @@ multiverse-configuration:
|
|||
silentstart: 'false'
|
||||
messagecooldown: '5000'
|
||||
version: '2.9'
|
||||
firstspawnworld: world
|
||||
firstspawnworld: luna
|
||||
teleportcooldown: '1000'
|
||||
defaultportalsearch: 'false'
|
||||
portalsearchradius: '128'
|
||||
|
|
|
@ -9,7 +9,7 @@ worlds:
|
|||
scale: '1.0'
|
||||
respawnWorld: ''
|
||||
allowWeather: 'true'
|
||||
difficulty: EASY
|
||||
difficulty: NORMAL
|
||||
spawning:
|
||||
==: MVSpawnSettings
|
||||
animals:
|
||||
|
@ -39,7 +39,7 @@ worlds:
|
|||
z: 0.0
|
||||
pitch: 0.0
|
||||
yaw: 0.0
|
||||
autoLoad: 'true'
|
||||
autoLoad: 'false'
|
||||
bedRespawn: 'true'
|
||||
worldBlacklist: []
|
||||
environment: NORMAL
|
||||
|
@ -57,7 +57,7 @@ worlds:
|
|||
scale: '1.0'
|
||||
respawnWorld: ''
|
||||
allowWeather: 'true'
|
||||
difficulty: EASY
|
||||
difficulty: NORMAL
|
||||
spawning:
|
||||
==: MVSpawnSettings
|
||||
animals:
|
||||
|
@ -87,7 +87,7 @@ worlds:
|
|||
z: 123.0
|
||||
pitch: 0.0
|
||||
yaw: 0.0
|
||||
autoLoad: 'true'
|
||||
autoLoad: 'false'
|
||||
bedRespawn: 'true'
|
||||
worldBlacklist: []
|
||||
environment: NORMAL
|
||||
|
@ -95,54 +95,6 @@ worlds:
|
|||
generator: TerrainControl
|
||||
playerLimit: '-1'
|
||||
allowFlight: 'true'
|
||||
world:
|
||||
==: MVWorld
|
||||
hidden: 'false'
|
||||
alias: world
|
||||
color: WHITE
|
||||
style: NORMAL
|
||||
pvp: 'true'
|
||||
scale: '1.0'
|
||||
respawnWorld: ''
|
||||
allowWeather: 'true'
|
||||
difficulty: EASY
|
||||
spawning: &id007
|
||||
==: MVSpawnSettings
|
||||
animals:
|
||||
==: MVSpawnSubSettings
|
||||
spawn: 'true'
|
||||
spawnrate: '-1'
|
||||
exceptions: []
|
||||
monsters:
|
||||
==: MVSpawnSubSettings
|
||||
spawn: 'true'
|
||||
spawnrate: '-1'
|
||||
exceptions: []
|
||||
entryfee: &id008
|
||||
==: MVEntryFee
|
||||
amount: '0.0'
|
||||
currency: '-1'
|
||||
hunger: 'true'
|
||||
autoHeal: 'true'
|
||||
adjustSpawn: 'false'
|
||||
portalForm: ALL
|
||||
gameMode: SURVIVAL
|
||||
keepSpawnInMemory: 'false'
|
||||
spawnLocation:
|
||||
==: MVSpawnLocation
|
||||
x: 1385.2648659554345
|
||||
y: 71.04026167783364
|
||||
z: -32.50617928137268
|
||||
pitch: 90.0
|
||||
yaw: 91.80102
|
||||
autoLoad: 'true'
|
||||
bedRespawn: 'true'
|
||||
worldBlacklist: &id009 []
|
||||
environment: NORMAL
|
||||
seed: '7008642968894271479'
|
||||
generator: TerrainControl
|
||||
playerLimit: '-1'
|
||||
allowFlight: 'true'
|
||||
world_the_end:
|
||||
==: MVWorld
|
||||
hidden: 'false'
|
||||
|
@ -153,7 +105,7 @@ worlds:
|
|||
scale: '16.0'
|
||||
respawnWorld: ''
|
||||
allowWeather: 'true'
|
||||
difficulty: EASY
|
||||
difficulty: NORMAL
|
||||
spawning:
|
||||
==: MVSpawnSettings
|
||||
animals:
|
||||
|
@ -175,7 +127,7 @@ worlds:
|
|||
adjustSpawn: 'true'
|
||||
portalForm: ALL
|
||||
gameMode: SURVIVAL
|
||||
keepSpawnInMemory: 'true'
|
||||
keepSpawnInMemory: 'false'
|
||||
spawnLocation:
|
||||
==: MVSpawnLocation
|
||||
x: -4.710357902146693
|
||||
|
@ -191,6 +143,54 @@ worlds:
|
|||
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'
|
||||
|
@ -201,7 +201,7 @@ worlds:
|
|||
scale: '1.0'
|
||||
respawnWorld: ''
|
||||
allowWeather: 'true'
|
||||
difficulty: EASY
|
||||
difficulty: NORMAL
|
||||
spawning:
|
||||
==: MVSpawnSettings
|
||||
animals:
|
||||
|
@ -231,7 +231,7 @@ worlds:
|
|||
z: 93.0
|
||||
pitch: 0.0
|
||||
yaw: 0.0
|
||||
autoLoad: 'true'
|
||||
autoLoad: 'false'
|
||||
bedRespawn: 'true'
|
||||
worldBlacklist: []
|
||||
environment: NORMAL
|
||||
|
@ -249,7 +249,7 @@ worlds:
|
|||
scale: '8.0'
|
||||
respawnWorld: ''
|
||||
allowWeather: 'true'
|
||||
difficulty: EASY
|
||||
difficulty: NORMAL
|
||||
spawning:
|
||||
==: MVSpawnSettings
|
||||
animals:
|
||||
|
@ -271,7 +271,7 @@ worlds:
|
|||
adjustSpawn: 'true'
|
||||
portalForm: ALL
|
||||
gameMode: SURVIVAL
|
||||
keepSpawnInMemory: 'true'
|
||||
keepSpawnInMemory: 'false'
|
||||
spawnLocation:
|
||||
==: MVSpawnLocation
|
||||
x: 0.0
|
||||
|
@ -296,38 +296,38 @@ worlds:
|
|||
pvp: 'true'
|
||||
scale: '1.0'
|
||||
respawnWorld: ''
|
||||
allowWeather: 'true'
|
||||
difficulty: EASY
|
||||
allowWeather: 'false'
|
||||
difficulty: NORMAL
|
||||
spawning:
|
||||
==: MVSpawnSettings
|
||||
animals:
|
||||
==: MVSpawnSubSettings
|
||||
spawn: 'true'
|
||||
spawn: 'false'
|
||||
spawnrate: '-1'
|
||||
exceptions: []
|
||||
monsters:
|
||||
==: MVSpawnSubSettings
|
||||
spawn: 'true'
|
||||
spawn: 'false'
|
||||
spawnrate: '-1'
|
||||
exceptions: []
|
||||
entryfee:
|
||||
==: MVEntryFee
|
||||
amount: '0.0'
|
||||
currency: '-1'
|
||||
hunger: 'true'
|
||||
hunger: 'false'
|
||||
autoHeal: 'true'
|
||||
adjustSpawn: 'true'
|
||||
adjustSpawn: 'false'
|
||||
portalForm: ALL
|
||||
gameMode: SURVIVAL
|
||||
keepSpawnInMemory: 'true'
|
||||
gameMode: CREATIVE
|
||||
keepSpawnInMemory: 'false'
|
||||
spawnLocation:
|
||||
==: MVSpawnLocation
|
||||
x: 65.5
|
||||
x: -99.94598490882755
|
||||
y: 65.0
|
||||
z: 256.5
|
||||
pitch: 0.0
|
||||
yaw: 0.0
|
||||
autoLoad: 'true'
|
||||
z: 361.22998653715314
|
||||
pitch: 26.886911
|
||||
yaw: 2.6845398
|
||||
autoLoad: 'false'
|
||||
bedRespawn: 'true'
|
||||
worldBlacklist: []
|
||||
environment: NORMAL
|
||||
|
@ -344,18 +344,18 @@ worlds:
|
|||
pvp: 'true'
|
||||
scale: '1.0'
|
||||
respawnWorld: ''
|
||||
allowWeather: 'true'
|
||||
difficulty: EASY
|
||||
allowWeather: 'false'
|
||||
difficulty: NORMAL
|
||||
spawning:
|
||||
==: MVSpawnSettings
|
||||
animals:
|
||||
==: MVSpawnSubSettings
|
||||
spawn: 'true'
|
||||
spawn: 'false'
|
||||
spawnrate: '-1'
|
||||
exceptions: []
|
||||
monsters:
|
||||
==: MVSpawnSubSettings
|
||||
spawn: 'true'
|
||||
spawn: 'false'
|
||||
spawnrate: '-1'
|
||||
exceptions: []
|
||||
entryfee:
|
||||
|
@ -366,8 +366,8 @@ worlds:
|
|||
autoHeal: 'true'
|
||||
adjustSpawn: 'true'
|
||||
portalForm: ALL
|
||||
gameMode: SURVIVAL
|
||||
keepSpawnInMemory: 'true'
|
||||
gameMode: CREATIVE
|
||||
keepSpawnInMemory: 'false'
|
||||
spawnLocation:
|
||||
==: MVSpawnLocation
|
||||
x: 170.0
|
||||
|
@ -375,7 +375,7 @@ worlds:
|
|||
z: -39.0
|
||||
pitch: 0.0
|
||||
yaw: 0.0
|
||||
autoLoad: 'true'
|
||||
autoLoad: 'false'
|
||||
bedRespawn: 'true'
|
||||
worldBlacklist: []
|
||||
environment: NORMAL
|
||||
|
@ -393,7 +393,7 @@ worlds:
|
|||
scale: '1.0'
|
||||
respawnWorld: ''
|
||||
allowWeather: 'true'
|
||||
difficulty: EASY
|
||||
difficulty: NORMAL
|
||||
spawning:
|
||||
==: MVSpawnSettings
|
||||
animals:
|
||||
|
@ -423,7 +423,7 @@ worlds:
|
|||
z: 0.0
|
||||
pitch: 0.0
|
||||
yaw: 0.0
|
||||
autoLoad: 'true'
|
||||
autoLoad: 'false'
|
||||
bedRespawn: 'true'
|
||||
worldBlacklist: []
|
||||
environment: NORMAL
|
||||
|
@ -441,15 +441,15 @@ worlds:
|
|||
scale: '1.0'
|
||||
respawnWorld: ''
|
||||
allowWeather: 'true'
|
||||
difficulty: EASY
|
||||
spawning: *id007
|
||||
entryfee: *id008
|
||||
difficulty: NORMAL
|
||||
spawning: *id010
|
||||
entryfee: *id011
|
||||
hunger: 'true'
|
||||
autoHeal: 'true'
|
||||
adjustSpawn: 'true'
|
||||
portalForm: ALL
|
||||
gameMode: SURVIVAL
|
||||
keepSpawnInMemory: 'true'
|
||||
keepSpawnInMemory: 'false'
|
||||
spawnLocation:
|
||||
==: MVSpawnLocation
|
||||
x: 2.384034371076785
|
||||
|
@ -459,7 +459,7 @@ worlds:
|
|||
yaw: -269.4009
|
||||
autoLoad: 'true'
|
||||
bedRespawn: 'true'
|
||||
worldBlacklist: *id009
|
||||
worldBlacklist: *id012
|
||||
environment: NORMAL
|
||||
seed: '7008642968894271479'
|
||||
generator: TerrainControl
|
||||
|
|
553
PermissionsEx/permissions.yml
Executable file → Normal file
553
PermissionsEx/permissions.yml
Executable file → Normal file
|
@ -5,6 +5,8 @@ groups:
|
|||
prefix: '[Newcomer]'
|
||||
rank: '100'
|
||||
permissions:
|
||||
- chroma.command.*
|
||||
- multiverse.portal.access.Plotworld
|
||||
- essentials.motd
|
||||
- movecraft.movecraft.*
|
||||
- essentials.gamemode.survival
|
||||
|
@ -44,27 +46,25 @@ groups:
|
|||
- essentials.tptoggle
|
||||
- modifyworld.*
|
||||
- towny.wild.*
|
||||
- towny.chat.town
|
||||
- towny.chat.nation
|
||||
- towny.chat.join
|
||||
- towny.chat.leave
|
||||
- towny.command.nation.*
|
||||
- towny.command.plot.*
|
||||
- towny.command.resident.*
|
||||
- towny.command.town.*
|
||||
- towny.command.towny.*
|
||||
- towny.command.townyworld.*
|
||||
- towny.town.resident
|
||||
- towny.town.spawn.town
|
||||
- multiverse.help
|
||||
- multiverse.core.confirm
|
||||
- multiverse.core.coord
|
||||
- multiverse.core.info
|
||||
- multiverse.core.list.*
|
||||
- plots.use
|
||||
- plots.permpack.basic
|
||||
worlds:
|
||||
plotworld:
|
||||
permissions:
|
||||
- -essentials.gamemode
|
||||
- -chestshop.shop.*
|
||||
member:
|
||||
inheritance:
|
||||
- default
|
||||
permissions:
|
||||
- thorpe.command.*
|
||||
- jobs.maxfurnaces.19042
|
||||
- jobs.maxbrewingstands.19042
|
||||
- essentials.motd
|
||||
- movecraft.*
|
||||
- essentials.warp
|
||||
|
@ -80,8 +80,15 @@ groups:
|
|||
- towny.town.spawn.nation
|
||||
- towny.town.spawn.ally
|
||||
- towny.town.spawn.outpost
|
||||
- plots.plot.1
|
||||
options:
|
||||
rank: '60'
|
||||
worlds:
|
||||
plotworld:
|
||||
permissions:
|
||||
- limitedcreative.nolimit.break
|
||||
- limitedcreative.nolimit.use
|
||||
- limitedcreative.nolimit.interact
|
||||
donator:
|
||||
inheritance:
|
||||
- member
|
||||
|
@ -104,21 +111,25 @@ groups:
|
|||
inheritance:
|
||||
- trusted
|
||||
permissions:
|
||||
- worldguard.teleport.own.*
|
||||
- essentials.sethome.multiple.builder
|
||||
- essentials.gamemode.survival
|
||||
- essentials.bigtree
|
||||
- essentials.fly
|
||||
- essentials.gamemode
|
||||
- multiverse.teleport.self.test
|
||||
- multiverse.teleport.other.test
|
||||
options:
|
||||
rank: '40'
|
||||
worlds:
|
||||
plotworld:
|
||||
permissions:
|
||||
- -essentials.gamemode
|
||||
worldeditor:
|
||||
inheritance:
|
||||
- builder
|
||||
permissions:
|
||||
- essentials.powertool.*
|
||||
- worldedit.*
|
||||
- plots.worldedit.bypass
|
||||
options:
|
||||
rank: '30'
|
||||
mod:
|
||||
|
@ -127,6 +138,10 @@ groups:
|
|||
- donator
|
||||
- developer
|
||||
permissions:
|
||||
- -essentials.god
|
||||
- libsdisguises.*
|
||||
- plots.admin
|
||||
- ChestShop.admin
|
||||
- fawe.plotsquared.admin
|
||||
- fawe.worldguard.member
|
||||
- fawe.worldguard
|
||||
|
@ -191,26 +206,30 @@ groups:
|
|||
permissions:
|
||||
- essentials.hat
|
||||
- tbmc.badge.gold
|
||||
- plots.plot.12
|
||||
diamond:
|
||||
permissions:
|
||||
- tbmc.badge.diamond
|
||||
- plots.plot.24
|
||||
inheritance:
|
||||
- gold
|
||||
iron:
|
||||
permissions:
|
||||
- plots.plot.4
|
||||
inheritance:
|
||||
- coal
|
||||
coal:
|
||||
permissions:
|
||||
- tbmc.rainbow
|
||||
- plots.plot.2
|
||||
schema-version: 1
|
||||
users:
|
||||
6044fabf-cf2b-4579-8d44-bc52874b77f8:
|
||||
permissions:
|
||||
- coinspect.*
|
||||
- essentials.socialspy
|
||||
- dynmap.radiusrender
|
||||
- permissions.*
|
||||
- pex.*
|
||||
permissions: []
|
||||
options:
|
||||
name: Alisolarflare
|
||||
group:
|
||||
- developer
|
||||
- member
|
||||
worlds:
|
||||
moderator:
|
||||
|
@ -223,16 +242,17 @@ users:
|
|||
options:
|
||||
name: Mr_Byzantine
|
||||
group:
|
||||
- mod
|
||||
- builder
|
||||
- trusted
|
||||
- member
|
||||
permissions: []
|
||||
69e63e10-e0a6-4cb0-b519-b0e8f57cc7c9:
|
||||
options:
|
||||
name: Ghostise
|
||||
group:
|
||||
- member
|
||||
- Admins
|
||||
- gold
|
||||
- admin
|
||||
633d0de1-4a67-46ff-bd8a-004fa8ce4858:
|
||||
group:
|
||||
|
@ -243,6 +263,7 @@ users:
|
|||
name: iie
|
||||
86539ab7-5fbb-4cc2-8452-ca737fecae6f:
|
||||
group:
|
||||
- member
|
||||
- mod
|
||||
options:
|
||||
name: creepachu
|
||||
|
@ -254,7 +275,8 @@ users:
|
|||
options:
|
||||
name: HasOkayInternet
|
||||
group:
|
||||
- builder
|
||||
- diamond
|
||||
- member
|
||||
permissions: []
|
||||
bd0c72e7-f5a6-49be-a407-ad69e72a3431:
|
||||
group:
|
||||
|
@ -263,9 +285,9 @@ users:
|
|||
- developer
|
||||
options:
|
||||
name: NorbiPeti
|
||||
permissions: []
|
||||
80f097d0-bb18-444c-ba0a-8d8e0a923622:
|
||||
group:
|
||||
- gold
|
||||
- member
|
||||
- admin
|
||||
- mod
|
||||
|
@ -279,8 +301,9 @@ users:
|
|||
- member
|
||||
423ab9b6-5518-4fa2-afc3-31143f169a75:
|
||||
options:
|
||||
name: FlamingoJay
|
||||
name: jarrxth
|
||||
group:
|
||||
- gold
|
||||
- member
|
||||
7ede6d55-357d-45d2-8dd1-613e287f174a:
|
||||
options:
|
||||
|
@ -333,12 +356,12 @@ users:
|
|||
name: MC_Brendan
|
||||
a34194de-b4f1-4bb2-9355-76cd34e3fefb:
|
||||
options:
|
||||
name: Hack3rm4n
|
||||
name: qTanjiro
|
||||
group:
|
||||
- member
|
||||
f67bee95-b84f-483d-af00-c6448f742780:
|
||||
options:
|
||||
name: TitanZz
|
||||
name: SyK7
|
||||
group:
|
||||
- member
|
||||
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||||
group:
|
||||
- member
|
||||
options:
|
||||
name: Dragonslayer271
|
||||
7137de0e-f65e-46c6-acd5-675e194afec4:
|
||||
group:
|
||||
- member
|
||||
options:
|
||||
name: uzou
|
||||
17847b6e-0496-4c61-82e3-830075888565:
|
||||
group:
|
||||
- member
|
||||
options:
|
||||
name: SomethingYuNique
|
||||
65414a1f-4f5e-4db5-953d-0a24dc7acbd1:
|
||||
group:
|
||||
- member
|
||||
options:
|
||||
name: AtlanticMercyyy
|
||||
5a80158a-2345-4179-8049-081c438b5581:
|
||||
group:
|
||||
- member
|
||||
options:
|
||||
name: MrSavagePlayZ
|
||||
2b9730bb-3a2c-418f-9cc7-341fa031dd39:
|
||||
group:
|
||||
- member
|
||||
options:
|
||||
name: Serxen
|
||||
e828cf3b-5beb-4b02-8813-df0e50dd59a6:
|
||||
group:
|
||||
- member
|
||||
options:
|
||||
name: IndigoVi0let
|
||||
1c3ba54d-bc2c-4d2d-920f-b64cc8c72ad7:
|
||||
group:
|
||||
- member
|
||||
options:
|
||||
name: Kangoni
|
||||
44d38467-34c9-48eb-ab3c-b4b30a1b338c:
|
||||
group:
|
||||
- member
|
||||
options:
|
||||
name: TheWitz
|
||||
|
|
|
@ -1,21 +0,0 @@
|
|||
update:
|
||||
period: 300
|
||||
layer:
|
||||
name: PlotSquared
|
||||
hidebydefault: false
|
||||
layerprio: 0
|
||||
minzoom: 0
|
||||
infowindow: <div class="infowindow"><span style="font-size:120%;">%id%</span><br>%alias%%owner%%trusted%%members%%flags%</div>
|
||||
infoelement: '%key% <span style="font-weight:bold;">%values%</span><br>'
|
||||
plotstyle:
|
||||
strokeColor: '#6666CC'
|
||||
strokeOpacity: 0.8
|
||||
strokeWeight: 3
|
||||
fillColor: '#FFFFFF'
|
||||
fillOpacity: 0.01
|
||||
custstyle:
|
||||
customregion1:
|
||||
strokeColor: '#00FF00'
|
||||
ownerstyle:
|
||||
kingoftheworld:
|
||||
strokecolor: '#C0C0C0'
|
|
@ -1,9 +1,10 @@
|
|||
# These first 4 aren't configurable
|
||||
# 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: "12 Jul 2018 00:00:00 GMT"
|
||||
build: "https://ci.athion.net/job/PlotSquared/2010"
|
||||
commit: "https://github.com/IntellectualSites/PlotSquared/commit/6ed6f60"
|
||||
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
|
||||
|
@ -161,6 +162,7 @@ auto-clear:
|
|||
required-plots: -1
|
||||
confirmation: true
|
||||
days: 7
|
||||
skip-account-age-days: -1
|
||||
worlds:
|
||||
- "*"
|
||||
# See: https://github.com/IntellectualSites/PlotSquared/wiki/Plot-analysis
|
||||
|
|
|
@ -51,3 +51,4 @@ worlds:
|
|||
natural_mob_spawning: false
|
||||
mob_spawner_spawning: false
|
||||
flags: {}
|
||||
mob_damage: false
|
||||
|
|
BIN
PlotSquared/templates/bridge.template
Executable file
BIN
PlotSquared/templates/bridge.template
Executable file
Binary file not shown.
|
@ -1,409 +0,0 @@
|
|||
confirm:
|
||||
expired_confirm: $2Confirmation has expired, please run the command again!
|
||||
failed_confirm: $2You have no pending actions to confirm!
|
||||
requires_confirm: '$2Are you sure you wish to execute: $1%s$2?&-$2This cannot be
|
||||
undone! If you are sure: $1/plot confirm'
|
||||
move:
|
||||
move_success: $4Successfully moved plot.
|
||||
copy_success: $4Successfully copied plot.
|
||||
requires_unowned: $2The location specified is already occupied.
|
||||
set:
|
||||
set_attribute: $4Successfully set %s0 set to %s1
|
||||
web:
|
||||
generating_link: $1Processing plot...
|
||||
generating_link_failed: $2Failed to generate download link!
|
||||
save_failed: $2Failed to save
|
||||
load_null: $2Please use $4/plot load $2to get a list of schematics
|
||||
load_failed: $2Failed to load schematic
|
||||
load_list: '$2To load a schematic, use $1/plot load #'
|
||||
save_success: $1Successfully saved!
|
||||
compass:
|
||||
compass_target: $4Successfully targeted plot with compass
|
||||
cluster:
|
||||
cluster_available_args: '$1The following sub commands are available: $4list$2, $4create$2,
|
||||
$4delete$2, $4resize$2, $4invite$2, $4kick$2, $4leave$2, $4members$2, $4info$2,
|
||||
$4tp$2, $4sethome'
|
||||
cluster_list_heading: $2There are $1%s$2 clusters in this world
|
||||
cluster_list_element: $2 - $1%s&-
|
||||
cluster_intersection: '$2The proposed area overlaps with: %s0'
|
||||
cluster_outside: '$2The proposed area is outside the plot area: %s0'
|
||||
cluster_added: $4Successfully created the cluster.
|
||||
cluster_deleted: $4Successfully deleted the cluster.
|
||||
cluster_resized: $4Successfully resized the cluster.
|
||||
cluster_added_user: $4Successfully added user to the cluster.
|
||||
cannot_kick_player: $2You cannot kick that player
|
||||
cluster_invited: '$1You have been invited to the following cluster: $2%s'
|
||||
cluster_removed: '$1You have been removed from cluster: $2%s'
|
||||
cluster_kicked_user: $4Successfully kicked the user
|
||||
invalid_cluster: '$1Invalid cluster name: $2%s'
|
||||
cluster_not_added: $2That player was not added to the plot cluster
|
||||
cluster_cannot_leave: $1You must delete or transfer ownership before leaving
|
||||
cluster_added_helper: $4Successfully added a helper to the cluster
|
||||
cluster_removed_helper: $4Successfully removed a helper from the cluster
|
||||
cluster_regenerated: $4Successfully started cluster regeneration
|
||||
cluster_teleporting: $4Teleporting...
|
||||
cluster_info: '$1Current cluster: $2%id%&-$1Name: $2%name%&-$1Owner: $2%owner%&-$1Size:
|
||||
$2%size%&-$1Rights: $2%rights%'
|
||||
border:
|
||||
border: $2You are outside the current map border
|
||||
unclaim:
|
||||
unclaim_success: $4You successfully unclaimed the plot.
|
||||
unclaim_failed: $2Could not unclaim the plot
|
||||
worldedit masks:
|
||||
worldedit_delayed: $2Please wait while we process your WorldEdit action...
|
||||
worldedit_run: '$2Apologies for the delay. Now executing: %s'
|
||||
require_selection_in_mask: $2%s of your selection is not within your plot mask.
|
||||
You can only make edits within your plot.
|
||||
worldedit_volume: $2You cannot select a volume of %current%. The maximum volume
|
||||
you can modify is %max%.
|
||||
worldedit_iterations: $2You cannot iterate %current% times. The maximum number of
|
||||
iterations allowed is %max%.
|
||||
worldedit_unsafe: $2Access to that command has been blocked
|
||||
worldedit_bypass: $2&oTo bypass your restrictions use $4/plot wea
|
||||
worldedit_bypassed: $2Currently bypassing WorldEdit restriction.
|
||||
worldedit_unmasked: $1Your WorldEdit is now unrestricted.
|
||||
worldedit_restricted: $1Your WorldEdit is now restricted.
|
||||
gamemode:
|
||||
gamemode_was_bypassed: $1You bypassed the GameMode ($2{gamemode}$1) $1set for $2{plot}
|
||||
height limit:
|
||||
height_limit: $1This plot area has a height limit of $2{limit}
|
||||
records:
|
||||
record_play: $2%player $2started playing record $1%name
|
||||
notify_enter: $2%player $2entered your plot ($1%plot$2)
|
||||
notify_leave: $2%player $2left your plot ($1%plot$2)
|
||||
swap:
|
||||
swap_overlap: $2The proposed areas are not allowed to overlap
|
||||
swap_dimensions: $2The proposed areas must have comparable dimensions
|
||||
swap_syntax: $2/plot swap <id>
|
||||
swap_success: $4Successfully swapped plots
|
||||
started_swap: $2Started plot swap task. You will be notified when it finishes
|
||||
comment:
|
||||
inbox_notification: '%s unread messages. Use /plot inbox'
|
||||
not_valid_inbox_index: $2No comment at index %s
|
||||
inbox_item: $2 - $4%s
|
||||
comment_syntax: $2Use /plot comment [X;Z] <%s> <comment>
|
||||
invalid_inbox: '$2That is not a valid inbox.&-$1Accepted values: %s'
|
||||
no_perm_inbox: $2You do not have permission for that inbox
|
||||
no_perm_inbox_modify: $2You do not have permission to modify that inbox
|
||||
no_plot_inbox: $2You must stand in or supply a plot argument
|
||||
comment_removed: $4Successfully deleted comment/s:n$2 - '$3%s$2'
|
||||
comment_added: $4A comment has been left
|
||||
comment_header: $2&m---------&r $1Comments $2&m---------&r
|
||||
inbox_empty: $2No comments
|
||||
console:
|
||||
not_console: $2For safety reasons, this command can only be executed by console.
|
||||
is_console: $2This command can only be executed by a player.
|
||||
inventory:
|
||||
inventory_usage: '&cUsage: &6{usage}'
|
||||
inventory_desc: '&cDescription: &6{desc}'
|
||||
inventory_category: '&cCategory: &6{category}'
|
||||
clipboard:
|
||||
clipboard_set: $2The current plot is now copied to your clipboard, use $1/plot paste$2
|
||||
to paste it
|
||||
pasted: $4The plot selection was successfully pasted. It has been cleared from your
|
||||
clipboard.
|
||||
paste_failed: '$2Failed to paste the selection. Reason: $2%s'
|
||||
no_clipboard: $2You don't have a selection in your clipboard
|
||||
clipboard_info: '$2Current Selection - Plot ID: $1%id$2, Width: $1%width$2, Total
|
||||
Blocks: $1%total$2'
|
||||
toggle:
|
||||
toggle_enabled: '$2Enabled setting: %s'
|
||||
toggle_disabled: '$2Disabled setting: %s'
|
||||
blocked command:
|
||||
command_blocked: $2That command is not allowed in this plot
|
||||
done:
|
||||
done_already_done: $2This plot is already marked as done
|
||||
done_not_done: $2This plot is not marked as done.
|
||||
done_insufficient_complexity: $2This plot is too simple. Please add more detail
|
||||
before using this command.
|
||||
done_success: $1Successfully marked this plot as done.
|
||||
done_removed: $1You may now continue building in this plot.
|
||||
ratings:
|
||||
ratings_purged: $2Purged ratings for this plot
|
||||
rating_not_valid: $2You need to specify a number between 1 and 10
|
||||
rating_already_exists: $2You have already rated plot $2%s
|
||||
rating_applied: $4You successfully rated plot $2%s
|
||||
rating_not_your_own: $2You cannot rate your own plot
|
||||
rating_not_done: $2You can only rate finished plots.
|
||||
rating_not_owned: $2You cannot rate a plot that is not claimed by anyone
|
||||
tutorial:
|
||||
rate_this: $2Rate this plot!
|
||||
comment_this: '$2Leave some feedback on this plot: %s'
|
||||
economy:
|
||||
econ_disabled: $2Economy is not enabled
|
||||
cannot_afford_plot: $2You cannot afford to buy this plot. It costs $1%s
|
||||
not_for_sale: $2This plot is not for sale
|
||||
cannot_buy_own: $2You cannot buy your own plot
|
||||
plot_sold: $4Your plot; $1%s0$4, has been sold to $1%s1$4 for $1$%s2
|
||||
cannot_afford_merge: $2You cannot afford to merge the plots. It costs $1%s
|
||||
added_balance: $1%s $2has been added to your balance
|
||||
removed_balance: $1%s $2has been taken from your balance
|
||||
removed_granted_plot: $2You used %s plot grant(s), you've got $1%s $2left
|
||||
setup:
|
||||
setup_init: '$1Usage: $2/plot setup <value>'
|
||||
setup_step: '$3[$1Step %s0$3] $1%s1 $2- $1Expecting: $2%s2 $1Default: $2%s3'
|
||||
setup_invalid_arg: '$2%s0 is not a valid argument for step %s1. To cancel setup
|
||||
use: $1/plot setup cancel'
|
||||
setup_valid_arg: $2Value $1%s0 $2set to %s1
|
||||
setup_finished: $4You should have been teleported to the created world. Otherwise
|
||||
you will need to set the generator manually using the bukkit.yml or your chosen
|
||||
world management plugin.
|
||||
setup_world_taken: $2%s is already a world
|
||||
setup_missing_world: $2You need to specify a world name ($1/plot setup &l<world>$1
|
||||
<generator>$2)&-$1Additional commands:&-$2 - $1/plot setup <value>&-$2 - $1/plot
|
||||
setup back&-$2 - $1/plot setup cancel
|
||||
setup_missing_generator: $2You need to specify a generator ($1/plot setup <world>
|
||||
&l<generator>&r$2)&-$1Additional commands:&-$2 - $1/plot setup <value>&-$2 - $1/plot
|
||||
setup back&-$2 - $1/plot setup cancel
|
||||
setup_invalid_generator: '$2Invalid generator. Possible options: %s'
|
||||
schematics:
|
||||
schematic_too_large: $2The plot is too large for this action!
|
||||
schematic_missing_arg: '$2You need to specify an argument. Possible values: $1test
|
||||
<name>$2 , $1save$2 , $1paste $2, $1exportall'
|
||||
schematic_invalid: '$2That is not a valid schematic. Reason: $2%s'
|
||||
schematic_valid: $2That is a valid schematic
|
||||
schematic_paste_failed: $2Failed to paste the schematic
|
||||
schematic_paste_success: $4The schematic pasted successfully
|
||||
titles:
|
||||
title_entered_plot: '$1Plot: %world%;%x%;%z%'
|
||||
title_entered_plot_sub: $4Owned by %s
|
||||
prefix_greeting: '$1%id%$2> '
|
||||
prefix_farewell: '$1%id%$2> '
|
||||
core:
|
||||
task_start: Starting task...
|
||||
prefix: $3[$1P2$3] $2
|
||||
enabled: $1%s0 is now enabled
|
||||
reload:
|
||||
reloaded_configs: $1Translations and world settings have been reloaded
|
||||
reload_failed: $2Failed to reload file configurations
|
||||
desc:
|
||||
desc_set: $2Plot description set
|
||||
desc_unset: $2Plot description unset
|
||||
missing_desc: $2You need to specify a description
|
||||
alias:
|
||||
alias_set_to: $2Plot alias set to $1%alias%
|
||||
alias_removed: $2Plot alias removed
|
||||
missing_alias: $2You need to specify an alias
|
||||
alias_too_long: $2The alias must be < 50 characters in length
|
||||
alias_is_taken: $2That alias is already taken
|
||||
position:
|
||||
missing_position: '$2You need to specify a position. Possible values: $1none'
|
||||
position_set: $1Home position set to your current location
|
||||
position_unset: $1Home position reset to the default location
|
||||
home_argument: $2Use /plot set home [none]
|
||||
invalid_position: $2That is not a valid position value
|
||||
cap:
|
||||
entity_cap: $2You are not allowed to spawn more mobs
|
||||
time:
|
||||
time_format: $1%hours%, %min%, %sec%
|
||||
permission:
|
||||
no_schematic_permission: $2You don't have the permission required to use schematic
|
||||
$1%s
|
||||
no_permission: '$2You are lacking the permission node: $1%s'
|
||||
no_permission_event: '$2You are lacking the permission node: $1%s'
|
||||
no_plot_perms: $2You must be the plot owner to perform this action
|
||||
cant_claim_more_plots: $2You can't claim more plots.
|
||||
cant_claim_more_clusters: $2You can't claim more clusters.
|
||||
cant_transfer_more_plots: $2You can't send more plots to that user
|
||||
cant_claim_more_plots_num: $2You can't claim more than $1%s $2plots at once
|
||||
you_be_denied: $2You are not allowed to enter this plot
|
||||
merge_request_confirm: Merge request from %s
|
||||
merge:
|
||||
merge_not_valid: $2This merge request is no longer valid.
|
||||
merge_accepted: $2The merge request has been accepted
|
||||
success_merge: $2Plots have been merged!
|
||||
merge_requested: $2Successfully sent a merge request
|
||||
no_perm_merge: '$2You are not the owner of the plot: $1%plot%'
|
||||
no_available_automerge: $2You do not own any adjacent plots in the specified direction
|
||||
or are not allowed to merge to the required size.
|
||||
unlink_required: $2An unlink is required to do this.
|
||||
unlink_impossible: $2You can only unlink a mega-plot
|
||||
unlink_success: $2Successfully unlinked plots.
|
||||
commandconfig:
|
||||
not_valid_subcommand: $2That is not a valid subcommand
|
||||
did_you_mean: '$2Did you mean: $1%s'
|
||||
name_little: $2%s0 name is too short, $1%s1$2<$1%s3
|
||||
no_commands: $2I'm sorry, but you're not permitted to use any subcommands.
|
||||
subcommand_set_options_header: '$2Possible Values: '
|
||||
command_syntax: '$1Usage: $2%s'
|
||||
flag_tutorial_usage: '$1Have an admin set the flag: $2%s'
|
||||
errors:
|
||||
invalid_player_wait: '$2Player not found: $1%s$2, fetching it. Try again soon.'
|
||||
invalid_player: '$2Player not found: $1%s$2.'
|
||||
invalid_player_offline: '$2The player must be online: $1%s.'
|
||||
invalid_command_flag: '$2Invalid command flag: %s0'
|
||||
error: '$2An error occurred: %s'
|
||||
command_went_wrong: $2Something went wrong when executing that command...
|
||||
no_free_plots: $2There are no free plots available
|
||||
not_in_plot: $2You're not in a plot
|
||||
not_loaded: $2The plot could not be loaded
|
||||
not_in_cluster: $2You must be within a plot cluster to perform that action
|
||||
not_in_plot_world: $2You're not in a plot area
|
||||
plotworld_incompatible: $2The two worlds must be compatible
|
||||
not_valid_world: $2That is not a valid world (case sensitive)
|
||||
not_valid_plot_world: $2That is not a valid plot area (case sensitive)
|
||||
no_plots: $2You don't have any plots
|
||||
wait_for_timer: $2A setblock timer is bound to either the current plot or you. Please
|
||||
wait for it to finish
|
||||
paste:
|
||||
debug_report_created: '$1Uploaded a full debug to: $1%url%'
|
||||
purge:
|
||||
purge_success: $4Successfully purged %s plots
|
||||
trim:
|
||||
trim_in_progress: A world trim task is already in progress!
|
||||
not_valid_hybrid_plot_world: The hybrid plot manager is required to perform this
|
||||
action
|
||||
block list:
|
||||
block_list_separater: '$1,$2 '
|
||||
biome:
|
||||
need_biome: $2You need to specify a valid biome.
|
||||
biome_set_to: $2Plot biome set to $2
|
||||
teleport:
|
||||
teleported_to_plot: $1You have been teleported
|
||||
teleported_to_road: $2You got teleported to the road
|
||||
teleport_in_seconds: $1Teleporting in %s seconds. Do not move...
|
||||
teleport_failed: $2Teleportation cancelled due to movement or damage
|
||||
set block:
|
||||
set_block_action_finished: $1The last setblock action is now finished.
|
||||
unsafe:
|
||||
debugallowunsafe_on: $2Unsafe actions allowed
|
||||
debugallowunsafe_off: $2Unsafe actions disabled
|
||||
debug:
|
||||
debug_header: $1Debug Information&-
|
||||
debug_section: $2>> $1&l%val%
|
||||
debug_line: $2>> $1%var%$2:$1 %val%&-
|
||||
invalid:
|
||||
not_valid_data: $2That's not a valid data id.
|
||||
not_valid_block: '$2That''s not a valid block: %s'
|
||||
not_allowed_block: '$2That block is not allowed: %s'
|
||||
not_valid_number: '$2That''s not a valid number within the range: %s'
|
||||
not_valid_plot_id: $2That's not a valid plot id.
|
||||
plot_id_form: '$2The plot id must be in the form: $1X;Y $2e.g. $1-5;7'
|
||||
not_your_plot: $2That is not your plot.
|
||||
no_such_plot: $2There is no such plot
|
||||
player_has_not_been_on: $2That player hasn't been in the plotworld
|
||||
found_no_plots: $2Found no plots with your search query
|
||||
found_no_plots_for_player: '$2No plots found for player: %s'
|
||||
camera:
|
||||
camera_started: $2You have entered camera mode for plot $1%s
|
||||
camera_stopped: $2You are no longer in camera mode
|
||||
need:
|
||||
need_plot_number: $2You've got to specify a plot number or alias
|
||||
need_block: $2You've got to specify a block
|
||||
need_plot_id: $2You've got to specify a plot id.
|
||||
need_plot_world: $2You've got to specify a plot area.
|
||||
need_user: $2You need to specify a username
|
||||
near:
|
||||
plot_near: '$1Players: %s0'
|
||||
info:
|
||||
none: None
|
||||
now: Now
|
||||
never: Never
|
||||
unknown: Unknown
|
||||
everyone: Everyone
|
||||
plot_unowned: $2The current plot must have an owner to perform this action
|
||||
plot_info_unclaimed: $2Plot $1%s$2 is not yet claimed
|
||||
plot_info_header: $3&m---------&r $1INFO $3&m---------
|
||||
plot_info: '$1ID: $2%id%$1&-$1Alias: $2%alias%$1&-$1Owner: $2%owner%$1&-$1Biome:
|
||||
$2%biome%$1&-$1Can Build: $2%build%$1&-$1Rating: $2%rating%&-$1Seen: $2%seen%&-$1Trusted:
|
||||
$2%trusted%$1&-$1Members: $2%members%$1&-$1Denied: $2%denied%$1&-$1Flags: $2%flags%'
|
||||
plot_info_footer: $3&m---------&r $1INFO $3&m---------
|
||||
plot_info_trusted: $1Trusted:$2 %trusted%
|
||||
plot_info_members: $1Members:$2 %members%
|
||||
plot_info_denied: $1Denied:$2 %denied%
|
||||
plot_info_flags: $1Flags:$2 %flags%
|
||||
plot_info_biome: $1Biome:$2 %biome%
|
||||
plot_info_rating: $1Rating:$2 %rating%
|
||||
plot_info_owner: $1Owner:$2 %owner%
|
||||
plot_info_id: $1ID:$2 %id%
|
||||
plot_info_alias: $1Alias:$2 %alias%
|
||||
plot_info_size: $1Size:$2 %size%
|
||||
plot_info_seen: $1Seen:$2 %seen%
|
||||
plot_user_list: ' $1%user%$2,'
|
||||
plot_flag_list: $1%s0:%s1$2
|
||||
info_syntax_console: $2/plot info X;Y
|
||||
working:
|
||||
generating_component: $1Started generating component from your settings
|
||||
clearing_plot: $2Clearing plot async.
|
||||
clearing_done: $4Clear completed! Took %sms.
|
||||
deleting_done: $4Delete completed! Took %sms.
|
||||
plot_not_claimed: $2Plot not claimed
|
||||
plot_is_claimed: $2This plot is already claimed
|
||||
claimed: $4You successfully claimed the plot
|
||||
list:
|
||||
comment_list_header_paged: $2(Page $1%cur$2/$1%max$2) $1List of %amount% comments
|
||||
clickable: ' (interactive)'
|
||||
area_list_header_paged: $2(Page $1%cur$2/$1%max$2) $1List of %amount% areas
|
||||
plot_list_header_paged: $2(Page $1%cur$2/$1%max$2) $1List of %amount% plots
|
||||
plot_list_header: $1List of %word% plots
|
||||
plot_list_item: $2>> $1%id$2:$1%world $2- $1%owner
|
||||
plot_list_item_ordered: $2[$1%in$2] >> $1%id$2:$1%world $2- $1%owner
|
||||
plot_list_footer: $2>> $1%word% a total of $2%num% $1claimed %plot%.
|
||||
left:
|
||||
left_plot: $2You left a plot
|
||||
chat:
|
||||
plot_chat_spy_format: '$2[$1Plot Spy$2][$1%plot_id%$2] $1%sender%$2: $1%msg%'
|
||||
plot_chat_format: '$2[$1Plot Chat$2][$1%plot_id%$2] $1%sender%$2: $1%msg%'
|
||||
plot_chat_forced: $2This world forces everyone to use plot chat.
|
||||
plot_chat_on: $4Plot chat enabled.
|
||||
plot_chat_off: $4Plot chat disabled.
|
||||
deny:
|
||||
denied_removed: $4You successfully undenied the player from this plot
|
||||
denied_added: $4You successfully denied the player from this plot
|
||||
denied_need_argument: $2Arguments are missing. $1/plot denied add <name> $2or $1/plot
|
||||
denied remove <name>
|
||||
was_not_denied: $2That player was not denied on this plot
|
||||
you_got_denied: $4You are denied from the plot you were previously on, and got teleported
|
||||
to spawn
|
||||
kick:
|
||||
you_got_kicked: $4You got kicked!
|
||||
rain:
|
||||
need_on_off: '$2You need to specify a value. Possible values: $1on$2, $1off'
|
||||
setting_updated: $4You successfully updated the setting
|
||||
flag:
|
||||
flag_key: '$2Key: %s'
|
||||
flag_type: '$2Type: %s'
|
||||
flag_desc: '$2Desc: %s'
|
||||
not_valid_flag: $2That is not a valid flag
|
||||
not_valid_flag_suggested: '$2That is not a valid flag. Did you mean: $1%s'
|
||||
not_valid_value: $2Flag values must be alphanumerical
|
||||
flag_not_in_plot: $2The plot does not have that flag
|
||||
flag_not_removed: $2The flag could not be removed
|
||||
flag_not_added: $2The flag could not be added
|
||||
flag_removed: $4Successfully removed flag
|
||||
flag_added: $4Successfully added flag
|
||||
trusted:
|
||||
trusted_added: $4You successfully trusted a user to the plot
|
||||
trusted_removed: $4You successfully removed a trusted user from the plot
|
||||
was_not_added: $2That player was not trusted on this plot
|
||||
plot_removed_user: $1Plot %s of which you were added to has been deleted due to
|
||||
owner inactivity
|
||||
member:
|
||||
removed_players: $2Removed %s players from this plot.
|
||||
already_owner: '$2That user is already the plot owner: %s0'
|
||||
already_added: '$2That user is already added to that category: %s0'
|
||||
member_added: $4That user can now build while the plot owner is online
|
||||
member_removed: $1You successfully removed a user from the plot
|
||||
member_was_not_added: $2That player was not added as a user on this plot
|
||||
plot_max_members: $2You are not allowed to add any more players to this plot
|
||||
owner:
|
||||
set_owner: $4You successfully set the plot owner
|
||||
now_owner: $4You are now owner of plot %s
|
||||
signs:
|
||||
owner_sign_line_1: '$1ID: $1%id%'
|
||||
owner_sign_line_2: '$1Owner:'
|
||||
owner_sign_line_3: $2%plr%
|
||||
owner_sign_line_4: $3Claimed
|
||||
help:
|
||||
help_header: $3&m---------&r $1Plot² Help $3&m---------
|
||||
help_page_header: '$1Category: $2%category%$2,$1 Page: $2%current%$3/$2%max%$2'
|
||||
help_footer: $3&m---------&r $1Plot² Help $3&m---------
|
||||
help_info_item: $1/plot help %category% $3- $2%category_desc%
|
||||
help_item: $1%usage% [%alias%]&- $3- $2%desc%&-
|
||||
direction: '$1Current direction: %dir%'
|
||||
grants:
|
||||
granted_plots: '$1Result: $2%s $1grants left'
|
||||
granted_plot: $1You granted %s0 plot to $2%s1
|
||||
granted_plot_failed: '$1Grant failed: $2%s'
|
||||
'-':
|
||||
custom_string: '-'
|
|
@ -1,412 +0,0 @@
|
|||
# Translated by: Krauti2 / EvilOlaf
|
||||
# Adjusted and updated by: NotMyFault
|
||||
BORDER: $2Du befindest dich außerhalb der aktuellen Weltengrenze
|
||||
confirm:
|
||||
failed_confirm: $2Es gibt keine zur Bestätigung ausstehenden Befehle!
|
||||
requires_confirm: '$2Bist du sicher, dass du diesen Befehl ausführen willst: $1%s$2?&-$2Die
|
||||
Änderung ist unwiderruflich! Wenn du sicher bist: $1/plot confirm'
|
||||
expired_confirm: $2Bestätigung abgelaufgen, führe den Befehl nochmal aus!
|
||||
move:
|
||||
move_success: $4Plot erfolgreich verschoben.
|
||||
copy_success: $4Plot erfolgreich kopiert.
|
||||
requires_unowned: $2Der angegebene Ort ist bereits belegt.
|
||||
compass:
|
||||
compass_target: $4Plot erfolgreich mit dem Kompass anvisiert.
|
||||
cluster:
|
||||
cluster_available_args: '$1Die folgenden Parameter sind verfügbar: $4list$2, $4create$2,
|
||||
$4delete$2, $4resize$2, $4invite$2, $4kick$2, $4leave$2, $4helpers$2, $4info$2,
|
||||
$4tp$2, $4sethome'
|
||||
cluster_list_heading: $2Es gibt $1%s$2 Cluster in dieser Welt.
|
||||
cluster_list_element: $2 - $1%sn
|
||||
cluster_intersection: $2Der vorgeschlagene Bereich überlappt mit $1%s$2 existierendem/n
|
||||
Cluster/n
|
||||
cluster_added: $4Cluster erfolgreich erstellt.
|
||||
cluster_deleted: $4Cluster erfolgreich gelöscht.
|
||||
cluster_resized: $4Größe des Clusters wurde erfolgreich geändert.
|
||||
cluster_added_user: $4Spieler erfolgreich zum Cluster hinzugefügt.
|
||||
cannot_kick_player: $2Du kannst diesen Spieler nicht kicken.
|
||||
cluster_invited: '$1Du wurdest in folgenden Cluster eingeladen: $2%s'
|
||||
cluster_removed: '$1Du wurdest aus folgendem Cluster entfernt: $2%s'
|
||||
cluster_kicked_user: $4Spieler erfolgreich gekickt.
|
||||
invalid_cluster: '$1Clustername ungültig: $2%s'
|
||||
cluster_not_added: $2Dieser Spieler war nicht zum Cluster hinzugefügt.
|
||||
cluster_cannot_leave: $1Du musst deinen Besitz löschen oder transferieren bevor
|
||||
du gehen kannst.
|
||||
cluster_added_helper: $4Helfer erfolgreich hinzugefügt.
|
||||
cluster_removed_helper: $4Helfer erfolgreich vom Cluster entfernt.
|
||||
cluster_regenerated: $4Clusterregeneration erfolgreich gestartet
|
||||
cluster_teleporting: $4Teleportiere...
|
||||
cluster_info: '$1Aktueller Cluster: $2%id%&-$1Name: $2%name%&-$1Besitzer: $2%owner%&-$1Größe:
|
||||
$2%size%&-$1Rechte: $2%rights%'
|
||||
cluster_outside: '$2Der Vorgeschlagene Bereich liegt außerhalb der Plot Grenze: %s0'
|
||||
unclaim:
|
||||
unclaim_success: $4Dieser Plot gehört dir jetzt nicht mehr.
|
||||
unclaim_failed: $2Plot konnte nicht enteignet werden.
|
||||
worldedit masks:
|
||||
require_selection_in_mask: $2%s deiner Selektion befindet sich nicht innerhalb deines
|
||||
Plots. Du kannst Änderungen nur innerhalb deines Plots vornehmen.
|
||||
worldedit_volume: $2Du kannst die Menge %current% nicht auswählen. Die maximale
|
||||
Grenze liegt bei %max%.
|
||||
worldedit_iterations: $2Du kannst nicht %current% mal wiederholen. Die maximalen
|
||||
Wiederholungen liegen bei %max%.
|
||||
worldedit_unsafe: $2Der Zugriff auf diesen Befehl wurde verwehrt.
|
||||
worldedit_bypass: $2&oUm die Beschränkung außer Kraft zu setzen, verwende $4/plot
|
||||
wea
|
||||
worldedit_unmasked: $1Dein WorldEdit ist jetzt nicht mehr begrenzt.
|
||||
worldedit_restricted: $1Dein WorldEdit ist jetzt begrenzt.
|
||||
worldedit_delayed: $2Bitte warte, während deine WorldEdit Aktion verarbeitet wird...
|
||||
worldedit_run: '$2Sorry für die Wartezeit. Starte jetzt: %s'
|
||||
worldedit_bypassed: $2Beschränkungen werden nun ignoriert.
|
||||
records:
|
||||
record_play: $2%player $2startete Spielaufzeichnung $1%name
|
||||
notify_enter: $2%player $2betritt deinen Plot ($1%plot$2)
|
||||
notify_leave: $2%player $2verließ deinen Plot ($1%plot$2)
|
||||
swap:
|
||||
swap_overlap: $2Der geplante Bereich darf nicht überlappen.
|
||||
swap_dimensions: $2Die geplanten Bereiche müssen vergleichbare Dimensionen aufweisen.
|
||||
swap_syntax: $2/plot swap <plot id>
|
||||
swap_success: $4Plots erfolgreich getauscht
|
||||
started_swap: $2Plot swap Aufgabe gestartet. Du erhälst eine Meldung wenn sie beendet
|
||||
ist.
|
||||
comment:
|
||||
not_valid_inbox_index: $2Keine Kommentar auf Seite %s
|
||||
inbox_item: $2 - $4%s
|
||||
comment_syntax: $2Verwende /plot comment [X;Z] <%s> <comment>
|
||||
invalid_inbox: '$2Dieses Postfach ist ungültig.&-$1Akzeptierte Werte: %s'
|
||||
no_perm_inbox: $2Du hast keine Berechtigung für dieses Postfach
|
||||
no_perm_inbox_modify: $2Du hast keine Berechtigung
|
||||
no_plot_inbox: $2Du musst an einem Plot stehen oder einen solchen angeben.
|
||||
comment_removed: $4Kommentar/e n$2 - '$3%s$2' erfolgreich gelöscht.
|
||||
comment_added: $4Ein Kommentar wurde hinterlassen.
|
||||
comment_header: $2------ Kommentare ------
|
||||
inbox_notification: '%s unread messages. Use /plot inbox'
|
||||
inbox_empty: $2Keine Kommentare
|
||||
console:
|
||||
not_console: $2Aus Sicherheitsgründen kann dieser Befehl nur von der Konsole ausgeführt
|
||||
werden.
|
||||
is_console: $2Dieser Befehl kann nur von einem Spieler ausgeführt werden.
|
||||
clipboard:
|
||||
clipboard_set: $2Der aktuelle Plot wird in die Zwischenablage kopiert. Benutze $1/plot
|
||||
paste$2 um es einzufügen.
|
||||
pasted: $4Die Plotauswahl wurde erfolgreich eingefügt. Die Zwischenablage wurde
|
||||
geleert.
|
||||
paste_failed: '$2Einfügen fehlgeschlagen: $2%s'
|
||||
no_clipboard: $2Deine Zwischenablage ist leer.
|
||||
clipboard_info: '$2Aktuelle Auswahl - Plot ID: $1%id$2, Breite: $1%width$2, Anzahl
|
||||
Blöcke: $1%total$2'
|
||||
ratings:
|
||||
rating_not_valid: $2Wähle eine Zahl zwischen 1 und 10
|
||||
rating_already_exists: '$2Du hast diesen Plot bereits bewertet: $2%s'
|
||||
rating_applied: '$4Du hast diesen Plot erfolgreich bewertet: $2%s'
|
||||
rating_not_your_own: $2Du kannst deinen eigenen Plot nicht selbst bewerten.
|
||||
rating_not_owned: $2Plots ohne Besitzer können nicht bewertet werden.
|
||||
ratings_purged: $2Bewertungen für diesen Plot wurden gelöscht
|
||||
rating_not_done: $2Du kannst nur beendete Plots bewerten.
|
||||
economy:
|
||||
econ_disabled: $2Ökonomie ist nicht aktiviert.
|
||||
cannot_afford_plot: $2Du kannst dir diesen Plot nicht leisten. Er kostet $1%s
|
||||
not_for_sale: $2Dieser Plot steht nicht zum Verkauf.
|
||||
cannot_buy_own: $2Du kannst deinen eigenen Plot nicht kaufen.
|
||||
plot_sold: $4Dein Plot $1%s$4, wurde an $1%s$4 für $1$%s$4 verkauft.
|
||||
cannot_afford_merge: $2Du kannst dir das Zusammenfügen der Plots nicht leisten.
|
||||
Es kostet $1%s
|
||||
added_balance: $1%s $2wurden deinem Guthaben hinzugefügt.
|
||||
removed_balance: $1%s $2wurden von deinem Guthaben abgezogen.
|
||||
removed_granted_plot: $2You used %s plot grant(s), you've got $1%s $2left
|
||||
setup:
|
||||
setup_init: '$1Verwendung: $2/plot setup <value>'
|
||||
setup_step: '$3[$1Schritt %s$3] $1%s $2- $1Erwarte: $2%s $1Standard: $2%s'
|
||||
setup_invalid_arg: '$2%s ist kein gültiger Wert für Schritt %s. Um Setup abzubrechen
|
||||
verwende: $1/plot setup cancel'
|
||||
setup_valid_arg: $2Wert $1%s $2gesetzt auf %s
|
||||
setup_finished: $3Falls du MULTIVERSE oder MULTIWORLD verwendest sollte die Welt
|
||||
generiert worden sein. Andernfalls musst du die Welt manuell über bukkit.yml hinzufügen.
|
||||
setup_world_taken: $2%s ist bereits eine bekannte Plotwelt
|
||||
setup_missing_world: $2Du musst einen Namen für die Welt vergeben ($1/plot setup
|
||||
&l<world>$1 <generator>$2)&-$1Zusätzliche Befehle:&-$2 - $1/plot setup <value>&-$2
|
||||
- $1/plot setup backn$2 - $1/plot setup cancel
|
||||
setup_missing_generator: $2Du musst einen Generator angeben ($1/plot setup <world>
|
||||
&l<generator>&r$2)&-$1Zusätzliche Befehle:&-$2 - $1/plot setup <value>&-$2 - $1/plot
|
||||
setup backn$2 - $1/plot setup cancel
|
||||
setup_invalid_generator: '$2Ungültiger Generarator. Mögliche Optionen: %s'
|
||||
schematics:
|
||||
schematic_missing_arg: '$2Du musst einen Wert angeben. Gültige Werte: $1test <name>$2
|
||||
, $1save$2 , $1paste $2, $1exportall'
|
||||
schematic_invalid: '$2Diese Schematic ist ungültig: $2%s'
|
||||
schematic_valid: $2Diese Schematic ist gültig.
|
||||
schematic_paste_failed: $2Einfügen der Schematic fehlgeschlagen
|
||||
schematic_paste_success: $4Einfügen der Schematic erfolgreich.
|
||||
schematic_too_large: $2The plot is too large for this action!
|
||||
titles:
|
||||
title_entered_plot: Du betrittst Plot %world%;%x%;%z%
|
||||
title_entered_plot_sub: 'Besitzer: %s'
|
||||
prefix_greeting: '$1%id%$2> '
|
||||
prefix_farewell: '$1%id%$2> '
|
||||
core:
|
||||
prefix: '$3[$1P2$3] '
|
||||
enabled: $1PlotSquared wurde aktiviert
|
||||
task_start: Starte Aufgabe...
|
||||
reload:
|
||||
reloaded_configs: $1Übersetzungen und Welteneinstellungen wurden neu geladen
|
||||
reload_failed: $2Erneutes Laden der Konfiguration fehlgeschlagen
|
||||
alias:
|
||||
alias_set_to: $2Plot Alias auf $1%alias% gesetzt
|
||||
missing_alias: $2Du musst einen Alias angeben
|
||||
alias_too_long: $2Der Alias darf nicht länger als 50 Zeichen sein
|
||||
alias_is_taken: $2Dieser Alias wird bereits verwendet
|
||||
alias_removed: $2Der Alias wurde gelöscht
|
||||
position:
|
||||
missing_position: '$2Du musst eine Position angeben. Mögliche Werte: $1none'
|
||||
position_set: $1Der Plot Spawn wurde auf deinen aktuellen Standort gesetzt
|
||||
home_argument: $2Verwende /plot set home [none]
|
||||
invalid_position: $2Dies ist eine ungültige Position
|
||||
position_unset: $1Home Position zurückgesetzt auf standard Wert
|
||||
time:
|
||||
time_format: $1%hours%, %min%, %sec%
|
||||
permission:
|
||||
no_schematic_permission: '$2Du hast keine Berechtigung Schematics zu verwenden:
|
||||
$1%s'
|
||||
no_permission: '$2Dir fehlt folgende Berechtigung: $1%s'
|
||||
no_plot_perms: $2Diese Aktion kann nur der Besitzer des Plots
|
||||
cant_claim_more_plots: $2Du kannst keine weiteren Plots besitzen.
|
||||
cant_transfer_more_plots: $2Du kannst keine weiteren Plots diesem Spieler schicken.
|
||||
cant_claim_more_plots_num: $2Du kannst nicht mehr als $1%s $2Plots auf einmal einnehmen.
|
||||
you_be_denied: $2Es ist dir nicht gestattet diesen Plot zu betreten.
|
||||
merge_request_confirm: Zusammenführanfrage von %s
|
||||
no_permission_event: '$2Dir fehlt folgende Berechtigung: $1%s'
|
||||
cant_claim_more_clusters: $2Du kannst nicht mehr Cluster besitzen.
|
||||
merge:
|
||||
no_perm_merge: $2Du bist nicht Besitzer des Plots $1%plot%
|
||||
unlink_required: $2Die Plots müssen vorher getrennt (unlink) werden.
|
||||
unlink_impossible: $2Die Trennung (unlink) funktioniert nur auf Megaplots.
|
||||
unlink_success: $2Trennung erfolgreich.
|
||||
merge_not_valid: $2Diese Zusammenführanfrage ist nicht länger gültig.
|
||||
merge_accepted: $2Die Zusammenführanfrage wurde akzeptiert.
|
||||
success_merge: $2Plots wurden zusammengeführt.
|
||||
merge_requested: $2Zusammenführanfrage erfolgreich verschickt.
|
||||
no_available_automerge: $2Dir gehören keine benachbarten Plots oder du darfst die Plot Zusammenführungsgröße nicht überschreiten.
|
||||
commandconfig:
|
||||
not_valid_subcommand: $2Das ist kein gültiger Parameter.
|
||||
did_you_mean: '$2Meinst du: $1%s'
|
||||
name_little: $2%s Name ist zu kurz, $1%s$2<$1%s
|
||||
no_commands: $2Du hast für keinen Befehl eine Berechtigung.
|
||||
subcommand_set_options_header: '$2Mögliche Werte: '
|
||||
command_syntax: '$1Verwendung: $2%s'
|
||||
flag_tutorial_usage: '$1Folgende Flags fehlen zur Benutzung: $2%s'
|
||||
errors:
|
||||
invalid_player: '$2Spieler nicht gefunden: $1%s$2.'
|
||||
command_went_wrong: $2Beim Ausführen des Befehls ging etwas schief...
|
||||
no_free_plots: $2Es sind keine freien Plots verfügbar.
|
||||
not_in_plot: $2Du befindest dich nicht auf einem Plot.
|
||||
not_in_cluster: $2Du musst dich innerhalb eines Plot Clusters befinden um das zu
|
||||
tun.
|
||||
not_in_plot_world: $2Du befindest dich nicht in einer Plotwelt.
|
||||
plotworld_incompatible: $2Die beiden Welten müssen kompatibel sein.
|
||||
not_valid_world: $2Das ist keine gültige Welt (Groß- / Kleinschreibung beachten)
|
||||
not_valid_plot_world: $2Das ist keine gültige Plotwelt (Groß- / Kleinschreibung
|
||||
beachten)
|
||||
no_plots: $2Du hast keine Plots
|
||||
wait_for_timer: $2Ein Zeitgeber wurde an den Plot oder an dich gebunden. Bitte warte
|
||||
bis die Zeit abgelaufen ist.
|
||||
invalid_player_wait: '$2Spieler nicht gefunden: $1%s$2. Versuche es später nochmal.'
|
||||
invalid_player_offline: '$2Der Spieler muss online sein: $1%s.'
|
||||
invalid_command_flag: '$2Ungültige Flag: %s0'
|
||||
error: '$2Ein Fehler ist aufgetreten: %s'
|
||||
not_loaded: $2Der Plot konnte nicht geladen werden.
|
||||
purge:
|
||||
purge_success: $4%s Plots erfolgreich gelöscht.
|
||||
trim:
|
||||
trim_in_progress: Die Weltenbeschneidung ist bereits gestartet!
|
||||
not_valid_hybrid_plot_world: Hybrid Plot Manager wird für diese Aktion benötigt.
|
||||
block list:
|
||||
block_list_separater: '$1,$2 '
|
||||
biome:
|
||||
need_biome: $2Du musst ein Biom angeben.
|
||||
biome_set_to: '$2Plot Biome gesetzt: $2'
|
||||
teleport:
|
||||
teleported_to_plot: $1Du wurdest teleportiert.
|
||||
teleported_to_road: $2Du wurdest auf die Straße teleportiert.
|
||||
teleport_in_seconds: $1Teleportiere in %s Sekunden. Bewege dich nicht...
|
||||
teleport_failed: $2Teleportation wurde wegen einer Bewegung oder Schaden abgebrochen.
|
||||
set block:
|
||||
set_block_action_finished: $1Die letze Setblock-Aktion wurde fertiggestellt.
|
||||
debug:
|
||||
debug_section: $2>> $1&l%val%
|
||||
debug_line: $2>> $1%var%$2:$1 %val%&-
|
||||
debug_header: $1Debug Information&-
|
||||
invalid:
|
||||
not_valid_data: $2Das ist kein gültiger Datenwert.
|
||||
not_valid_block: $2Das ist kein gültiger Block.
|
||||
not_valid_number: $2Das ist keine gültige Zahl.
|
||||
not_valid_plot_id: $2Das ist keine gültige Plot-ID.
|
||||
plot_id_form: '$2Die Plot-ID muss wie folgt angegeben werden: $1X;Y $2z.B. $1-5;7'
|
||||
not_your_plot: $2Das ist nicht dein Plot.
|
||||
no_such_plot: $2Ein solcher Plot existiert nicht.
|
||||
player_has_not_been_on: $2Dieser Spieler war nicht in der Plotwelt.
|
||||
found_no_plots: $2Dein Suchmuster ergab keine Treffer.
|
||||
not_allowed_block: '$2That block is not allowed: %s'
|
||||
found_no_plots_for_player: '$2No plots found for player: %s'
|
||||
camera:
|
||||
camera_started: $2Du verwendest den Kameramodus für Plot $1%s
|
||||
camera_stopped: $2Der Kameramodus wurde abeschaltet.
|
||||
need:
|
||||
need_plot_number: $2Du musst eine Plotnummer oder einen Alias angeben.
|
||||
need_block: $2Du musst einen Block angeben.
|
||||
need_plot_id: $2Du musst eine Plot-ID angeben.
|
||||
need_plot_world: $2Du musst eine Plotwelt angeben.
|
||||
need_user: $2Du musst einen Spielernamen angeben.
|
||||
info:
|
||||
plot_unowned: $2Für diese Aktion muss dieser Plot einen Besitzer aufweisen.
|
||||
plot_info_unclaimed: $2Plot $1%s$2 hat bisher keinen Besitzer.
|
||||
plot_info_header: $3&m---------&r $1INFO $3&m---------
|
||||
plot_info: '$1ID: $2%id%$1&-$1Alias: $2%alias%$1&-$1Besitzer: $2%owner%$1&-$1Biom:
|
||||
$2%biome%$1&-$1Baurechte: $2%build%$1&-$1Bewertung: $2%rating%$1/$210$1&-$1Helfer:
|
||||
$2%helpers%$1&-$1Vertraut: $2%trusted%$1&-$1Verboten: $2%denied%$1&-$1Flags: $2%flags%'
|
||||
plot_info_trusted: $1Vertraute:$2 %trusted%
|
||||
plot_info_denied: $1Verboten:$2 %denied%
|
||||
plot_info_flags: $1Flags:$2 %flags%
|
||||
plot_info_biome: $1Biom:$2 %biome%
|
||||
plot_info_rating: $1Bewertung:$2 %rating%
|
||||
plot_info_owner: $1Besitzer:$2 %owner%
|
||||
plot_info_id: $1ID:$2 %id%
|
||||
plot_info_alias: $1Alias:$2 %alias%
|
||||
plot_info_size: $1Größe:$2 %size%
|
||||
plot_user_list: ' $1%user%$2,'
|
||||
info_syntax_console: $2/plot info <world> X;Y
|
||||
none: Keiner
|
||||
now: Jetzt
|
||||
never: Niemals
|
||||
unknown: Unbekannt
|
||||
everyone: Jeder
|
||||
plot_info_footer: $3&m---------&r $1INFO $3&m---------
|
||||
plot_info_members: $1Members:$2 %members%
|
||||
plot_info_seen: $1Seen:$2 %seen%
|
||||
plot_flag_list: $1%s0:%s1$2
|
||||
working:
|
||||
generating_component: $1Die Generierung wurde gemäß deiner Einstellungen gestartet.
|
||||
clearing_plot: $2Plot wird asynchron geleert.
|
||||
clearing_done: $4Erfolgreich in %sms geleert.
|
||||
plot_not_claimed: $2Dieser Plot hat keinen Besitzer.
|
||||
plot_is_claimed: $2Dieser Plot hat bereits einen Besitzer.
|
||||
claimed: $4Plot erfolgreich in Besitz genommen.
|
||||
deleting_done: $4Löschung in %sms abgeschlossen.
|
||||
list:
|
||||
plot_list_header_paged: $2(Seite $1%von$2/$1%max$2) $1Liste Plots nach %word%
|
||||
plot_list_header: $1Liste aller %word% Plots
|
||||
plot_list_item: $2>> $1%id$2:$1%Welt $2- $1%owner
|
||||
plot_list_item_ordered: $2[$1%in$2] >> $1%id$2:$1%Welt $2- $1%owner
|
||||
plot_list_footer: $2>> $1%word% umfasst insgesamt $2%num% $1Plots %plot%.
|
||||
comment_list_header_paged: $2(Page $1%cur$2/$1%max$2) $1List of %amount% comments
|
||||
clickable: ' (interactive)'
|
||||
area_list_header_paged: $2(Page $1%cur$2/$1%max$2) $1List of %amount% areas
|
||||
left:
|
||||
left_plot: $2Du hast einen Plot verlassen.
|
||||
chat:
|
||||
plot_chat_format: '$2[$1Plot Chat$2][$1%plot_id%$2] $1%sender%$2: $1%msg%'
|
||||
plot_chat_spy_format: '$2[$1Plot Spy$2][$1%plot_id%$2] $1%sender%$2: $1%msg%'
|
||||
plot_chat_forced: $2Diese Welt zwingt jeden Spieler dazu den Plot Chat zu benutzen.
|
||||
plot_chat_on: $4Plot Chat aktiviert.
|
||||
plot_chat_off: $4Plot Chat deaktiviert.
|
||||
deny:
|
||||
denied_removed: $4Der Spieler darf diesen Plot wieder betreten.
|
||||
denied_added: $4Der Spieler darf diesen Plot nicht mehr betreten.
|
||||
denied_need_argument: $2Argumente fehlen. $1/plot denied add <name> $2oder $1/plot
|
||||
helpers remove <name>
|
||||
was_not_denied: $2Der Spieler durfte diesen Plot bereits betreten.
|
||||
you_got_denied: $4Du wurdest von dem Plot gebannt auf dem du dich befunden hast und wurdest zum Spawn teleportiert.
|
||||
rain:
|
||||
need_on_off: '$2Du musst einen Wert angeben. Mögliche Werte: $1on$2, $1off'
|
||||
setting_updated: $4Einstellungen erfolgreich aktualisiert.
|
||||
flag:
|
||||
flag_key: '$2Schlüssel: %s'
|
||||
flag_type: '$2Typ: %s'
|
||||
flag_desc: '$2Beschreibung: %s'
|
||||
not_valid_flag: $2Ungültige Flag
|
||||
not_valid_value: $2Wert der Flag muss alphanumerisch angegeben werden.
|
||||
flag_not_in_plot: $2Diese Flag wurde in diesem Plot nicht gesetzt.
|
||||
flag_not_removed: $2Die Flag konnte nicht entfernt werden.
|
||||
flag_not_added: $2Flag konnte nicht gesetzt werden.
|
||||
flag_removed: $4Flag erfolgreich entfernt.
|
||||
flag_added: $4Flag erfolreich hinzugefügt
|
||||
not_valid_flag_suggested: '$2Ungültige Flag. Meintest du: $1%s'
|
||||
trusted:
|
||||
was_not_added: $2Dieser Spieler war bisher kein Helfer auf diesem Plot.
|
||||
trusted_added: $4Spieler erfolgreich in diesem Plot vertraut.
|
||||
trusted_removed: $1Diesem Spieler wird auf diesem Plot nicht mehr vertraut.
|
||||
plot_removed_user: $1Plot %s wurde wegen Inaktivität des Plot Besitzers gelöscht.
|
||||
member:
|
||||
already_owner: $2Dieser Spieler ist bereits Besitzer des Plots.
|
||||
already_added: $2Dieser Spieler ist bereits in dieser Kategorie.
|
||||
removed_players: $2%s Spieler wurde von dem Plot entfernt.
|
||||
member_added: $4Dieser Spieler kann nun bauen wenn der Plot Besitzer online ist.
|
||||
member_removed: $1Du hast einen Spieler von dem Plot entfernt.
|
||||
member_was_not_added: $2Dieser Spieler war nicht diesem Plot hinzugefügt.
|
||||
plot_max_members: $2Du kannst nicht mehr Spieler diesem Plot hinzufügen.
|
||||
owner:
|
||||
set_owner: $4Plotbesitzer erfolgreich gesetzt.
|
||||
now_owner: $4Du bist jetzt Besitzer des Plots %s
|
||||
signs:
|
||||
owner_sign_line_1: '$1ID: $1%id%'
|
||||
owner_sign_line_2: '$1Besitzer:'
|
||||
owner_sign_line_3: $2%plr%
|
||||
owner_sign_line_4: $3in Besitz
|
||||
help:
|
||||
help_header: $3&m---------&r $1Plot² Hilfe $3&m---------
|
||||
help_info_item: $1/plot help %category% $3- $2%category_desc%
|
||||
help_item: $1%usage% [%alias%]&- $3- $2%desc%&-
|
||||
direction: '$1Aktuelle Himmelsrichtung: %dir%'
|
||||
help_page_header: '$1Category: $2%category%$2,$1 Page: $2%current%$3/$2%max%$2'
|
||||
help_footer: $3&m---------&r $1Plot² Hilfe $3&m---------
|
||||
'-':
|
||||
custom_string: '-'
|
||||
set:
|
||||
set_attribute: $4Successfully set %s0 set to %s1
|
||||
web:
|
||||
generating_link: $1Lade Plot hoch...
|
||||
generating_link_failed: $2Es konnte kein Download Link erstellt werden!
|
||||
save_failed: $2Konnte Plot nicht speichern
|
||||
load_null: $2Benutze $4/plot load $2um eine Liste der Schematics zu bekommen
|
||||
load_failed: $2Fehler beim Laden des Plots
|
||||
load_list: '$2Um eine Schematic zu laden, benutze $1/plot load #'
|
||||
save_success: $1Gespeichert!
|
||||
gamemode:
|
||||
gamemode_was_bypassed: $1Du ignorierst Spielmodus ($2{gamemode}$1) $1im Plot $2{plot}
|
||||
height limit:
|
||||
height_limit: $1Diese Plot Region hat ein Höhenlimit vonf $2{limit}
|
||||
inventory:
|
||||
inventory_usage: '&cBenutzung: &6{usage}'
|
||||
inventory_desc: '&cBeschreibung: &6{desc}'
|
||||
inventory_category: '&cKategorie: &6{category}'
|
||||
toggle:
|
||||
toggle_enabled: '$2Einstellungen aktiviert: %s'
|
||||
toggle_disabled: '$2Einstellungen deaktiviert: %s'
|
||||
blocked command:
|
||||
command_blocked: $2Dieser Befehl darf nicht in diesem Plot genutzt werden.
|
||||
done:
|
||||
done_already_done: $2Dieses Plot ist bereits als fertig markiert.
|
||||
done_not_done: $2Dieses Plot ist nicht als fertig markiert.
|
||||
done_insufficient_complexity: $2Dieses Plot ist zu simpel. Füge mehr Struktur und Terrain hinzu befor du den Befehlt erneut benutzt.
|
||||
done_success: $1Plot als fertig markiert.
|
||||
done_removed: $1Vielleicht möchtest du hier weiterbauen.
|
||||
tutorial:
|
||||
rate_this: $2Bewerte dieses Plot!
|
||||
comment_this: '$2Hinterlasse deine Meinung über das Plot: %s'
|
||||
desc:
|
||||
desc_set: $2Plot Beschreibung gesetzt.
|
||||
desc_unset: $2Plot Beschreibung gelöscht.
|
||||
missing_desc: $2Du musst eine Beschreibung angeben.
|
||||
cap:
|
||||
entity_cap: $2Du darfst hier keine Mobs spawnen
|
||||
paste:
|
||||
debug_report_created: '$1Debug-Log hochgeladen: $1%url%'
|
||||
unsafe:
|
||||
debugallowunsafe_on: $2Unsichere Aktionen sind jetzt erlaubt.
|
||||
debugallowunsafe_off: $2Unsichere Aktionen sind jetzt nicht mehr erlaubt.
|
||||
near:
|
||||
plot_near: '$2Spieler: %s0'
|
||||
kick:
|
||||
you_got_kicked: $4Du wurdest gekickt!
|
||||
grants:
|
||||
granted_plots: '$Ergebnis: $2%s $1Zuschuss übrig'
|
||||
granted_plot: $1Du gewährst %s0 Plot an $2%s1
|
||||
granted_plot_failed: '$1Gewährung gescheitert: $2%s'
|
|
@ -1,394 +0,0 @@
|
|||
confirm:
|
||||
expired_confirm: $2La conferma è scaduta, esegui nuovamente il comando!
|
||||
failed_confirm: $2Non hai azioni in sospeso da confermare!
|
||||
requires_confirm: '$2Sei sicuro di voler eseguire: $1%s$2?&-$2Questo non può essere annullato! Se sei sicuro: $1/plot confirm'
|
||||
move:
|
||||
move_success: $4Lotto spostato con successo.
|
||||
copy_success: $4Lotto copiato con successo.
|
||||
requires_unowned: $2La posizione specificata è già occupata.
|
||||
set:
|
||||
set_attribute: $4Impostato con successo %s0 a %s1
|
||||
web:
|
||||
generating_link: $1Elaborazione del lotto in corso...
|
||||
generating_link_failed: $2Generazione del link per il download fallita!
|
||||
save_failed: $2Salvataggio fallito
|
||||
load_null: $2Usa $4/plot load $2per ottenere una lista delle schematiche
|
||||
load_failed: $2Caricamento schematica fallito
|
||||
load_list: '$2Per caricare una schematica, usa $1/plot load #'
|
||||
save_success: $1Salvata con successo!
|
||||
compass:
|
||||
compass_target: $4Lotto mirato con successo con la bussola
|
||||
cluster:
|
||||
cluster_available_args: '$1Sono disponibili i seguenti sotto comandi: $4list$2, $4create$2,
|
||||
$4delete$2, $4resize$2, $4invite$2, $4kick$2, $4leave$2, $4members$2, $4info$2,
|
||||
$4tp$2, $4sethome'
|
||||
cluster_list_heading: $2Ci sono $1%s$2 cluster in questo mondo
|
||||
cluster_list_element: $2 - $1%s&-
|
||||
cluster_intersection: '$2L''area proposta si sovrappone a: %s0'
|
||||
cluster_outside: '$2L''area proposta è fuori dall''area dei lotti: %s0'
|
||||
cluster_added: $4Cluster creato con successo.
|
||||
cluster_deleted: $4Cluster eliminato con successo.
|
||||
cluster_resized: $4Cluster ridimensionato con successo.
|
||||
cluster_added_user: $4Utente aggiunto al cluster con successo.
|
||||
cannot_kick_player: $2Non puoi cacciare quel giocatore
|
||||
cluster_invited: '$1Sei stato invitato nel cluster seguente: $2%s'
|
||||
cluster_removed: '$1Sei stato rimosso dal cluster: $2%s'
|
||||
cluster_kicked_user: $4Utente cacciato con successo
|
||||
invalid_cluster: '$1Nome cluster non valido: $2%s'
|
||||
cluster_not_added: $2Quel giocatore non è stato aggiunto al cluster di lotti
|
||||
cluster_cannot_leave: $1Devi eliminare o trasferire la proprietà prima di uscire
|
||||
cluster_added_helper: $4Aggiunto con successo un aiutante al cluster
|
||||
cluster_removed_helper: $4Rimosso con successo un aiutante dal cluster
|
||||
cluster_regenerated: $4Rigenerazione cluster iniziata correttamente
|
||||
cluster_teleporting: $4Teletrasporto in corso...
|
||||
cluster_info: '$1Cluster attuale: $2%id%&-$1Nome: $2%name%&-$1Proprietario: $2%owner%&-$1Dimensione: $2%size%&-$1Permessi: $2%rights%'
|
||||
border:
|
||||
border: $2Sei fuori dal confine della mappa attuale
|
||||
unclaim:
|
||||
unclaim_success: $4Hai liberato il lotto con successo.
|
||||
unclaim_failed: $2Impossibile liberare il lotto
|
||||
worldedit masks:
|
||||
worldedit_delayed: $2Attendi durante l'elaborazione della tua azione WorldEdit...
|
||||
worldedit_run: '$2Scuse per il ritardo. Ora in esecuzione: %s'
|
||||
require_selection_in_mask: $2%s della tua selezione non è all'interno del tuo lotto.
|
||||
Puoi apportare modifiche solo dentro il tuo lotto.
|
||||
worldedit_volume: $2Non puoi selezionare un volume di %current%. Il volume massimo
|
||||
che puoi modificare è %max%.
|
||||
worldedit_iterations: $2Non puoi iterare %current% volte. Il massimo numero di
|
||||
iterazioni consentite è %max%.
|
||||
worldedit_unsafe: $2L'accesso a quel comando è stato bloccato
|
||||
worldedit_bypass: $2&oPer bypassare le tue restrizioni usa $4/plot wea
|
||||
worldedit_bypassed: $2Attualmente bypassando le restrizioni di WorldEdit.
|
||||
worldedit_unmasked: $1Il tuo WorldEdit è ora libero.
|
||||
worldedit_restricted: $1Il tuo WorldEdit è ora ristretto.
|
||||
gamemode:
|
||||
gamemode_was_bypassed: $1Hai bypassato la modalità di gioco ($2{gamemode}$1) $1impostata per $2{plot}
|
||||
height limit:
|
||||
height_limit: $1Questa area lotti ha un limite di altezza di $2{limit}
|
||||
records:
|
||||
record_play: $2%player $2ha iniziato a riprodurre il disco $1%name
|
||||
notify_enter: $2%player $2è entrato nel tuo lotto ($1%plot$2)
|
||||
notify_leave: $2%player $2è uscito dal tuo lotto ($1%plot$2)
|
||||
swap:
|
||||
swap_overlap: $2Le aree proposte non possono sovrapporsi
|
||||
swap_dimensions: $2Le aree proposte devono avere le stesse dimensioni
|
||||
swap_syntax: $2/plot swap <id lotto>
|
||||
swap_success: $4Lotti scambiati con successo
|
||||
started_swap: $2Scambio lotti avviato. Sarai avvisato al termine
|
||||
comment:
|
||||
inbox_notification: '%s messaggi non letti. Usa /plot inbox'
|
||||
not_valid_inbox_index: $2Nessun commento all'indice %s
|
||||
inbox_item: $2 - $4%s
|
||||
comment_syntax: $2Usa /plot comment [X;Z] <%s> <commento>
|
||||
invalid_inbox: '$2Quella non è una casella di posta valida.&-$1Valori accettati: %s'
|
||||
no_perm_inbox: $2Non hai il permesso per quella casella di posta
|
||||
no_perm_inbox_modify: $2Non hai il permesso di modificare quella casella di posta
|
||||
no_plot_inbox: $2Devi stare in un lotto o fornirlo nell'argomento
|
||||
comment_removed: $4Cancellato con successo il commento/i:n$2 - '$3%s$2'
|
||||
comment_added: $4È stato lasciato un commento
|
||||
comment_header: $2&m---------&r $1Commenti $2&m---------&r
|
||||
inbox_empty: $2Nessun commento
|
||||
console:
|
||||
not_console: $2Per ragioni di sicurezza, questo commando può essere eseguito solo dalla console.
|
||||
is_console: $2Questo comando può essere eseguito solo da un giocatore.
|
||||
inventory:
|
||||
inventory_usage: '&cUso: &6{usage}'
|
||||
inventory_desc: '&cDescrizione: &6{desc}'
|
||||
inventory_category: '&cCategoria: &6{category}'
|
||||
clipboard:
|
||||
clipboard_set: $2Il lotto corrente è ora copiato nei tuoi appunti, usa $1/plot paste$2 per incollarlo
|
||||
pasted: $4La selezione del lotto è stata incollata. È stata cancellata dai tuoi appunti.
|
||||
paste_failed: '$2Incollaggio della selezione fallito. Motivo: $2%s'
|
||||
no_clipboard: $2Non hai una selezione nei tuoi appunti
|
||||
clipboard_info: '$2Selezione Attuale - ID Lotto: $1%id$2, Larghezza: $1%width$2, Blocchi Totali: $1%total$2'
|
||||
toggle:
|
||||
toggle_enabled: '$2Impostazione abilitata: %s'
|
||||
toggle_disabled: '$2Impostazione disabilitata: %s'
|
||||
blocked command:
|
||||
command_blocked: $2Quel comando non è consentito in questo lotto
|
||||
done:
|
||||
done_already_done: $2Questo lotto è già contrassegnato come finito
|
||||
done_not_done: $2Questo lotto non è contrassegnato come finito.
|
||||
done_insufficient_complexity: $2Questo lotto è troppo semplice. Aggiungi altri dettagli prima di usare questo comando.
|
||||
done_success: $1Questo lotto è stato contrassegnato con successo come finito.
|
||||
done_removed: $1Ora puoi continuare a costruire in questo lotto.
|
||||
ratings:
|
||||
ratings_purged: $2Valutazioni di questo lotto eliminate
|
||||
rating_not_valid: $2Devi specificare un numero compreso tra 1 e 10
|
||||
rating_already_exists: $2Hai già valutato il lotto $2%s
|
||||
rating_applied: $4Hai valutato con successo il lotto $2%s
|
||||
rating_not_your_own: $2Non puoi valutare il tuo stesso lotto
|
||||
rating_not_done: $2Puoi valutare solo lotti finiti.
|
||||
rating_not_owned: $2Non puoi valutare un lotto che non è stato claimato
|
||||
tutorial:
|
||||
rate_this: $2Valuta questo lotto!
|
||||
comment_this: '$2Lascia un feedback a questo lotto: %s'
|
||||
economy:
|
||||
econ_disabled: $2L'economia non è abilitata
|
||||
cannot_afford_plot: $2Non ti puoi permettere di comprare questo lotto. Costa $1%s
|
||||
not_for_sale: $2Questo lotto non è in vendita
|
||||
cannot_buy_own: $2Non puoi comprare il tuo stesso lotto
|
||||
plot_sold: $4Il tuo lotto; $1%s0$4, è stato venduto a $1%s1$4 per $1$%s2
|
||||
cannot_afford_merge: $2Non puoi permetterti di unire i lotti. Costa $1%s
|
||||
added_balance: $1%s $2sono stati aggiunti al tuo bilancio
|
||||
removed_balance: $1%s $2sono stati presi dal tuo bilancio
|
||||
removed_granted_plot: $2Hai usato la concessione del lotto di %s, hai $1%s $2rimanenti
|
||||
setup:
|
||||
setup_init: '$1Uso: $2/plot setup <valore>'
|
||||
setup_step: '$3[$1Passaggio %s0$3] $1%s1 $2- $1Stimato: $2%s2 $1Predefinito: $2%s3'
|
||||
setup_invalid_arg: '$2%s0 non è un argomento valido per il passaggio %s1. Per cancellare il setup usa: $1/plot setup cancel'
|
||||
setup_valid_arg: $2Valore $1%s0 $2impostato a %s1
|
||||
setup_finished: $4Dovresti essere stato teletrasportato nel mondo creato. Altrimenti
|
||||
sarà necessario impostare manualmente il generatore usando il file bukkit.yml o il tuo plugin
|
||||
di gestione dei mondi scelto.
|
||||
setup_world_taken: $2%s è già un mondo lotti
|
||||
setup_missing_world: $2Devi specificare un nome per il mondo ($1/plot setup &l<mondo>$1
|
||||
<generatore>$2)&-$1Comandi aggiuntivi:&-$2 - $1/plot setup <valore>&-$2 - $1/plot
|
||||
setup back&-$2 - $1/plot setup cancel
|
||||
setup_missing_generator: $2Devi specificare un generatore ($1/plot setup <mondo>
|
||||
&l<generatore>&r$2)&-$1Comandi aggiuntivi:&-$2 - $1/plot setup <valore>&-$2 - $1/plot
|
||||
setup back&-$2 - $1/plot setup cancel
|
||||
setup_invalid_generator: '$2Generatore non valido. Opzioni possibili: %s'
|
||||
schematics:
|
||||
schematic_too_large: $2Il lotto è troppo grande per questa azione!
|
||||
schematic_missing_arg: '$2Devi specificare un argomento. Valori possibili: $1test <nome>$2 , $1save$2 , $1paste $2, $1exportall'
|
||||
schematic_invalid: '$2Quella non è una schematica valida. Motivo: $2%s'
|
||||
schematic_valid: $2Quella è una schematica valida
|
||||
schematic_paste_failed: $2L'incollaggio della schematica è fallito
|
||||
schematic_paste_success: $4Schematica incollata con successo
|
||||
titles:
|
||||
title_entered_plot: '$1Lotto: %world%;%x%;%z%'
|
||||
title_entered_plot_sub: $4Proprietà di %s
|
||||
prefix_greeting: '$1%id%$2> '
|
||||
prefix_farewell: '$1%id%$2> '
|
||||
core:
|
||||
task_start: Avviando l'attività...
|
||||
prefix: $3[$1P2$3] $2
|
||||
enabled: $1%s0 è ora abilitato
|
||||
reload:
|
||||
reloaded_configs: $1Le traduzioni e le configurazioni del mondo sono state ricaricate
|
||||
reload_failed: $2Ricarimento dei file di configurazione fallito
|
||||
desc:
|
||||
desc_set: $2Descrizione del lotto impostata
|
||||
desc_unset: $2Descrizione del lotto eliminata
|
||||
missing_desc: $2Devi specificare una descrizione
|
||||
alias:
|
||||
alias_set_to: $2Alias del lotto impostato a $1%alias%
|
||||
alias_removed: $2Alias del lotto rimosso
|
||||
missing_alias: $2Devi specificare un alias
|
||||
alias_too_long: $2L'alias deve esssere deve essere lungo meno di 50 caratteri
|
||||
alias_is_taken: $2Quell'alias è già in uso
|
||||
position:
|
||||
missing_position: '$2Devi specificare una posizione. Valori possibili: $1none'
|
||||
position_set: $1Casa impostata alla tua posizione attuale
|
||||
position_unset: $1Posizione della casa ripristinata al punto predefinito
|
||||
home_argument: $2Usa /plot set home [none]
|
||||
invalid_position: $2Quella non è una posizione valida
|
||||
cap:
|
||||
entity_cap: $2Non puoi spawnare ulteriori mob
|
||||
time:
|
||||
time_format: $1%hours%, %min%, %sec%
|
||||
permission:
|
||||
no_schematic_permission: $2Non hai il permesso richiesto per usare la schematica $1%s
|
||||
no_permission: '$2Ti manca il permesso: $1%s'
|
||||
no_permission_event: '$2Ti manca il permesso: $1%s'
|
||||
no_plot_perms: $2Devi essere il proprietario del lotto per eseguire questa azione
|
||||
cant_claim_more_plots: $2Non puoi avere ulteriori lotti.
|
||||
cant_claim_more_clusters: $2Non puoi avere ulteriori cluster.
|
||||
cant_transfer_more_plots: $2Non puoi trasferire ulteriori lotti a quell'utente
|
||||
cant_claim_more_plots_num: $2Non puoi claimare più di $1%s $2lotti alla volta
|
||||
you_be_denied: $2Non ti è permesso entrare in questo lotto
|
||||
merge_request_confirm: Richiesta di fusione dei lotti da %s
|
||||
merge:
|
||||
merge_not_valid: $2Questa richiesta di fusione dei lotti non è più valida.
|
||||
merge_accepted: $2La richiesta di fusione dei lotti è stata accettata
|
||||
success_merge: $2I lotti sono stati uniti!
|
||||
merge_requested: $2Richiesta di fusione dei lotti inviata
|
||||
no_perm_merge: '$2Non sei il proprietario del lotto: $1%plot%'
|
||||
no_available_automerge: $2Non possiedi alcun lotto adiacente nella direzione specificata o non puoi unire i lotti alla dimensione richiesta.
|
||||
unlink_required: $2Per fare questo è necessario uno scollegamento dei lotti.
|
||||
unlink_impossible: $2Puoi scollegare solo un mega-lotto
|
||||
unlink_success: $2Lotti scollegati con successo.
|
||||
commandconfig:
|
||||
not_valid_subcommand: $2Quello non è un sottocomando valido
|
||||
did_you_mean: '$2Forse intendevi: $1%s'
|
||||
name_little: $2Il nome %s0 è troppo corto, $1%s1$2<$1%s3
|
||||
no_commands: $2Non ti è permesso usare alcun sottocomando.
|
||||
subcommand_set_options_header: '$2Valori Possibili: '
|
||||
command_syntax: '$1Uso: $2%s'
|
||||
flag_tutorial_usage: '$1Avere un amministratore che imposta la flag: $2%s'
|
||||
errors:
|
||||
invalid_player_wait: '$2Giocatore non trovato: $1%s$2, ricerca in corso. Riprova presto.'
|
||||
invalid_player: '$2Giocatore non trovato: $1%s$2.'
|
||||
invalid_player_offline: '$2Il giocatore deve essere online: $1%s.'
|
||||
invalid_command_flag: '$2Flag dei comandi non valida: %s0'
|
||||
error: '$2Si è verificato un errore: %s'
|
||||
command_went_wrong: $2Qualcosa è andato storto durante l'esecuzione di quel comando...
|
||||
no_free_plots: $2Non ci sono lotti liberi disponibili
|
||||
not_in_plot: $2Non sei in un lotto
|
||||
not_loaded: $2Non è stato possibile caricare il lotto
|
||||
not_in_cluster: $2Devi essere dentro un cluster di lotti per eseguire questa azione
|
||||
not_in_plot_world: $2Non sei in un mondo lotti
|
||||
plotworld_incompatible: $2I due mondi devono essere compatibili
|
||||
not_valid_world: $2Quello non è un mondo valido (case sensitive)
|
||||
not_valid_plot_world: $2Quello non è un mondo lotti valido (case sensitive)
|
||||
no_plots: $2Non hai nessun lotto
|
||||
wait_for_timer: $2Un timer setblock è impostato sul lotto attuale o su di te. Aspetta che finisca
|
||||
paste:
|
||||
debug_report_created: '$1Un debug completo è stato caricato a: $1%url%'
|
||||
purge:
|
||||
purge_success: $4Eliminati con successo %s lotti
|
||||
trim:
|
||||
trim_in_progress: Un'attività di trim del mondo è già in esecuzione!
|
||||
not_valid_hybrid_plot_world: Il gestore di lotti ibridi è richiesto per eseguire questa azione
|
||||
block list:
|
||||
block_list_separater: '$1,$2 '
|
||||
biome:
|
||||
need_biome: $2Devi specificare un bioma valido.
|
||||
biome_set_to: $2Bioma del lotto impostato a $2
|
||||
teleport:
|
||||
teleported_to_plot: $1Sei stato teletrasportato
|
||||
teleported_to_road: $2Sei stato teletrasportato sulla strada
|
||||
teleport_in_seconds: $1Teletrasporto tra %s secondi. Non muoverti...
|
||||
teleport_failed: $2Teletrasporto annullato a causa di movimenti o danni
|
||||
set block:
|
||||
set_block_action_finished: $1L'ultima azione setblock è ora terminata.
|
||||
unsafe:
|
||||
debugallowunsafe_on: $2Azioni non sicure consentite
|
||||
debugallowunsafe_off: $2Azioni non sicure disabilitate
|
||||
debug:
|
||||
debug_header: $1Informazioni di Debug&-
|
||||
debug_section: $2>> $1&l%val%
|
||||
debug_line: $2>> $1%var%$2:$1 %val%&-
|
||||
invalid:
|
||||
not_valid_data: $2Quello non è un id valido.
|
||||
not_valid_block: '$2Questo non è un blocco valido: %s'
|
||||
not_allowed_block: '$2Questo blocco non è consentito: %s'
|
||||
not_valid_number: '$2Quello non è un numero valido all''interno dell''intervallo: %s'
|
||||
not_valid_plot_id: $2Quello non è un id lotto valido.
|
||||
plot_id_form: '$2L''id del lotto deve essere scritto in questa forma: $1X;Y $2es. $1-5;7'
|
||||
not_your_plot: $2Quel lotto non è tuo.
|
||||
no_such_plot: $2Quel lotto non esiste
|
||||
player_has_not_been_on: $2Quel giocatore non è mai stato nel mondo lotti
|
||||
found_no_plots: $2Non sono stati trovati lotti con la tua ricerca
|
||||
found_no_plots_for_player: $2Nessun lotto trovato per il giocatore: %s
|
||||
camera:
|
||||
camera_started: $2Hai inserito la modalità telecamera per il lotto $1%s
|
||||
camera_stopped: $2Non sei più in modalità telecamera
|
||||
need:
|
||||
need_plot_number: $2Devi specificare un numero lotto o un alias
|
||||
need_block: $2Devi specificare un blocco
|
||||
need_plot_id: $2Devi specificare un id lotto.
|
||||
need_plot_world: $2Devi specificare un mondo lotti.
|
||||
need_user: $2Devi specificare un nome utente
|
||||
near:
|
||||
plot_near: '$1Giocatori: %s0'
|
||||
info:
|
||||
none: Nessuno
|
||||
now: Adesso
|
||||
never: Mai
|
||||
unknown: Sconosciuto
|
||||
everyone: Tutti
|
||||
plot_unowned: $2Il lotto attuale deve avere un proprietario per eseguire questa azione
|
||||
plot_info_unclaimed: $2Il lotto $1%s$2 non è ancora claimato
|
||||
plot_info_header: $3&m---------&r $1INFO $3&m---------
|
||||
plot_info: '$1ID: $2%id%$1&-$1Alias: $2%alias%$1&-$1Proprietario: $2%owner%$1&-$1Bioma:
|
||||
$2%biome%$1&-$1Puoi costruire: $2%build%$1&-$1Valutazione: $2%rating%&-$1Visto: $2%seen%&-$1Membri fidati:
|
||||
$2%trusted%$1&-$1Membri: $2%members%$1&-$1Bloccati: $2%denied%$1&-$1Flag: $2%flags%'
|
||||
plot_info_footer: $3&m---------&r $1INFO $3&m---------
|
||||
plot_info_trusted: $1Membri fidati:$2 %trusted%
|
||||
plot_info_members: $1Membri:$2 %members%
|
||||
plot_info_denied: $1Bloccati:$2 %denied%
|
||||
plot_info_flags: $1Flag:$2 %flags%
|
||||
plot_info_biome: $1Bioma:$2 %biome%
|
||||
plot_info_rating: $1Valutazione:$2 %rating%
|
||||
plot_info_owner: $1Proprietario:$2 %owner%
|
||||
plot_info_id: $1ID:$2 %id%
|
||||
plot_info_alias: $1Alias:$2 %alias%
|
||||
plot_info_size: $1Dimensione:$2 %size%
|
||||
plot_info_seen: $1Visto:$2 %seen%
|
||||
plot_user_list: ' $1%user%$2,'
|
||||
plot_flag_list: $1%s0:%s1$2
|
||||
info_syntax_console: $2/plot info X;Y
|
||||
working:
|
||||
generating_component: $1Iniziato a generare componenti dalle tue impostazioni
|
||||
clearing_plot: $2Pulizia del lotto.
|
||||
clearing_done: $4Pulizia completata! Impiegati %sms.
|
||||
deleting_done: $4Cancellazione completata! Impiegati %sms.
|
||||
plot_not_claimed: $2Lotto non claimato
|
||||
plot_is_claimed: $2Questo lotto è già claimato
|
||||
claimed: $4Hai claimato il lotto con successo
|
||||
list:
|
||||
comment_list_header_paged: $2(Pagina $1%cur$2/$1%max$2) $1Elenco di %amount% commenti
|
||||
clickable: ' (interattivo)'
|
||||
area_list_header_paged: $2(Pagina $1%cur$2/$1%max$2) $1Elenco di %amount% aree
|
||||
plot_list_header_paged: $2(Pagina $1%cur$2/$1%max$2) $1Elenco di %amount% lotti
|
||||
plot_list_header: $1Elenco dei lotti di %word%
|
||||
plot_list_item: $2>> $1%id$2:$1%world $2- $1%owner
|
||||
plot_list_item_ordered: $2[$1%in$2] >> $1%id$2:$1%world $2- $1%owner
|
||||
plot_list_footer: $2>> $1%word% con un totale di $2%num% $1%plot% claimati.
|
||||
left:
|
||||
left_plot: $2Hai lasciato il lotto
|
||||
chat:
|
||||
plot_chat_spy_format: '$2[$1Spia Chat Lotti$2][$1%plot_id%$2] $1%sender%$2: $1%msg%'
|
||||
plot_chat_format: '$2[$1Chat Lotti$2][$1%plot_id%$2] $1%sender%$2: $1%msg%'
|
||||
plot_chat_forced: $2Questo mondo costringe tutti a usare la chat dei lotti.
|
||||
plot_chat_on: $4Chat lotti abilitata.
|
||||
plot_chat_off: $4Chat lotti disabilitata.
|
||||
deny:
|
||||
denied_removed: $4Hai sbloccato con successo il giocatore da questo lotto
|
||||
denied_added: $4Hai bloccato con successo il giocatore da questo lotto
|
||||
denied_need_argument: $2Gli argomenti sono mancanti. $1/plot denied add <nome> $2o $1/plot denied remove <nome>
|
||||
was_not_denied: $2Quel giocatore non è bloccato in questo lotto
|
||||
you_got_denied: $4Sei stato bloccato dal lotto dove eri prima, e sei stato teletrasportato allo spawn
|
||||
kick:
|
||||
you_got_kicked: $4Sei stato cacciato!
|
||||
rain:
|
||||
need_on_off: '$2Devi specificare un valore. Valori possibili: $1on$2, $1off'
|
||||
setting_updated: $4Hai aggiornato l'impostazione con successo
|
||||
flag:
|
||||
flag_key: '$2Key: %s'
|
||||
flag_type: '$2Tipo: %s'
|
||||
flag_desc: '$2Desc: %s'
|
||||
not_valid_flag: $2Quella non è una flag valida
|
||||
not_valid_flag_suggested: '$2Quella non è una flag valida. Forse intendevi: $1%s'
|
||||
not_valid_value: $2Il valore delle flag deve essere alfanumerico
|
||||
flag_not_in_plot: $2Il lotto non ha quella flag
|
||||
flag_not_removed: $2La flag non può essere rimossa
|
||||
flag_not_added: $2La flag non può essere aggiunta
|
||||
flag_removed: $4Flag rimossa con successo
|
||||
flag_added: $4Flag aggiunta con successo
|
||||
trusted:
|
||||
trusted_added: $4Quell'utente ora può costruire nel tuo lotto
|
||||
trusted_removed: $4Hai rimosso con successo un amico dal lotto
|
||||
was_not_added: $2Quel giocatore non è aggiunto come amico in questo lotto
|
||||
plot_removed_user: $1Il lotto %s in cui eri aggiunto è stato eliminato a causa dell'inattività del proprietario
|
||||
member:
|
||||
removed_players: $2Rimossi %s giocatori dal lotto.
|
||||
already_owner: '$2L''utente %s0 è già il proprietario di questo lotto.'
|
||||
already_added: '$2L''utente %s0 è già aggiunto a quella categoria.'
|
||||
member_added: $4Quell'utente ora può costruire quando il proprietario è online
|
||||
member_removed: $1Hai rimosso con successo un utente dal lotto
|
||||
member_was_not_added: $2Quel giocatore non è aggiunto a questo lotto
|
||||
plot_max_members: $2Non puoi aggiungere altri giocatori a questo lotto
|
||||
owner:
|
||||
set_owner: $4Hai impostato correttamente il proprietario del lotto
|
||||
now_owner: $4Sei ora proprietario del lotto %s
|
||||
signs:
|
||||
owner_sign_line_1: '$1ID: $1%id%'
|
||||
owner_sign_line_2: '$1Proprietario:'
|
||||
owner_sign_line_3: $2%plr%
|
||||
owner_sign_line_4: $3Claimato
|
||||
help:
|
||||
help_header: $3&m---------&r $1Aiuto Plot² $3&m---------
|
||||
help_page_header: '$1Categoria: $2%category%$2,$1 Pagina: $2%current%$3/$2%max%$2'
|
||||
help_footer: $3&m---------&r $1Aiuto Plot² $3&m---------
|
||||
help_info_item: $1/plot help %category% $3- $2%category_desc%
|
||||
help_item: $1%usage% [%alias%]&- $3- $2%desc%&-
|
||||
direction: '$1Direzione attuale: %dir%'
|
||||
grants:
|
||||
granted_plots: '$1Risultato: $2%s $1concessioni rimanenti'
|
||||
granted_plot: $1Hai concesso il lotto %s0 a $2%s1
|
||||
granted_plot_failed: '$1Concessione fallita: $2%s'
|
||||
'-':
|
||||
custom_string: '-'
|
|
@ -1,378 +0,0 @@
|
|||
#Translator: c7w/1345979462
|
||||
confirm:
|
||||
failed_confirm: $2\u4f60\u5f53\u524d\u6ca1\u6709\u53ef\u4ee5\u63a5\u53d7\u7684\u884c\u52a8\uff01
|
||||
requires_confirm: '$2\u4f60\u662f\u5426\u8981\u6267\u884c: $1%s$2?&-$2\u8be5\u64cd\u4f5c\u4e0d\u53ef\u9006! \u5982\u679c\u786e\u5b9a\u8bf7\u8f93\u5165: $1/plot confirm'
|
||||
move:
|
||||
move_success: $4\u6210\u529f\u7684\u79fb\u52a8\u4e86\u5730\u76ae\u3002
|
||||
copy_success: $4\u6210\u529f\u7684\u590d\u5236\u4e86\u5730\u76ae\u3002
|
||||
requires_unowned: $2\u4f60\u6307\u5b9a\u7684\u4f4d\u7f6e\u5df2\u88ab\u5360\u7528\u3002
|
||||
set:
|
||||
set_attribute: $4\u6210\u529f\u5c06 %s0 \u8bbe\u7f6e\u4e3a %s1
|
||||
web:
|
||||
generating_link: $1\u5904\u7406\u5730\u76ae\u4e2d...
|
||||
generating_link_failed: $2\u521b\u5efa\u4e0b\u8f7d\u94fe\u63a5\u5931\u8d25\u4e86\uff01
|
||||
save_failed: $2\u4fdd\u5b58\u5931\u8d25
|
||||
load_null: $2\u8bf7\u4f7f\u7528 $4/plot load $2\u6765\u83b7\u53d6\u6a21\u578b\u5217\u8868
|
||||
load_failed: $2\u8bfb\u53d6\u6a21\u578b\u5931\u8d25
|
||||
load_list: '$2\u82e5\u8981\u8bfb\u53d6\u4e00\u4e2a\u6a21\u578b\uff0c\u8bf7\u4f7f\u7528 $1/plot load #'
|
||||
save_success: $1\u6210\u529f\u4fdd\u5b58\uff01
|
||||
compass:
|
||||
compass_target: $4\u6210\u529f\u7684\u7528\u6307\u5357\u9488\u6307\u5411\u4e86\u5730\u76ae\uff01
|
||||
cluster:
|
||||
cluster_available_args: '''$1\u4e0b\u9762\u7684\u5b50\u6307\u4ee4\u662f\u53ef\u884c\u7684: $4list$2, $4create$2, $4delete$2, $4resize$2,
|
||||
$4invite$2, $4kick$2, $4leave$2, $4members$2, $4info$2, $4tp$2, $4sethome'''
|
||||
cluster_list_heading: $2\u5728\u8fd9\u4e2a\u4e16\u754c\u4e2d\u6709 $1%s$2 \u4e2a\u5730\u76ae\u7fa4
|
||||
cluster_list_element: $2 - $1%s&-
|
||||
cluster_intersection: $2\u76ee\u6807\u533a\u57df\u88ab %s0 \u8986\u76d6'
|
||||
cluster_added: $4\u6210\u529f\u7684\u521b\u5efa\u4e86\u7fa4\u3002
|
||||
cluster_deleted: $4\u6210\u529f\u7684\u5220\u9664\u4e86\u7fa4\u3002
|
||||
cluster_resized: $4\u6210\u529f\u4e3a\u7fa4\u91cd\u65b0\u8bbe\u7f6e\u5927\u5c0f\u3002
|
||||
cluster_added_user: $4\u6210\u529f\u4e3a\u7fa4\u589e\u52a0\u7528\u6237\u3002
|
||||
cannot_kick_player: $2\u4f60\u4e0d\u80fd\u4ece\u5730\u76ae\u4e2d\u79fb\u9664\u90a3\u4f4d\u73a9\u5bb6\uff01
|
||||
cluster_invited: $1\u4f60\u88ab\u9080\u8bf7\u53bb\u4e0b\u5217\u7fa4\uff1a $2%s
|
||||
cluster_removed: $1\u4f60\u88ab\u8be5\u7fa4\u79fb\u9664\uff1a $2%s
|
||||
cluster_kicked_user: $4\u6210\u529f\u79fb\u9664\u4e86\u7528\u6237\u3002
|
||||
invalid_cluster: '''$1\u4e0d\u5408\u6cd5\u7684\u7fa4\u540d\u79f0\uff1a $2%s'''
|
||||
cluster_not_added: $2\u90a3\u4e2a\u73a9\u5bb6\u6ca1\u6709\u88ab\u6dfb\u52a0\u5230\u5730\u76ae\u7fa4\u4e2d
|
||||
cluster_cannot_leave: $1\u4f60\u5728\u79bb\u5f00\u4e4b\u524d\u5fc5\u987b\u5220\u9664\u6216\u8f6c\u8ba9\u7fa4
|
||||
cluster_added_helper: $4\u6210\u529f\u4e3a\u5730\u76ae\u7fa4\u589e\u52a0\u4e86\u63f4\u5efa\u8005
|
||||
cluster_removed_helper: $4\u6210\u529f\u4e3a\u5730\u76ae\u7fa4\u79fb\u9664\u4e86\u4e00\u4f4d\u63f4\u5efa\u8005
|
||||
cluster_regenerated: $4\u6210\u529f\u7684\u5f00\u59cb\u4e86\u5730\u76ae\u7fa4\u91cd\u5efa\u4efb\u52a1
|
||||
cluster_teleporting: $4\u4f20\u9001\u4e2d...
|
||||
cluster_info: '''$1\u5f53\u524d\u7fa4\uff1a $2%id%&-$1\u540d\u79f0\uff1a $2%name%&-$1\u6240\u6709\u8005\uff1a $2%owner%&-$1\u5927\u5c0f\uff1a $2%size%&-$1\u6743\u5229\uff1a
|
||||
$2%rights%'''
|
||||
cluster_outside: '$2The proposed area is outside the plot area: %s0'
|
||||
border:
|
||||
border: $2\u4f60\u5728\u5f53\u524d\u5730\u56fe\u8fb9\u754c\u4e4b\u5916
|
||||
unclaim:
|
||||
unclaim_success: $4\u4f60\u6210\u529f\u7684\u653e\u5f03\u4e86\u5730\u76ae
|
||||
unclaim_failed: $2\u4e0d\u80fd\u653e\u5f03\u5730\u76ae
|
||||
worldedit masks:
|
||||
worldedit_delayed: $2\u8bf7\u7b49\u5f85\u6211\u4eec\u5904\u7406\u4f60\u7684 Worldedit \u884c\u52a8...
|
||||
worldedit_run: '''$2\u8bf7\u7b49\u5f85\u5f53\u524d\u4efb\u52a1\u5b8c\u6210\u3002\u5f53\u524d\u6b63\u5728\u8fdb\u884c\u7684\u4efb\u52a1\uff1a%s'''
|
||||
require_selection_in_mask: $2\u4f60\u5f53\u524d\u9009\u62e9\u8303\u56f4\u4e2d %s \u4e0d\u662f\u4f60\u7684\u5730\u76ae\uff0c\u4f60\u53ea\u80fd\u5728\u4f60\u81ea\u5df1\u7684\u5730\u76ae\u4e0a\u66f4\u6539\u3002
|
||||
worldedit_volume: $2\u4f60\u76ee\u524d\u9009\u533a\u4e2d\u6709 %current%\u4e2a\u65b9\u5757\uff0c\u4f60\u6700\u5927\u53ef\u4ee5\u4e00\u6b21\u6027\u7f16\u8f91\u7684\u65b9\u5757\u6570\u76ee\u4e3a %max%\u3002
|
||||
worldedit_iterations: $2\u4f60\u4e0d\u80fd\u91cd\u590d %current% \u6b21\u3002\u4f60\u53ef\u4ee5\u91cd\u590d\u7684\u6700\u5927\u6b21\u6570\u4e3a %max%\u6b21\u3002
|
||||
worldedit_unsafe: $2\u90a3\u4e2a\u6307\u4ee4\u5df2\u88ab\u7981\u7528
|
||||
worldedit_bypass: $2&o\u82e5\u8981\u89e3\u9664\u4f60\u7684 Worldedit \u9650\u5236\uff0c\u8f93\u5165 $4/plot wea
|
||||
worldedit_bypassed: $2\u5f53\u524d\u89e3\u9664\u4e86\u4f60\u7684 WorldEdit \u9650\u5236
|
||||
worldedit_unmasked: $1\u4f60\u7684 WorldEdit \u73b0\u5728\u88ab\u89e3\u9664\u9650\u5236\u3002
|
||||
worldedit_restricted: $1\u4f60\u7684 WorldEdit \u73b0\u5728\u88ab\u9650\u5236\u3002
|
||||
gamemode:
|
||||
gamemode_was_bypassed: $1\u4f60\u4e3a\u5730\u76ae $2{plot} $1\u8df3\u8fc7\u4e86\u6e38\u620f\u6a21\u5f0f \u2014\u2014 ($2{gamemode}$1) $1
|
||||
height limit:
|
||||
height_limit: $1\u8fd9\u4e2a\u5730\u76ae\u7684\u5efa\u7b51\u9ad8\u5ea6\u9650\u5236\u4e3a $2{limit}
|
||||
records:
|
||||
record_play: $2%player $2\u5f00\u59cb\u4e86 $1%name \u7684\u8bb0\u5f55
|
||||
notify_enter: $2%player $2\u8fdb\u5165\u4e86\u4f60\u7684\u5730\u76ae ($1%plot$2)
|
||||
notify_leave: $2%player $2\u79bb\u5f00\u4e86\u4f60\u7684\u5730\u76ae ($1%plot$2)
|
||||
swap:
|
||||
swap_overlap: $2\u76ee\u6807\u533a\u57df\u4e0d\u5141\u8bb8\u88ab\u8986\u76d6
|
||||
swap_dimensions: $2\u548c\u76ee\u6807\u533a\u57df\u5fc5\u987b\u62e5\u6709\u76f8\u540c\u7684\u4e16\u754c\u7c7b\u578b
|
||||
swap_syntax: $2/plots swap <id>
|
||||
swap_success: $4\u6210\u529f\u7684\u4ea4\u6362\u4e86\u5730\u76ae
|
||||
started_swap: $2\u4ea4\u6362\u5730\u76ae\u4efb\u52a1\u5df2\u5f00\u59cb\uff0c\u4f60\u5c06\u4f1a\u5728\u5b8c\u6210\u540e\u6536\u5230\u901a\u77e5\u3002
|
||||
comment:
|
||||
inbox_notification: '%s \u6761\u672a\u8bfb\u4fe1\u606f\u3002\u4f7f\u7528 /plot inbox \u6765\u8bfb\u53d6'
|
||||
not_valid_inbox_index: $2\u5728\u7b2c %s \u9875\u6ca1\u6709\u4fe1\u606f
|
||||
inbox_item: $2 - $4%s
|
||||
comment_syntax: $2\u8bf7\u4f7f\u7528 /plots comment [X;Z] <%s> <comment>
|
||||
invalid_inbox: $2\u90a3\u4e0d\u662f\u4e00\u4e2a\u6b63\u786e\u7684\u6536\u4ef6\u7bb1&-$1\u5141\u8bb8\u7684\u503c\uff1a %s
|
||||
no_perm_inbox: $2\u4f60\u6ca1\u6709\u67e5\u770b\u90a3\u4e2a\u6536\u4ef6\u7bb1\u7684\u6743\u9650
|
||||
no_perm_inbox_modify: $2\u4f60\u6ca1\u6709\u66f4\u6539\u90a3\u4e2a\u6536\u4ef6\u7bb1\u7684\u6743\u9650
|
||||
no_plot_inbox: $2\u4f60\u5fc5\u987b\u7ad9\u5728\u6216\u6307\u5b9a\u4e00\u4e2a\u5730\u76ae\u53c2\u6570
|
||||
comment_removed: $4\u6210\u529f\u7684\u5220\u9664\u4e86\u8bc4\u8bba\uff1a$2 - '$3%s$2'
|
||||
comment_added: $4\u4e00\u6761\u8bc4\u8bba\u88ab\u7559\u4e0b
|
||||
comment_header: $2&m---------&r $1\u8bc4\u8bba $2&m---------&r
|
||||
inbox_empty: $2\u6ca1\u6709\u8bc4\u8bba
|
||||
console:
|
||||
not_console: $2\u4e3a\u4e86\u5b89\u5168\uff0c\u8fd9\u4e2a\u6307\u4ee4\u53ea\u80fd\u7531\u63a7\u5236\u53f0\u6267\u884c\u3002
|
||||
is_console: $2\u8fd9\u4e2a\u6307\u4ee4\u53ea\u80fd\u7531\u73a9\u5bb6\u6267\u884c\u3002
|
||||
inventory:
|
||||
inventory_usage: '&c\u4f7f\u7528\uff1a &6{usage}'
|
||||
inventory_desc: '&c\u63cf\u8ff0\uff1a &6{desc}'
|
||||
inventory_category: '&c\u7c7b\u578b\uff1a &6{category}'
|
||||
clipboard:
|
||||
clipboard_set: $2\u5f53\u524d\u5730\u76ae\u5df2\u88ab\u590d\u5236\u5230\u4f60\u7684\u526a\u5207\u677f\u4e2d\uff0c\u4f7f\u7528 $1/plot paste$2 \u6765\u7c98\u8d34\u3002
|
||||
pasted: $4\u5730\u76ae\u5df2\u88ab\u6210\u529f\u7c98\u8d34\u3002\u5b83\u4ece\u4f60\u7684\u526a\u5207\u677f\u4e2d\u88ab\u79fb\u9664\u3002
|
||||
paste_failed: $2\u7c98\u8d34\u9009\u4e2d\u533a\u57df\u65f6\u5931\u8d25\u4e86\uff0c\u5931\u8d25\u539f\u56e0\uff1a $2%s
|
||||
no_clipboard: $2\u4f60\u7684\u526a\u5207\u677f\u4e2d\u6ca1\u6709\u9009\u62e9\u3002
|
||||
clipboard_info: '$2\u5f53\u524d\u9009\u62e9 - \u5730\u76aeID: $1%id$2, \u5bbd\u5ea6: $1%width$2, \u603b\u8ba1\u65b9\u5757\u6570\uff1a$1%total$2'
|
||||
toggle:
|
||||
toggle_enabled: $2\u542f\u7528\u8bbe\u7f6e\uff1a %s
|
||||
toggle_disabled: $2\u7981\u7528\u8bbe\u7f6e\uff1a %s
|
||||
blocked command:
|
||||
command_blocked: $2\u5728\u8fd9\u4e2a\u5730\u76ae\u4e2d\u90a3\u4e2a\u6307\u4ee4\u4e0d\u88ab\u5141\u8bb8
|
||||
done:
|
||||
done_already_done: $2\u8fd9\u4e2a\u5730\u76ae\u5df2\u7ecf\u88ab\u6807\u8bb0\u5b8c\u6210\u3002
|
||||
done_not_done: $2\u8fd9\u4e2a\u5730\u76ae\u6ca1\u6709\u88ab\u6807\u8bb0\u5b8c\u6210\u3002
|
||||
done_insufficient_complexity: $2\u8fd9\u4e2a\u5730\u76ae\u592a\u8fc7\u4e8e\u7b80\u5355\u3002\u8bf7\u5728\u4f7f\u7528\u8fd9\u4e2a\u6307\u4ee4\u4e4b\u524d\u589e\u52a0\u589e\u52a0\u66f4\u591a\u7ec6\u8282\u3002
|
||||
done_success: $1\u6210\u529f\u5c06\u5730\u76ae\u6807\u8bb0\u5b8c\u6210\u3002
|
||||
done_removed: $1\u4f60\u73b0\u5728\u53ef\u4ee5\u7ee7\u7eed\u5728\u5730\u76ae\u4e2d\u5efa\u7b51\u4e86\u3002
|
||||
ratings:
|
||||
rating_not_valid: $2\u4f60\u9700\u8981\u5728 1 - 10 \u4e4b\u524d\u6307\u5b9a\u4e00\u4e2a\u6570\u5b57
|
||||
rating_already_exists: $2\u4f60\u5df2\u7ecf\u4e3a\u5730\u76ae $2%s \u6295\u8fc7\u7968\u4e86
|
||||
rating_applied: $4\u4f60\u6210\u529f\u7684\u4e3a\u5730\u76ae $2%s \u6295\u4e86\u4e00\u7968
|
||||
rating_not_your_own: $2\u4f60\u4e0d\u80fd\u4e3a\u81ea\u5df1\u7684\u5730\u76ae\u6295\u7968
|
||||
rating_not_done: $2\u4f60\u53ea\u80fd\u4e3a\u5b8c\u6210\u7684\u5730\u76ae\u6295\u7968\u3002
|
||||
rating_not_owned: $2\u4f60\u4e0d\u80fd\u4e3a\u65e0\u4e3b\u7684\u5730\u76ae\u6295\u7968\u3002
|
||||
tutorial:
|
||||
rate_this: $2\u4e3a\u8fd9\u4e2a\u5730\u76ae\u6295\u7968\uff01
|
||||
comment_this: $2\u4e3a\u8fd9\u4e2a\u5730\u76ae\u7559\u4e00\u4e9b\u53cd\u9988\uff1a %s
|
||||
economy:
|
||||
econ_disabled: $2\u73b0\u5728\u6ca1\u6709\u542f\u52a8\u7ecf\u6d4e\u7cfb\u7edf
|
||||
cannot_afford_plot: $2\u4f60\u6ca1\u6709\u8db3\u591f\u7684\u94b1\u4e70\u8fd9\u5757\u5730\u76ae\u3002\u5b83\u9700\u8981\u82b1\u8d39 $1%s
|
||||
not_for_sale: $2\u8fd9\u5757\u5730\u76ae\u6ca1\u6709\u51fa\u552e
|
||||
cannot_buy_own: $2\u4f60\u4e0d\u80fd\u8d2d\u4e70\u4f60\u81ea\u5df1\u7684\u5730\u76ae
|
||||
plot_sold: $4\u4f60\u7684\u5730\u76ae $1%s0$4\uff0c\u4ee5 $1$%s2 \u7684\u4ef7\u683c\u88ab\u5356\u7ed9\u4e86 $1%s1$4
|
||||
cannot_afford_merge: $2\u4f60\u6ca1\u6709\u8db3\u591f\u7684\u94b1\u6765\u5408\u5e76\u5730\u76ae\u3002\u5b83\u9700\u8981\u82b1\u8d39 $1%s
|
||||
added_balance: $1%s $2\u88ab\u6253\u5165\u4f60\u7684\u8d26\u6237
|
||||
removed_balance: $1%s $2\u4ece\u4f60\u7684\u8d26\u6237\u53d6\u51fa
|
||||
removed_granted_plot: $2\u4f60\u4f7f\u7528\u4e86 %s \u4e2a\u5730\u76ae\u6388\u6743\uff0c\u4f60\u8fd8\u5269\u4e0b $1%s $2\u4e2a
|
||||
setup:
|
||||
setup_init: $1\u8bf7\u4f7f\u7528\uff1a $2/plot setup <value>
|
||||
setup_step: $3[$1\u7b2c %s0 $1\u6b65$3] $1%s1 $2- $1\u53c2\u6570\u7c7b\u578b\uff1a $2%s2 $1\u9ed8\u8ba4\u503c\uff1a $2%s3
|
||||
setup_invalid_arg: $2%s0 \u4e0d\u662f\u5bf9\u4e8e\u7b2c %s1 \u6b65\u7684\u6b63\u786e\u7684\u53c2\u6570\u3002\u8981\u60f3\u53d6\u6d88\u8bbe\u7f6e\u4f7f\u7528\uff1a $1/plot setup cancel
|
||||
setup_valid_arg: $2\u4f60\u5c06\u503c $1%s0 $2\u8bbe\u7f6e\u4e3a\u4e86 %s1
|
||||
setup_finished: $4\u4f60\u5e94\u8be5\u88ab\u4f20\u9001\u5230\u4e86\u521b\u5efa\u7684\u4e16\u754c\u3002\u5426\u5219\u4f60\u9700\u8981\u624b\u52a8\u8bbe\u7f6e\u5728 bukkit.yml \u4e2d\u7684\u4e16\u754c\u521b\u5efa\u5668\u6216\u8005\u4f60\u9009\u62e9\u7684\u4e16\u754c\u7684\u7ba1\u7406\u63d2\u4ef6\u3002
|
||||
setup_world_taken: $2%s \u662f\u4e00\u4e2a\u5df2\u7ecf\u521b\u5efa\u7684\u5730\u76ae\u4e16\u754c
|
||||
setup_missing_world: $2\u4f60\u9700\u8981\u6307\u5b9a\u4e00\u4e2a\u4e16\u754c\u540d($1/plot setup &l<world>$1 <generator>$2)&-$1\u9644\u52a0\u6307\u4ee4\uff1a&-$2 - $1/plot setup <value>&-$2 - $1/plot setup back&-$2 - $1/plot setup cancel
|
||||
setup_missing_generator: $2\u4f60\u9700\u8981\u6307\u5b9a\u4e00\u4e2a\u4e16\u754c\u751f\u6210\u5668 ($1/plot setup <world> &l<generator>&r$2)&-$1\u9644\u52a0\u6307\u4ee4\uff1a&-$2 - $1/plot setup <value>&-$2 - $1/plot setup back&-$2 - $1/plot setup cancel
|
||||
setup_invalid_generator: $2\u9519\u8bef\u7684\u751f\u6210\u5668\u3002\u6b63\u786e\u7684\u751f\u6210\u5668\u6709\uff1a %s
|
||||
schematics:
|
||||
schematic_too_large: $2\u8fd9\u4e2a\u5730\u76ae\u5bf9\u6b64\u884c\u52a8\u592a\u5927\u4e86\uff01
|
||||
schematic_missing_arg: $2\u4f60\u9700\u8981\u5236\u5b9a\u4e00\u4e2a\u53c2\u6570\u3002\u6b63\u786e\u7684\u503c\uff1a $1test <name>$2 , $1save$2 , $1paste $2, $1exportall
|
||||
schematic_invalid: $2\u90a3\u4e0d\u662f\u4e00\u4e2a\u6b63\u786e\u7684\u6a21\u677f\u3002\u539f\u56e0\uff1a $2%s
|
||||
schematic_valid: $2\u90a3\u662f\u4e00\u4e2a\u6b63\u786e\u7684\u6a21\u677f
|
||||
schematic_paste_failed: $2\u7c98\u8d34\u6a21\u677f\u5931\u8d25\u4e86
|
||||
schematic_paste_success: $4\u6210\u529f\u7684\u7c98\u8d34\u4e86\u6a21\u677f
|
||||
titles:
|
||||
title_entered_plot: $1\u5730\u76ae\uff1a %world%;%x%;%z%
|
||||
title_entered_plot_sub: $4\u5730\u76ae\u4e3b\u4eba %s
|
||||
prefix_greeting: '$1%id%$2> '
|
||||
prefix_farewell: '$1%id%$2> '
|
||||
core:
|
||||
task_start: \u4efb\u52a1\u5f00\u59cb...
|
||||
prefix: $3[$1\u5730\u76ae\u7cfb\u7edf$3] $2
|
||||
enabled: $1PlotSquared \u73b0\u5df2\u5f00\u542f
|
||||
reload:
|
||||
reloaded_configs: $1\u7ffb\u8bd1\u548c\u4e16\u754c\u8bbe\u7f6e\u88ab\u91cd\u65b0\u8bfb\u53d6
|
||||
reload_failed: $2\u8bfb\u53d6\u6587\u4ef6\u914d\u7f6e\u5931\u8d25
|
||||
desc:
|
||||
desc_set: $2\u5730\u76ae\u7684\u63cf\u8ff0\u88ab\u8bbe\u7f6e
|
||||
desc_unset: $2\u5730\u76ae\u7684\u63cf\u8ff0\u88ab\u91cd\u7f6e
|
||||
missing_desc: $2\u4f60\u9700\u8981\u6307\u5b9a\u4e00\u4e2a\u63cf\u8ff0
|
||||
alias:
|
||||
alias_set_to: $2\u5730\u76ae\u7b80\u79f0\u8bbe\u7f6e\u4e3a $1%alias%
|
||||
missing_alias: $2\u4f60\u9700\u8981\u6307\u5b9a\u4e00\u4e2a\u7b80\u79f0
|
||||
alias_too_long: $2\u5728\u957f\u5ea6\u4e0a\u7b80\u79f0\u5fc5\u987b\u5c0f\u4e8e50\u5b57\u7b26
|
||||
alias_is_taken: $2\u5df2\u7ecf\u6709\u5730\u76ae\u547d\u540d\u4e3a\u90a3\u4e2a\u7b80\u79f0\u4e86
|
||||
position:
|
||||
missing_position: $2\u4f60\u9700\u8981\u6307\u5b9a\u4e00\u4e2a\u65b9\u4f4d\u3002\u6b63\u786e\u7684\u503c\uff1a \u00d7\u65e0\u00d7
|
||||
position_set: $1\u5c06\u5bb6\u8bbe\u7f6e\u4e3a\u5f53\u524d\u4f4d\u7f6e
|
||||
position_unset: $1\u5bb6\u7684\u4f4d\u7f6e\u91cd\u7f6e\u5230\u9ed8\u8ba4\u4f4d\u7f6e
|
||||
home_argument: $2\u8bf7\u4f7f\u7528 /plot set home [none]
|
||||
invalid_position: $2\u90a3\u4e0d\u662f\u4e00\u4e2a\u6b63\u786e\u7684\u4f4d\u7f6e\u7684\u503c
|
||||
cap:
|
||||
entity_cap: $2\u4f60\u4e0d\u80fd\u518d\u751f\u6210\u66f4\u591a\u602a\u7269\u4e86\uff01
|
||||
time:
|
||||
time_format: $1%hours%, %min%, %sec%
|
||||
permission:
|
||||
no_schematic_permission: $2\u4f60\u6ca1\u6709\u6743\u9650\u6765\u4f7f\u7528\u6a21\u677f $1%s
|
||||
no_permission: $2\u4f60\u6ca1\u6709\u6743\u9650\uff01 ($1%s)
|
||||
no_permission_event: $2\u4f60\u6ca1\u6709\u6743\u9650\u8fd9\u6837\u505a\uff01 ($1%s)
|
||||
no_plot_perms: $2\u4f60\u9700\u8981\u5730\u76ae\u4e3b\u4eba\u6743\u9650
|
||||
cant_claim_more_plots: $2\u4f60\u4e0d\u80fd\u518d\u9886\u53d6\u66f4\u591a\u5730\u76ae\u4e86
|
||||
cant_transfer_more_plots: $2\u4f60\u4e0d\u80fd\u7ed9\u90a3\u4e2a\u73a9\u5bb6\u66f4\u591a\u5730\u76ae\u4e86
|
||||
cant_claim_more_plots_num: $2\u4f60\u4e0d\u80fd\u540c\u65f6\u9886\u53d6\u8d85\u8fc7 $1%s $2\u4e2a\u5730\u76ae
|
||||
you_be_denied: $2\u4f60\u4e0d\u80fd\u8fdb\u5165\u90a3\u4e2a\u5730\u76ae
|
||||
merge_request_confirm: \u6765\u81ea %s \u7684\u5730\u76ae\u5408\u5e76\u7533\u8bf7
|
||||
cant_claim_more_clusters: $2You can't claim more clusters.
|
||||
merge:
|
||||
merge_not_valid: $2\u8fd9\u4e2a\u5408\u5e76\u8bf7\u6c42\u4e0d\u518d\u5408\u6cd5
|
||||
merge_accepted: $2\u5408\u5e76\u8bf7\u6c42\u88ab\u63a5\u53d7
|
||||
success_merge: $2\u5730\u76ae\u6210\u529f\u88ab\u5408\u5e76\uff01
|
||||
merge_requested: $2\u6210\u529f\u7684\u53d1\u9001\u4e86\u4e00\u4e2a\u5408\u5e76\u8bf7\u6c42
|
||||
no_perm_merge: $2\u4f60\u4e0d\u662f\u5730\u76ae $1%plot% \u7684\u4e3b\u4eba
|
||||
no_available_automerge: $2\u4f60\u5728\u6307\u5b9a\u4f4d\u7f6e\u6ca1\u6709\u90bb\u8fd1\u7684\u5730\u76ae\u6216\u4e0d\u5141\u8bb8\u4f60\u5408\u5e76\u6210\u90a3\u6837\u5927\u5c0f\u3002
|
||||
unlink_required: $2\u4f60\u9700\u8981\u5148\u89e3\u9664\u5730\u76ae\u7684\u5408\u5e76\u3002
|
||||
unlink_impossible: $2\u4f60\u53ea\u80fd\u89e3\u9664\u8d85\u7ea7\u5730\u76ae\u7684\u5408\u5e76
|
||||
unlink_success: $2\u6210\u529f\u7684\u89e3\u9664\u4e86\u5730\u76ae\u7684\u5408\u5e76\u3002
|
||||
commandconfig:
|
||||
not_valid_subcommand: $2\u90a3\u4e0d\u662f\u4e00\u4e2a\u6b63\u786e\u7684\u5b50\u547d\u4ee4
|
||||
did_you_mean: $2\u4f60\u60f3\u8f93\u5165\uff1a $1%s$2\u5417
|
||||
name_little: $2%s0 \u7684\u540d\u5b57\u592a\u77ed\u4e86\uff0c$1%s1$2<$1%s3
|
||||
no_commands: $2\u5f88\u62b1\u6b49\uff0c\u4f60\u6ca1\u6709\u6743\u9650\u4f7f\u7528\u4efb\u4f55\u5b50\u6307\u4ee4\u3002
|
||||
subcommand_set_options_header: '$2\u6b63\u786e\u7684\u503c\uff1a '
|
||||
command_syntax: $1\u8bf7\u4f7f\u7528\uff1a $2%s
|
||||
flag_tutorial_usage: $1\u4f7f\u4e00\u4f4d\u7ba1\u7406\u5458\u8bbe\u7f6e\u6807\u5fd7\uff1a $2%s
|
||||
errors:
|
||||
invalid_player_wait: $2\u6ca1\u6709\u627e\u5230\u73a9\u5bb6\uff1a$1%s$2\u3002\u8bf7\u7a0d\u540e\u518d\u8bd5\u3002
|
||||
invalid_player: $2\u6ca1\u6709\u627e\u5230\u73a9\u5bb6\uff1a $1%s$2.
|
||||
invalid_player_offline: $2\u8fd9\u4e2a\u73a9\u5bb6\u5fc5\u987b\u5728\u7ebf\uff1a $1%s.
|
||||
error: $2\u53d1\u751f\u4e86\u4e00\u4e2a\u9519\u8bef\uff1a %s
|
||||
command_went_wrong: $2\u5f53\u4f7f\u7528\u6307\u4ee4\u65f6\u53d1\u751f\u4e86\u9519\u8bef...
|
||||
no_free_plots: $2\u73b0\u5728\u6ca1\u6709\u53ef\u83b7\u5f97\u7684\u514d\u8d39\u5730\u76ae
|
||||
not_in_plot: $2\u4f60\u4e0d\u5728\u4e00\u4e2a\u5730\u76ae\u4e2d
|
||||
not_in_cluster: $2\u4f60\u5fc5\u987b\u5728\u4e00\u4e2a\u5730\u76ae\u7fa4\u7ec4\u4e2d\u624d\u80fd\u4f7f\u7528\u8fd9\u4e2a\u547d\u4ee4
|
||||
not_in_plot_world: $2\u4f60\u4e0d\u5728\u4e00\u4e2a\u5730\u76ae\u4e16\u754c\u4e2d
|
||||
plotworld_incompatible: $2\u4e24\u4e2a\u4e16\u754c\u5fc5\u987b\u662f\u517c\u5bb9\u7684
|
||||
not_valid_world: $2\u90a3\u4e0d\u662f\u4e00\u4e2a\u6b63\u786e\u7684\u4e16\u754c(\u533a\u5206\u5927\u5c0f\u5199)
|
||||
not_valid_plot_world: $2\u90a3\u4e0d\u662f\u4e00\u4e2a\u6b63\u786e\u7684\u5730\u76ae\u4e16\u754c(\u533a\u5206\u5927\u5c0f\u5199)
|
||||
no_plots: $2\u4f60\u4e0d\u62e5\u6709\u4efb\u4f55\u5730\u76ae
|
||||
wait_for_timer: $2A setblock timer is bound to either the current plot or you. Please wait for it to finish
|
||||
invalid_command_flag: '$2Invalid command flag: %s0'
|
||||
paste:
|
||||
debug_report_created: $1U\u5c06DEBUG\u4fe1\u606f\u7c98\u8d34\u5230\u4e86\uff1a $1%url%
|
||||
purge:
|
||||
purge_success: $4\u6210\u529f\u7684\u5408\u5e76\u4e86 %s \u5757\u5730\u76ae
|
||||
trim:
|
||||
trim_in_progress: \u5df2\u7ecf\u6709\u4e00\u4e2a\u5730\u76ae\u6e05\u7406\u4efb\u52a1\u5728\u8fdb\u884c\uff01
|
||||
not_valid_hybrid_plot_world: \u8981\u8fdb\u884c\u8fd9\u4e2a\u884c\u52a8\uff0c\u4f60\u9700\u8981\u7acb\u65b9\u4f53\u5730\u76ae\u7ba1\u7406\u7cfb\u7edf\u3002
|
||||
block list:
|
||||
block_list_separater: '$1,$2 '
|
||||
biome:
|
||||
need_biome: $2\u4f60\u9700\u8981\u6307\u5b9a\u4e00\u4e2a\u6b63\u786e\u7684\u751f\u7269\u7fa4\u7cfb
|
||||
biome_set_to: $2\u5730\u76ae\u7684\u751f\u7269\u7fa4\u7cfb\u8bbe\u7f6e\u4e3a $2
|
||||
teleport:
|
||||
teleported_to_plot: $1\u4f60\u5df2\u88ab\u4f20\u9001
|
||||
teleported_to_road: $2\u4f60\u88ab\u4f20\u9001\u5230\u4e86\u9053\u8def\u4e0a
|
||||
teleport_in_seconds: $1\u4f20\u9001\u5c06\u5728 %s \u79d2\u540e\u8fdb\u884c\u3002\u4e0d\u8981\u79fb\u52a8...
|
||||
teleport_failed: $2\u4f20\u9001\u56e0\u79fb\u52a8\u6216\u4f24\u5bb3\u88ab\u53d6\u6d88
|
||||
set block:
|
||||
set_block_action_finished: $1\u4e0a\u4e00\u4e2a\u65b9\u5757\u8bbe\u7f6e\u884c\u52a8\u73b0\u5728\u5b8c\u6210\u4e86\u3002
|
||||
unsafe:
|
||||
debugallowunsafe_on: $2\u5141\u8bb8\u4e86\u4e0d\u5b89\u5168\u7684\u884c\u52a8
|
||||
debugallowunsafe_off: $2\u4e0d\u5b89\u5168\u7684\u884c\u52a8\u88ab\u7981\u7528
|
||||
debug:
|
||||
debug_header: $1Debug \u4fe1\u606f&-
|
||||
debug_section: $2>> $1&l%val%
|
||||
debug_line: $2>> $1%var%$2:$1 %val%&-
|
||||
invalid:
|
||||
not_valid_data: $2\u90a3\u4e0d\u662f\u4e00\u4e2a\u6b63\u786e\u7684\u6570\u636eID
|
||||
not_valid_block: $2%s \u4e0d\u662f\u4e00\u4e2a\u6b63\u786e\u7684\u65b9\u5757
|
||||
not_allowed_block: $2\u8fd9\u4e2a\u65b9\u5757\u88ab\u7981\u7528\uff1a %s
|
||||
not_valid_number: $2\u5728\u8303\u56f4\u4e0a\u8fd9\u4e0d\u662f\u4e00\u4e2a\u6b63\u786e\u7684\u6570\u503c\uff1a %s
|
||||
not_valid_plot_id: $2\u90a3\u4e0d\u662f\u4e00\u4e2a\u6b63\u786e\u7684\u5730\u76aeID
|
||||
plot_id_form: $2\u5730\u76ae ID \u7684\u683c\u5f0f\u5fc5\u987b\u4e3a\uff1a $1X;Y $2\u4f8b\u5982\uff1a $1-5;7
|
||||
not_your_plot: $2\u90a3\u4e0d\u662f\u4f60\u7684\u5730\u76ae
|
||||
no_such_plot: $2\u6ca1\u6709\u8fd9\u4e2a\u5730\u76ae
|
||||
player_has_not_been_on: $2\u90a3\u4f4d\u73a9\u5bb6\u4e0d\u5728\u5730\u76ae\u4e2d
|
||||
found_no_plots: $2\u5728\u4f60\u7684\u641c\u7d22\u8bf7\u6c42\u4e2d\u627e\u4e0d\u5230\u5339\u914d\u7684\u5730\u76ae
|
||||
camera:
|
||||
camera_started: $2\u4f60\u8fdb\u5165\u4e86\u5730\u76ae $1%s \u7684\u6444\u50cf\u673a\u6a21\u5f0f
|
||||
camera_stopped: $2\u4f60\u9000\u51fa\u4e86\u6444\u50cf\u673a\u6a21\u5f0f
|
||||
need:
|
||||
need_plot_number: $2\u4f60\u9700\u8981\u6307\u5b9a\u4e00\u4e2a\u5730\u76aeID\u6216\u5730\u76ae\u7b80\u79f0
|
||||
need_block: $2\u4f60\u9700\u8981\u6307\u5b9a\u4e00\u4e2a\u65b9\u5757
|
||||
need_plot_id: $2\u4f60\u9700\u8981\u6307\u5b9a\u4e00\u4e2a\u65b9\u5757 ID\u3002
|
||||
need_plot_world: $2\u4f60\u9700\u8981\u6307\u5b9a\u4e00\u4e2a\u5730\u76ae\u533a\u57df\u3002
|
||||
need_user: $2\u4f60\u9700\u8981\u6307\u5b9a\u4e00\u4e2a\u7528\u6237\u540d
|
||||
info:
|
||||
none: \u65e0
|
||||
now: \u73b0\u5728
|
||||
never: \u4ece\u4e0d
|
||||
unknown: \u672a\u77e5
|
||||
everyone: \u6240\u6709\u4eba
|
||||
plot_unowned: $2\u6267\u884c\u8fd9\u4e2a\u884c\u52a8\u5f53\u524d\u5730\u76ae\u5fc5\u987b\u6709\u4e3b\u4eba
|
||||
plot_info_unclaimed: $2\u5730\u76ae $1%s$2 \u8fd8\u6ca1\u6709\u88ab\u9886\u53d6
|
||||
plot_info_header: $3&m---------&r $1\u4fe1\u606f $3&m---------
|
||||
plot_info: $1ID\uff1a $2%id%$1&-$1\u522b\u79f0\uff1a $2%alias%$1&-$1\u5730\u76ae\u4e3b\u4eba\uff1a $2%owner%$1&-$1\u751f\u7269\u7fa4\u7cfb\uff1a $2%biome%$1&-$1\u662f\u5426\u53ef\u5efa\u7b51\uff1a $2%build%$1&-$1\u8bc4\u7ea7\uff1a $2%rating%&-$1\u53ef\u89c1\uff1a $2%seen%&-$1\u63f4\u5efa\u8005\uff1a $2%trusted%$1&-$1\u6210\u5458\uff1a $2%members%$1&-$1\u9ed1\u540d\u5355\uff1a $2%denied%$1&-$1\u6807\u5fd7\uff1a $2%flags%
|
||||
plot_info_footer: $3&m---------&r $1\u4fe1\u606f $3&m---------
|
||||
plot_info_trusted: $1\u63f4\u5efa\u8005\uff1a$2 %trusted%
|
||||
plot_info_members: $1\u6210\u5458\uff1a$2 %members%
|
||||
plot_info_denied: $1\u9ed1\u540d\u5355\uff1a$2 %denied%
|
||||
plot_info_flags: $1\u6807\u5fd7\uff1a$2 %flags%
|
||||
plot_info_biome: $1\u751f\u7269\u7fa4\u7cfb\uff1a$2 %biome%
|
||||
plot_info_rating: $1\u8bc4\u7ea7\uff1a$2 %rating%
|
||||
plot_info_owner: $1\u5730\u76ae\u4e3b\u4eba\uff1a$2 %owner%
|
||||
plot_info_id: $1\u5730\u76aeID\uff1a$2 %id%
|
||||
plot_info_alias: $1\u5730\u76ae\u522b\u79f0\uff1a$2 %alias%
|
||||
plot_info_size: $1\u5730\u76ae\u5927\u5c0f\uff1a$2 %size%
|
||||
plot_info_seen: $1\u5730\u76ae\u53ef\u89c1\uff1a$2 %seen%
|
||||
plot_user_list: ' $1%user%$2,'
|
||||
plot_flag_list: $1%s0:%s1$2
|
||||
info_syntax_console: $2/plot info X;Y
|
||||
working:
|
||||
generating_component: $1\u4ece\u60a8\u7684\u8bbe\u7f6e\u4e2d\u5f00\u59cb\u7ec4\u6210\u90e8\u4ef6
|
||||
clearing_plot: $2\u6e05\u9664\u5730\u76ae\u5f02\u6b65\u5904\u7406\u3002
|
||||
clearing_done: $4\u6e05\u7406\u5b8c\u6210\uff01\u82b1\u8d39\u4e86 %s \u6beb\u79d2\u3002
|
||||
plot_not_claimed: $2\u5730\u76ae\u6ca1\u6709\u88ab\u9886\u53d6
|
||||
plot_is_claimed: $2\u8fd9\u4e2a\u5730\u76ae\u5df2\u7ecf\u88ab\u9886\u53d6
|
||||
claimed: $4\u4f60\u6210\u529f\u7684\u9886\u53d6\u4e86\u5730\u76ae
|
||||
deleting_done: $4Delete completed! Took %sms.
|
||||
list:
|
||||
comment_list_header_paged: $2(\u7b2c $1%cur$2 \u9875/\u5171 $1%max$2 \u9875) $1\u5217\u51fa\u4e86 %amount% \u6761\u8bc4\u8bba
|
||||
clickable: ' \uff08\u53ef\u70b9\u51fb\uff09'
|
||||
area_list_header_paged: $2(\u7b2c $1%cur$2 \u9875/\u5171 $1%max$2 \u9875) $1\u5217\u51fa\u4e86 %amount% \u7247\u533a\u57df
|
||||
plot_list_header_paged: $2(\u7b2c $1%cur$2 \u9875/\u5171 $1%max$2 \u9875) $1\u5217\u51fa\u4e86 %amount% \u5757\u5730\u76ae
|
||||
plot_list_header: $1\u5217\u51fa\u4e86 %word% \u5730\u76ae
|
||||
plot_list_item: $2>> $1%id$2:$1%world $2- $1%owner
|
||||
plot_list_item_ordered: $2[$1%in$2] >> $1%id$2:$1%world $2- $1%owner
|
||||
plot_list_footer: $2>> $1%word% \u603b\u8ba1\u6709\u5757 $2%num% $1\u9886\u53d6\u7684 %plot%.
|
||||
left:
|
||||
left_plot: $2\u4f60\u79bb\u5f00\u4e86\u4e00\u4e2a\u5730\u76ae
|
||||
chat:
|
||||
plot_chat_format: '$2[$1\u5730\u76ae\u804a\u5929$2][$1%plot_id%$2] $1%sender%$2: $1%msg%'
|
||||
plot_chat_forced: $2\u8fd9\u4e2a\u4e16\u754c\u5f3a\u5236\u6240\u6709\u4eba\u4f7f\u7528\u5730\u76ae\u804a\u5929
|
||||
plot_chat_on: $4\u5f00\u542f\u4e86\u5730\u76ae\u804a\u5929\u3002
|
||||
plot_chat_off: $4\u5173\u95ed\u4e86\u5730\u76ae\u804a\u5929\u3002
|
||||
deny:
|
||||
denied_removed: $4Y\u4f60\u6210\u529f\u7684\u4ece\u6b64\u5730\u76ae\u9ed1\u540d\u5355\u89e3\u9664\u4e86\u4e00\u4f4d\u73a9\u5bb6
|
||||
denied_added: $4\u4f60\u6210\u529f\u7684\u5c06\u8fd9\u4f4d\u73a9\u5bb6\u52a0\u5165\u6b64\u5730\u76ae\u7684\u9ed1\u540d\u5355\u4e2d
|
||||
denied_need_argument: $2\u7f3a\u5c11\u53c2\u6570\u3002\u8bf7\u4f7f\u7528$1/plot denied add <name> $2\u6216\u8005 $1/plot denied remove <name>
|
||||
was_not_denied: $2\u90a3\u4f4d\u73a9\u5bb6\u4e0d\u5728\u6b64\u5730\u76ae\u7684\u9ed1\u540d\u5355\u4e2d
|
||||
you_got_denied: $4\u4f60\u88ab\u6240\u5728\u7684\u5730\u76ae\u52a0\u5165\u4e86\u9ed1\u540d\u5355\uff0c\u6240\u4ee5\u4f60\u88ab\u4f20\u9001\u5230\u4e86\u51fa\u751f\u70b9\u3002
|
||||
kick:
|
||||
you_got_kicked: $4\u4f60\u88ab\u8e22\u51fa\u4e86\u5730\u76ae\uff01
|
||||
rain:
|
||||
need_on_off: $2\u4f60\u9700\u8981\u6307\u5b9a\u4e00\u4e2a\u503c\u3002\u6b63\u786e\u7684\u503c\uff1a $1on$2, $1off
|
||||
setting_updated: $4\u4f60\u6210\u529f\u7684\u66f4\u65b0\u4e86\u8bbe\u7f6e\u3002
|
||||
flag:
|
||||
flag_key: $2\u5173\u952e\u8bcd\uff1a %s
|
||||
flag_type: $2\u7c7b\u578b\uff1a %s
|
||||
flag_desc: $2\u63cf\u8ff0\uff1a %s
|
||||
not_valid_flag: $2\u90a3\u4e0d\u662f\u4e00\u4e2a\u6b63\u786e\u7684\u6807\u5fd7
|
||||
not_valid_flag_suggested: $2\u90a3\u4e0d\u662f\u4e00\u4e2a\u6b63\u786e\u7684\u6807\u5fd7\u3002\u4f60\u60f3\u7528\uff1a $1%s \u5417\uff1f
|
||||
not_valid_value: $2\u5730\u76ae\u503c\u5fc5\u987b\u4e3a\u4ee3\u6570
|
||||
flag_not_in_plot: $2\u8fd9\u4e2a\u5730\u76ae\u76ee\u524d\u6ca1\u6709\u6807\u5fd7
|
||||
flag_not_removed: $2\u8fd9\u4e2a\u6807\u5fd7\u4e0d\u80fd\u88ab\u79fb\u9664
|
||||
flag_not_added: $2\u8fd9\u4e2a\u6807\u5fd7\u4e0d\u80fd\u88ab\u6dfb\u52a0
|
||||
flag_removed: $4\u6210\u529f\u7684\u79fb\u9664\u4e86\u6807\u5fd7
|
||||
flag_added: $4\u6210\u529f\u7684\u6dfb\u52a0\u4e86\u6807\u5fd7
|
||||
trusted:
|
||||
trusted_added: $4\u4f60\u6210\u529f\u7684\u4e3a\u5730\u76ae\u6dfb\u52a0\u4e86\u4e00\u4f4d\u4fe1\u4efb\u73a9\u5bb6
|
||||
trusted_removed: $4\u4f60\u6210\u529f\u7684\u4e3a\u5730\u76ae\u79fb\u9664\u4e86\u4e00\u4f4d\u4fe1\u4efb\u73a9\u5bb6
|
||||
was_not_added: $2\u90a3\u4f4d\u73a9\u5bb6\u5728\u8fd9\u4e2a\u5730\u76ae\u4e2d\u4e0d\u662f\u4fe1\u4efb\u73a9\u5bb6
|
||||
plot_removed_user: $1\u56e0\u4e3a\u5730\u76ae\u4e3b\u4eba\u7684\u957f\u671f\u4e0d\u5728\u7ebf\uff0c\u4f60\u6240\u4f5c\u4e3a\u4fe1\u4efb\u73a9\u5bb6\u7684\u5730\u76ae %s \u5df2\u88ab\u5220\u9664
|
||||
member:
|
||||
removed_players: $2Removed %s players from this plot.
|
||||
already_owner: $2\u73a9\u5bb6 %s0 \u5df2\u7ecf\u662f\u5730\u76ae\u4e3b\u4eba\u4e86
|
||||
already_added: $2\u73a9\u5bb6 %s0 \u5df2\u7ecf\u88ab\u6dfb\u52a0\u5230\u6b64\u7c7b\u4e86
|
||||
member_added: $4\u90a3\u4f4d\u73a9\u5bb6\u73b0\u5728\u5728\u5730\u76ae\u4e3b\u4eba\u5728\u7ebf\u65f6\u53ef\u4ee5\u7f16\u8f91\u5730\u76ae
|
||||
member_removed: $1\u4f60\u6210\u529f\u7684\u4e3a\u5730\u76ae\u79fb\u9664\u4e86\u4e00\u4f4d\u6210\u5458
|
||||
member_was_not_added: $2\u90a3\u4f4d\u73a9\u5bb6\u4e0d\u662f\u5730\u76ae\u7684\u4e00\u4f4d\u6210\u5458
|
||||
plot_max_members: $2\u4f60\u4e0d\u88ab\u5141\u8bb8\u518d\u4e3a\u5730\u76ae\u589e\u52a0\u6210\u5458\u4e86
|
||||
owner:
|
||||
set_owner: $4\u4f60\u6210\u529f\u7684\u8bbe\u7f6e\u4e86\u5730\u76ae\u4e3b\u4eba
|
||||
now_owner: $4\u4f60\u73b0\u5728\u662f\u5730\u76ae %s \u7684\u4e3b\u4eba\u4e86
|
||||
signs:
|
||||
owner_sign_line_1: $1\u5730\u76aeID\uff1a $1%id%
|
||||
owner_sign_line_2: '$1\u6240\u6709\u8005:'
|
||||
owner_sign_line_3: $2%plr%
|
||||
owner_sign_line_4: $3\u88ab\u9886\u53d6
|
||||
help:
|
||||
help_header: $3&m---------&r $1\u5730\u76ae\u7cfb\u7edf\u2461\u5e2e\u52a9\u6587\u4ef6 $3&m---------
|
||||
help_page_header: '$1\u7c7b\u578b: $2%category%$2,$1 \u9875\u9762\uff1a $2%current%$3/$2%max%$2'
|
||||
help_footer: $3&m---------&r $1\u5730\u76ae\u7cfb\u7edf\u2461\u5e2e\u52a9\u6587\u4ef6 $3&m---------
|
||||
help_info_item: $1/plots help %category% $3- $2%category_desc%
|
||||
help_item: $1%usage% [%alias%]&- $3- $2%desc%&-
|
||||
direction: $1\u5f53\u524d\u8def\u5f84\uff1a %dir%
|
||||
grants:
|
||||
granted_plots: $1\u7ed3\u679c\uff1a $1\u5269\u4f59 $2%s
|
||||
granted_plot: $1\u4f60\u5c06 %s0 \u5730\u76ae\u8d60\u4e88 $2%s1
|
||||
granted_plot_failed: $1\u8d60\u4e88\u5931\u8d25\u4e86\uff1a$2%s
|
||||
'-':
|
||||
custom_string: '-'
|
||||
near:
|
||||
plot_near: '$1Players: %s0'
|
|
@ -1,257 +0,0 @@
|
|||
### UNESCAPED TEMPLATE ###
|
||||
# Translated by: Liouftgoo/Mayomi9
|
||||
# UTF-8 ESCAPE USING: http://www.rapidmonkey.com/unicodeconverter/
|
||||
### UNESCAPED TEMPLATE ###
|
||||
camera_started: "$2<><32><EFBFBD><EFBFBD><EFBFBD><EFBFBD>˵<EFBFBD>Ƥ $1%s <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ģʽ"
|
||||
command_syntax: "$1<>÷<EFBFBD>: $2%s"
|
||||
not_valid_flag: "$2<>ⲻ<EFBFBD><E2B2BB>һ<EFBFBD><D2BB><EFBFBD><EFBFBD>Ч<EFBFBD>ı<EFBFBD>ʶ"
|
||||
setup_world_taken: "$2%s <20>Ѿ<EFBFBD><D1BE>ǵ<EFBFBD>Ƥ<EFBFBD><C6A4><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
|
||||
plot_list_item: "$2>> $1%id$2:$1%world $2- $1%owner"
|
||||
schematic_invalid: "$2<>ⲻ<EFBFBD><E2B2BB>һ<EFBFBD><D2BB><EFBFBD><EFBFBD>Ч<EFBFBD>Ľ<EFBFBD><C4BD><EFBFBD><EFBFBD>ļ<EFBFBD>. ԭ<><D4AD>: $2%s"
|
||||
not_valid_inbox_index: "$2ҳ<32><D2B3> %s û<><C3BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
|
||||
setup_invalid_generator: "$2<><32>Ч<EFBFBD><D0A7><EFBFBD><EFBFBD><EFBFBD>ɲ<EFBFBD><C9B2><EFBFBD>. <20><>ѡ: %s"
|
||||
teleported_to_road: "$2<>㴫<EFBFBD>͵<EFBFBD><CDB5><EFBFBD>·<EFBFBD><C2B7>"
|
||||
debug_section: "$2>> $1&l%val%"
|
||||
plot_id_form: "$2<><32>ƤID<49>ĸ<EFBFBD>ʽ<EFBFBD><CABD><EFBFBD><EFBFBD>Ϊ: $1X;Y $2<><32><EFBFBD><EFBFBD>: $1-5;7"
|
||||
invalid_position: "$2<>ⲻ<EFBFBD><E2B2BB>һ<EFBFBD><D2BB><EFBFBD><EFBFBD>Ч<EFBFBD><D0A7>λ<EFBFBD><CEBB>"
|
||||
worldedit_unsafe: "$2<><32>ָ<EFBFBD><D6B8><EFBFBD>Ѿ<EFBFBD><D1BE><EFBFBD><EFBFBD><EFBFBD>ֹʹ<D6B9><CAB9>"
|
||||
not_in_plot_world: "$2<>㲻<EFBFBD>ڵ<EFBFBD>Ƥ<EFBFBD><C6A4><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
|
||||
cannot_buy_own: "$2<>㲻<EFBFBD><E3B2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Լ<EFBFBD><D4BC>ĵ<EFBFBD>Ƥ"
|
||||
help_item: "$1%usage% [%alias%]&- $3- $2%desc%&-"
|
||||
not_valid_world: "$2<>ⲻ<EFBFBD><E2B2BB>һ<EFBFBD><D2BB><EFBFBD><EFBFBD>Ч<EFBFBD><D0A7><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (ע<><D7A2><EFBFBD>Сд)"
|
||||
home_argument: "$2<>÷<EFBFBD> /plot set home [<5B>ɲ<EFBFBD><C9B2><EFBFBD>]"
|
||||
title_left_plot_color: "GOLD"
|
||||
merge_not_valid: "$2<>ϲ<EFBFBD><CFB2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʧЧ."
|
||||
debug_line: "$2>> $1%var%$2:$1 %val% "
|
||||
comment_added: "$4<><34><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD>µ<EFBFBD><C2B5><EFBFBD><EFBFBD><EFBFBD>"
|
||||
alias_is_taken: "$2<><32><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ѱ<EFBFBD><D1B1><EFBFBD><EFBFBD><EFBFBD>ʹ<EFBFBD><CAB9>"
|
||||
setup_missing_generator: "$2<><32><EFBFBD><EFBFBD>Ҫָ<D2AA><D6B8>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD>ɲ<EFBFBD><C9B2><EFBFBD> ($1/plot setup <<3C><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>> &l<<3C><><EFBFBD>ɲ<EFBFBD><C9B2><EFBFBD>>&r$2)&-$1<><31><EFBFBD><EFBFBD>ָ<EFBFBD><D6B8>:&-$2 - $1/plot setup <<3C><><EFBFBD><EFBFBD>>&-$2 - $1/plot setup back&-$2 - $1/plot setup cancel"
|
||||
block_list_separater: "$1,$2 "
|
||||
alias_set_to: "$2<><32>Ƥ<EFBFBD>ı<EFBFBD><C4B1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ $1%alias%"
|
||||
did_you_mean: "$2<><32><EFBFBD><EFBFBD><EFBFBD>˼<EFBFBD><CBBC> $1%s $2<><32>?"
|
||||
cluster_not_added: "$2<><32><EFBFBD><EFBFBD><EFBFBD><EFBFBD>δ<EFBFBD><CEB4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƥ<EFBFBD><C6A4>Ⱥ<EFBFBD><C8BA>"
|
||||
success_merge: "$2<><32>Ƥ<EFBFBD>ɹ<EFBFBD><C9B9><EFBFBD><EFBFBD>ϲ<EFBFBD>!"
|
||||
position_set: "$1<><31><EFBFBD>㵱ǰ<E3B5B1><C7B0>λ<EFBFBD><CEBB><EFBFBD><EFBFBD><EFBFBD>ü<EFBFBD>"
|
||||
cluster_regenerated: "$4<>ɹ<EFBFBD><C9B9><EFBFBD>ʼȺ<CABC><C8BA><EFBFBD>ؽ<EFBFBD>"
|
||||
not_valid_data: "$2<>ⲻ<EFBFBD><E2B2BB>һ<EFBFBD><D2BB><EFBFBD><EFBFBD>Ч<EFBFBD>IJ<EFBFBD><C4B2><EFBFBD>ֵ."
|
||||
not_for_sale: "$2<><32><EFBFBD><EFBFBD>Ƥ<EFBFBD><C6A4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
|
||||
not_in_cluster: "$2<><32><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD>Ƥ<EFBFBD><C6A4>Ⱥ<EFBFBD>в<EFBFBD><D0B2>ܽ<EFBFBD><DCBD>д˲<D0B4><CBB2><EFBFBD>"
|
||||
schematic_paste_success: "$4<><34><EFBFBD><EFBFBD><EFBFBD>ļ<EFBFBD>ճ<EFBFBD><D5B3><EFBFBD>ɹ<EFBFBD>"
|
||||
set_block_action_finished: "$1<><31><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>."
|
||||
missing_alias: "$2<><32><EFBFBD><EFBFBD>Ҫָ<D2AA><D6B8>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
|
||||
paste_failed: "$2ճ<32><D5B3>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. ԭ<><D4AD>: $2%s"
|
||||
invalid_player: "$2δ<32>ҵ<EFBFBD><D2B5><EFBFBD><EFBFBD> $1%s."
|
||||
plot_info_helpers: "$1<><31><EFBFBD><EFBFBD>:$2 %helpers%"
|
||||
cluster_added: "$4<>ɹ<EFBFBD><C9B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ⱥ."
|
||||
setup_init: "$1<>÷<EFBFBD>: $2/plot setup <<3C><><EFBFBD><EFBFBD>>"
|
||||
bossbar_clearing: "$2<><32><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƥ $1%id%"
|
||||
title_entered_plot_sub_color: "RED"
|
||||
prefix_greeting: "$1%id%$2> "
|
||||
not_your_plot: "$2<>ⲻ<EFBFBD><E2B2BB><EFBFBD><EFBFBD>ĵ<EFBFBD>Ƥ."
|
||||
worldedit_volume: "$2<><32><EFBFBD><EFBFBD>ѡ<EFBFBD><D1A1> %current% <20>Ŀռ<C4BF>. <20><><EFBFBD>ռ<EFBFBD><D5BC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ %max%."
|
||||
not_valid_plot_id: "$2<>ⲻ<EFBFBD><E2B2BB><EFBFBD><EFBFBD>Ч<EFBFBD>ĵ<EFBFBD>ƤID."
|
||||
unclaim_success: "$4<><34><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƥ."
|
||||
teleport_failed: "$2<><32>Ϊ<EFBFBD>ܵ<EFBFBD><DCB5>˺<EFBFBD><CBBA><EFBFBD><EFBFBD><EFBFBD>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
|
||||
need_plot_world: "$2<><32><EFBFBD><EFBFBD>Ҫָ<D2AA><D6B8>һ<EFBFBD><D2BB><EFBFBD><EFBFBD>Ƥ<EFBFBD><C6A4><EFBFBD><EFBFBD>."
|
||||
plot_not_claimed: "$2<><32>Ƥδ<C6A4><CEB4><EFBFBD><EFBFBD>ȡ"
|
||||
title_entered_plot_color: "GOLD"
|
||||
denied_removed: "$4<><34><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƥ<EFBFBD><C6A4><EFBFBD><EFBFBD>ҵĺ<D2B5><C4BA><EFBFBD><EFBFBD><EFBFBD>"
|
||||
plot_removed_helper: "$1<><31><EFBFBD><EFBFBD><EFBFBD>ĵ<EFBFBD>Ƥ %s <20><>Ϊӵ<CEAA><D3B5><EFBFBD>߲<EFBFBD><DFB2><EFBFBD>Ծ<EFBFBD><D4BE><EFBFBD><EFBFBD>ɾ<EFBFBD><C9BE><EFBFBD><EFBFBD>"
|
||||
plotworld_incompatible: "$2<><32><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E0BBA5><EFBFBD><EFBFBD>"
|
||||
generating_component: "$1<><31>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>趨<EFBFBD><E8B6A8><EFBFBD><EFBFBD>"
|
||||
not_valid_block_list_header: "$2<>ⲻ<EFBFBD><E2B2BB>һ<EFBFBD><D2BB><EFBFBD><EFBFBD>Ч<EFBFBD>ķ<EFBFBD><C4B7><EFBFBD>. <20><>Ч<EFBFBD>ķ<EFBFBD><C4B7><EFBFBD>: "
|
||||
alias_too_long: "$2<><32><EFBFBD><EFBFBD><EFBFBD>ij<EFBFBD><C4B3>ȱ<EFBFBD><C8B1><EFBFBD>С<EFBFBD><D0A1>50<35><30><EFBFBD>ַ<EFBFBD>"
|
||||
move_success: "$4<>ɹ<EFBFBD><C9B9>Ƴ<EFBFBD><C6B3><EFBFBD>Ƥ."
|
||||
no_plot_perms: "$2<><32><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǵ<EFBFBD>Ƥӵ<C6A4><D3B5><EFBFBD>߲<EFBFBD><DFB2><EFBFBD>ִ<EFBFBD><D6B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
|
||||
command_went_wrong: "$2ִ<32><D6B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD>˴<EFBFBD><CBB4><EFBFBD>..."
|
||||
helper_added: "$4<><34>ɹ<EFBFBD>Ϊ<EFBFBD><CEAA>Ƥ<EFBFBD><C6A4><EFBFBD><EFBFBD><EFBFBD>˰<EFBFBD><CBB0><EFBFBD>"
|
||||
schematic_paste_failed: "$2ճ<32><D5B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ļ<EFBFBD>ʧ<EFBFBD><CAA7>"
|
||||
removed_balance: "$2<><32><EFBFBD><EFBFBD><EFBFBD><EFBFBD>˻<EFBFBD><CBBB>п۳<D0BF><DBB3><EFBFBD> $1%s"
|
||||
setup_step: "$3[$1<><31><EFBFBD><EFBFBD> - %s$3] $1%s $2- $1<><31><EFBFBD><EFBFBD>: $2%s $1Ĭ<31><C4AC>ֵ: $2%s"
|
||||
schematic_valid: "$2<><32><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD>Ч<EFBFBD>Ľ<EFBFBD><C4BD><EFBFBD><EFBFBD>ļ<EFBFBD>"
|
||||
owner_sign_line_4: "$3<><33><EFBFBD><EFBFBD>ȡ"
|
||||
cluster_added_helper: "$4<>ɹ<EFBFBD>Ϊ<EFBFBD><CEAA>Ⱥ<EFBFBD><C8BA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
|
||||
owner_sign_line_3: "$2%plr%"
|
||||
already_owner: "$2<><32><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ѿ<EFBFBD>ӵ<EFBFBD>е<EFBFBD>Ƥ<EFBFBD><C6A4>."
|
||||
owner_sign_line_2: "$1ӵ<31><D3B5><EFBFBD><EFBFBD>:"
|
||||
owner_sign_line_1: "$1ID: $1%id%"
|
||||
not_valid_subcommand: "$2<>ⲻ<EFBFBD><E2B2BB>һ<EFBFBD><D2BB><EFBFBD><EFBFBD>Ч<EFBFBD><D0A7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
|
||||
subcommand_set_options_header: "$2<><32><EFBFBD>õIJ<C3B5><C4B2><EFBFBD>: "
|
||||
requires_unowned: "$2<><32>λ<EFBFBD><CEBB><EFBFBD>ѱ<EFBFBD>ռ<EFBFBD><D5BC>."
|
||||
plot_unowned: "$2<><32><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǵ<EFBFBD>Ƥӵ<C6A4><D3B5><EFBFBD>߲<EFBFBD><DFB2><EFBFBD>ִ<EFBFBD><D6B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
|
||||
inbox_item: "$2 - $4%s"
|
||||
cannot_kick_player: "$2<>㲻<EFBFBD><E3B2BB><EFBFBD>߳<EFBFBD><DFB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
|
||||
clearing_done: "$4<><34><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>! <20><>ʱ %s<><73><EFBFBD><EFBFBD>."
|
||||
setup_valid_arg: "$2<><32><EFBFBD><EFBFBD> $1%s $2<><32><EFBFBD><EFBFBD>Ϊ %s"
|
||||
camera_stopped: "$2<><32>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ģʽ"
|
||||
flag_type: "$2<><32><EFBFBD><EFBFBD>: %s"
|
||||
pasted: "$4<><34>ѡ<EFBFBD><D1A1>ĵ<EFBFBD>Ƥ<EFBFBD>ɹ<EFBFBD>ճ<EFBFBD><D5B3>."
|
||||
cluster_info: "$1<><31>ǰ<EFBFBD><C7B0>Ⱥ: $2%id%&-$1<><31><EFBFBD><EFBFBD>: $2%name%&-$1ӵ<31><D3B5><EFBFBD><EFBFBD>: $2%owner%&-$1<><31>С: $2%size%&-$1Ȩ<31><C8A8>: $2%rights%"
|
||||
cluster_cannot_leave: "$1<><31><EFBFBD>˳<EFBFBD>֮ǰ<D6AE><C7B0>ת<EFBFBD><D7AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ȩ"
|
||||
help_header: "$3====== $1<><31>Ƥ<EFBFBD><C6A4><EFBFBD><EFBFBD><EFBFBD>˵<EFBFBD> $3======"
|
||||
cannot_afford_merge: "$2<><32>û<EFBFBD><C3BB><EFBFBD>㹻<EFBFBD>Ľ<EFBFBD>Ǯ<EFBFBD>ϲ<EFBFBD><CFB2><EFBFBD>Ƥ. <20><>Ҫ<EFBFBD><D2AA><EFBFBD><EFBFBD> $1%s"
|
||||
setting_updated: "$4<><34><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>趨"
|
||||
need_key: "$2<><32><EFBFBD>ò<EFBFBD><C3B2><EFBFBD>: $1%values%"
|
||||
merge_requested: "$2<>ɹ<EFBFBD><C9B9><EFBFBD><EFBFBD>ͺϲ<CDBA><CFB2><EFBFBD><EFBFBD><EFBFBD>"
|
||||
compass_target: "$4S<34>ɹ<EFBFBD><C9B9><EFBFBD><EFBFBD>͵<EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD>Ƥ"
|
||||
flag_not_added: "$2<>ñ<EFBFBD>ʶ<EFBFBD><EFBFBD><DEB7><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
|
||||
no_plots: "$2<><32>û<EFBFBD>ж<EFBFBD><D0B6><EFBFBD>ĵ<EFBFBD>Ƥ<EFBFBD><C6A4>"
|
||||
need_plot_id: "$2<><32><EFBFBD><EFBFBD>Ҫָ<D2AA><D6B8>һ<EFBFBD><D2BB><EFBFBD><EFBFBD>ƤID."
|
||||
flag_not_removed: "$2<>ñ<EFBFBD>ʶ<EFBFBD><EFBFBD><DEB7><EFBFBD><EFBFBD>Ƴ<EFBFBD>"
|
||||
trusted_removed: "$1<><31>ӵ<EFBFBD>Ƥ<EFBFBD><C6A4><EFBFBD>Ƴ<EFBFBD><C6B3><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
|
||||
comment_header: "$2====== <20><><EFBFBD><EFBFBD> ======"
|
||||
flag_removed: "$4<>ɹ<EFBFBD><C9B9>Ƴ<EFBFBD><C6B3><EFBFBD>ʶ"
|
||||
rating_applied: "$4<><34>Ϊ<EFBFBD><CEAA>Ƥ $2%s $4<><34><EFBFBD><EFBFBD><EFBFBD>"
|
||||
requires_confirm: "$2<><32><EFBFBD>Ƿ<EFBFBD>ִ<EFBFBD><D6B4>: $1%s$2?&-$2<>ò<EFBFBD><C3B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>! <20><><EFBFBD>ȷ<EFBFBD><C8B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>: $1/plot confirm"
|
||||
flag_added: "$4<>ɹ<EFBFBD><C9B9><EFBFBD>ӱ<EFBFBD>ʶ"
|
||||
econ_disabled: "$2<><32><EFBFBD>ù<EFBFBD><C3B9><EFBFBD>δ<EFBFBD><CEB4><EFBFBD><EFBFBD>"
|
||||
not_valid_hybrid_plot_world: "The hybrid plot manager is required to perform this action"
|
||||
no_commands: "$2<><32>û<EFBFBD><C3BB>Ȩ<EFBFBD><C8A8>ʹ<EFBFBD><CAB9><EFBFBD>κ<EFBFBD>ָ<EFBFBD><D6B8>."
|
||||
missing_position: "$2<><32><EFBFBD><EFBFBD>Ҫָ<D2AA><D6B8>һ<EFBFBD><D2BB>λ<EFBFBD><CEBB>. <20><><EFBFBD>õIJ<C3B5><C4B2><EFBFBD>: $1none"
|
||||
record_play: "$2%player $2<><32>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD>CD $1%name"
|
||||
no_perm_inbox_modify: "$2<><32>û<EFBFBD><C3BB>Ȩ<EFBFBD><C8A8><EFBFBD><EFBFBD>"
|
||||
unlink_required: "$2<><32><EFBFBD><EFBFBD><EFBFBD>Ҫȡ<D2AA><C8A1><EFBFBD>ϲ<EFBFBD><CFB2><EFBFBD>Ƥ."
|
||||
denied_need_argument: "$2ȱ<32>ٲ<EFBFBD><D9B2><EFBFBD>. $1/plot denied add <<3C><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>> $2<><32> $1/plot denied remove <<3C><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>>"
|
||||
added_balance: "$2<><32><EFBFBD><EFBFBD><EFBFBD><EFBFBD>˻<EFBFBD><CBBB>м<EFBFBD><D0BC><EFBFBD><EFBFBD><EFBFBD> $1%s"
|
||||
not_using_plotme: "$2<><32><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʹ<EFBFBD><CAB9><EFBFBD><EFBFBD> $1PlotSquared $2<><32>Ƥ<EFBFBD><C6A4><EFBFBD><EFBFBD>ϵͳ. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> $1/ps $2<><32> $1/p2 $2<><32> $1/plot $2<><32><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
|
||||
player_has_not_been_on: "$2<><32><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD>ûӵ<C3BB>е<EFBFBD>Ƥ"
|
||||
plot_list_footer: "$2>> $1%word% <20><> $2%num% $1<><31><EFBFBD><EFBFBD>ȡ<EFBFBD><C8A1> %plot%."
|
||||
trim_in_progress: "<22><>Ƥ<EFBFBD><C6A4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڽ<EFBFBD><DABD><EFBFBD>!"
|
||||
cluster_deleted: "$4<>ɹ<EFBFBD>ɾ<EFBFBD><C9BE><EFBFBD><EFBFBD>Ⱥ."
|
||||
cant_claim_more_plots: "$2<>㲻<EFBFBD><E3B2BB><EFBFBD><EFBFBD>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>ĵ<EFBFBD>Ƥ<EFBFBD><C6A4>."
|
||||
unlink_success: "$2<>ɹ<EFBFBD>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>Ƥ<EFBFBD>ϲ<EFBFBD>."
|
||||
no_perm_inbox: "$2<><32>û<EFBFBD><C3BB>Ȩ<EFBFBD><C8A8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
|
||||
worldedit_bypass: "$2&o<><6F><EFBFBD><EFBFBD>Ȩ<EFBFBD><C8A8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> $3/plot wea"
|
||||
prefix: "$3[$1<><31>Ƥ$3] "
|
||||
claimed: "$4<><34>ɹ<EFBFBD><C9B9><EFBFBD>ȡ<EFBFBD>˵<EFBFBD>Ƥ"
|
||||
failed_confirm: "$2<><32>һ<EFBFBD><D2BB>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD>˴<EFBFBD><CBB4><EFBFBD>!"
|
||||
copy_success: "$4<><34>ɹ<EFBFBD><C9B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD>˵<EFBFBD>Ƥ."
|
||||
cluster_available_args: "$1<><31><EFBFBD>õ<EFBFBD><C3B5><EFBFBD>Ⱥָ<C8BA><D6B8>: $4list$2, $4create$2, $4delete$2, $4resize$2, $4invite$2, $4kick$2, $4leave$2, $4helpers$2, $4info$2, $4tp$2, $4sethome"
|
||||
cluster_list_heading: "$2<><32><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> $1%s$2 <20><><EFBFBD><EFBFBD>Ⱥ"
|
||||
cluster_list_element: "$2 - $1%s&-"
|
||||
cluster_intersection: "$2<>õ<EFBFBD><C3B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ص<EFBFBD><D8B5><EFBFBD> $1%s$2 <20><><EFBFBD><EFBFBD>Ⱥ"
|
||||
cluster_resized: "$4<>ɹ<EFBFBD><C9B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ⱥ<EFBFBD>Ĵ<EFBFBD>С."
|
||||
cluster_added_user: "$4<>ɹ<EFBFBD><C9B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ҵ<EFBFBD><D2B5><EFBFBD>Ⱥ<EFBFBD><C8BA>."
|
||||
cluster_invited: "$1<>㱻<EFBFBD><E3B1BB><EFBFBD>뵽<EFBFBD><EBB5BD>Ⱥ: $2%s"
|
||||
cluster_removed: "$1<>㱻<EFBFBD><E3B1BB>Ⱥ $2%s <20>߳<EFBFBD><DFB3><EFBFBD>"
|
||||
cluster_kicked_user: "$4<>ɹ<EFBFBD><C9B9>߳<EFBFBD><DFB3><EFBFBD><EFBFBD>"
|
||||
invalid_cluster: "$1<><31>Ч<EFBFBD><D0A7><EFBFBD><EFBFBD>Ⱥ<EFBFBD><C8BA><EFBFBD><EFBFBD>: $2%s"
|
||||
cluster_removed_helper: "$4<>ɹ<EFBFBD><C9B9>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD><EFBFBD>Ⱥ<EFBFBD>İ<EFBFBD><C4B0><EFBFBD>"
|
||||
cluster_teleporting: "$4<><34><EFBFBD><EFBFBD><EFBFBD><EFBFBD>..."
|
||||
cluster_current_plotid: "$1<><31>ǰ<EFBFBD><C7B0>Ƥ: $2%s"
|
||||
border: "$2<><32><EFBFBD>ߵ<EFBFBD><DFB5>˵<EFBFBD>ͼ<EFBFBD>߾<EFBFBD>"
|
||||
require_selection_in_mask: "$2<><32>ѡ<EFBFBD><D1A1>ĵ<EFBFBD>Ƥ %s <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. <20><>ֻ<EFBFBD><D6BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ĵ<EFBFBD>Ƥ<EFBFBD>н<EFBFBD><D0BD><EFBFBD>."
|
||||
worldedit_iterations: "$2<>㲻<EFBFBD><E3B2BB><EFBFBD>ظ<EFBFBD> %current% <20><>. <20><><EFBFBD><EFBFBD>ظ<EFBFBD><D8B8><EFBFBD><EFBFBD><EFBFBD>Ϊ %max%."
|
||||
worldedit_unmasked: "$1<><31><EFBFBD>WE<57><45><EFBFBD><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>."
|
||||
worldedit_restricted: "$1<><31><EFBFBD>WE<57><45><EFBFBD>ܱ<EFBFBD><DCB1><EFBFBD><EFBFBD><EFBFBD>."
|
||||
notify_enter: "$2%player $2<><32><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ĵ<EFBFBD>Ƥ ($1%plot$2)"
|
||||
notify_leave: "$2%player $2<>뿪<EFBFBD><EBBFAA><EFBFBD><EFBFBD>ĵ<EFBFBD>Ƥ ($1%plot$2)"
|
||||
swap_overlap: "$2<><32><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
|
||||
swap_dimensions: "$2<><32><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҫͬ<D2AA><CDAC><EFBFBD><EFBFBD>С<EFBFBD>ijߴ<C4B3>"
|
||||
swap_syntax: "$2/plot swap <<3C><>ƤID>"
|
||||
swap_success: "$4<>ɹ<EFBFBD><C9B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƥ"
|
||||
started_swap: "$2<><32>ʼ<EFBFBD><CABC>Ƥ<EFBFBD><C6A4><EFBFBD><EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>֪ͨ<CDA8><D6AA>"
|
||||
comment_syntax: "$2<>÷<EFBFBD> /plot comment [X;Z] <%s> <<3C><><EFBFBD><EFBFBD>>"
|
||||
invalid_inbox: "$2<>ⲻ<EFBFBD><E2B2BB>һ<EFBFBD><D2BB><EFBFBD><EFBFBD>Ч<EFBFBD><D0A7>ҳ<EFBFBD><D2B3>.&-$1<><31><EFBFBD>õIJ<C3B5><C4B2><EFBFBD>: %s"
|
||||
no_plot_inbox: "$2<>ⲻ<EFBFBD><E2B2BB><EFBFBD><EFBFBD>Ч<EFBFBD>ĵ<EFBFBD>Ƥҳ<C6A4><D2B3>"
|
||||
comment_removed: "$4<>ɹ<EFBFBD>ɾ<EFBFBD><C9BE><EFBFBD><EFBFBD>Ƥ<EFBFBD><C6A4><EFBFBD><EFBFBD>/s:n$2 - '$3%s$2'"
|
||||
not_console: "$<24><>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD><EFBFBD><DEBF><EFBFBD>̨<EFBFBD><CCA8><EFBFBD><EFBFBD>."
|
||||
is_console: "$2<><32>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>."
|
||||
clipboard_set: "$2<><32>ǰ<EFBFBD><C7B0>Ƥ<EFBFBD>Ѿ<EFBFBD><D1BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƶ<EFBFBD><C6B5>˼<EFBFBD><CBBC>а<EFBFBD>, ʹ<><CAB9> $1/plot paste$2 <20><>ճ<EFBFBD><D5B3><EFBFBD><EFBFBD>"
|
||||
no_clipboard: "$2<><32>û<EFBFBD><C3BB>ѡ<EFBFBD><D1A1><EFBFBD><EFBFBD>а<EFBFBD>"
|
||||
clipboard_info: "$2<><32>ǰѡ<C7B0><D1A1> - <20><>Ƥ ID: $1%id$2, <20><><EFBFBD>: $1%width$2, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>: $1%total$2"
|
||||
rating_not_valid: "$2<><32><EFBFBD><EFBFBD>Ҫָ<D2AA><D6B8>һ<EFBFBD><D2BB>1~10֮<30><D6AE><EFBFBD><EFBFBD><EFBFBD>"
|
||||
rating_already_exists: "$2<><32><EFBFBD>Ѿ<EFBFBD>Ϊ<EFBFBD><CEAA>Ƥ $2%s <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
|
||||
rating_not_your_own: "$2<>㲻<EFBFBD><E3B2BB>Ϊ<EFBFBD>Լ<EFBFBD><D4BC><EFBFBD>Ƥ<EFBFBD><C6A4><EFBFBD><EFBFBD>"
|
||||
rating_not_owned: "$2<>㲻<EFBFBD><E3B2BB>Ϊ<EFBFBD><CEAA><EFBFBD>õ<EFBFBD>Ƥ<EFBFBD><C6A4><EFBFBD><EFBFBD>"
|
||||
cannot_afford_plot: "$2<><32>û<EFBFBD><C3BB><EFBFBD>㹻<EFBFBD>Ľ<EFBFBD>Ǯ<EFBFBD><C7AE><EFBFBD><EFBFBD><EFBFBD>Ƥ. <20><>Ҫ<EFBFBD><D2AA><EFBFBD><EFBFBD> $1%s"
|
||||
plot_sold: "$4<><34>ĵ<EFBFBD>Ƥ; $1%s$4, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> $1%s$4 <20>۸<EFBFBD>Ϊ $1$%s"
|
||||
setup_invalid_arg: "$2%s<><73><EFBFBD>Dz<EFBFBD><C7B2><EFBFBD> %s <20><><EFBFBD><EFBFBD>Ч<EFBFBD><D0A7><EFBFBD><EFBFBD>. ȡ<><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>: $1/plot setup cancel"
|
||||
setup_finished: "$3<><33><EFBFBD>ʹ<EFBFBD><CAB9><EFBFBD><EFBFBD> MULTIVERSE <20><> MULTIWORLD <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>û<EFBFBD><C3BB>Զ<EFBFBD>д<EFBFBD><D0B4>. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҫ<EFBFBD>ֶ<EFBFBD>д<EFBFBD><D0B4><EFBFBD>ļ<EFBFBD> bukkit.yml"
|
||||
setup_missing_world: "$2<><32><EFBFBD><EFBFBD>Ҫָ<D2AA><D6B8>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ($1/plot setup &l<<3C><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>>$1 <<3C><><EFBFBD>ɲ<EFBFBD><C9B2><EFBFBD>>$2)&-$1<><31><EFBFBD><EFBFBD>ָ<EFBFBD><D6B8>:&-$2 - $1/plot setup <<3C><><EFBFBD><EFBFBD>>&-$2 - $1/plot setup back&-$2 - $1/plot setup cancel"
|
||||
schematic_missing_arg: "$2<><32><EFBFBD><EFBFBD>Ҫָ<D2AA><D6B8>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. <20><><EFBFBD>õIJ<C3B5><C4B2><EFBFBD>: $1test <<3C><><EFBFBD><EFBFBD>>$2 , $1save$2 , $1paste $2, $1exportall"
|
||||
title_entered_plot: "<22><>Ƥλ<C6A4><CEBB>: %world%;%x%;%z%"
|
||||
title_entered_plot_sub: "ӵ<><D3B5><EFBFBD><EFBFBD> %s"
|
||||
title_left_plot: "<22><><EFBFBD>뿪<EFBFBD><EBBFAA> %s"
|
||||
title_left_plot_sub: "ӵ<><D3B5><EFBFBD><EFBFBD> %s"
|
||||
title_left_plot_sub_color: "RED"
|
||||
prefix_farewell: "$1%id%$2> "
|
||||
enabled: "$1PlotSquared <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
|
||||
example_message: "$2<><32><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD>ʾ<EFBFBD><CABE>Ϣ &k!!!"
|
||||
reloaded_configs: "$1<>ļ<EFBFBD><C4BC><EFBFBD><EFBFBD>趨<EFBFBD><E8B6A8><EFBFBD><EFBFBD><EFBFBD>¶<EFBFBD>ȡ"
|
||||
reload_failed: "$2<><32><EFBFBD>¶<EFBFBD>ȡʧ<C8A1><CAA7><EFBFBD><EFBFBD>"
|
||||
time_format: "$1%hours%, %min%, %sec%"
|
||||
no_schematic_permission: "$2<><32>û<EFBFBD><C3BB>Ȩ<EFBFBD><C8A8>ʹ<EFBFBD>ý<EFBFBD><C3BD><EFBFBD><EFBFBD>ļ<EFBFBD> $1%s"
|
||||
no_permission: "$2<><32>ȱ<EFBFBD><C8B1><EFBFBD><EFBFBD>Ȩ<EFBFBD><C8A8>: $1%s"
|
||||
cant_transfer_more_plots: "$2<>㲻<EFBFBD>ܷ<EFBFBD><DCB7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ĵ<EFBFBD>Ƥ<EFBFBD><C6A4><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
|
||||
cant_claim_more_plots_num: "$2<>㲻<EFBFBD><E3B2BB>һ<EFBFBD><D2BB><EFBFBD><EFBFBD>ȡ $1%s $2<><32><EFBFBD>Ƥ"
|
||||
you_be_denied: "$2<>㲻<EFBFBD>ܽ<EFBFBD><DCBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƥ"
|
||||
no_perm_merge: "$2<>㲻<EFBFBD><E3B2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƥ $1%plot% $2<><32>ӵ<EFBFBD><D3B5><EFBFBD><EFBFBD>"
|
||||
unlink_impossible: "$2<><32>ֻ<EFBFBD><D6BB>ȡ<EFBFBD><C8A1><EFBFBD>ϲ<EFBFBD><CFB2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƥ"
|
||||
no_merge_to_mega: "$2<><32><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƥ<EFBFBD><EFBFBD><DEB7><EFBFBD><EFBFBD>ϲ<EFBFBD>."
|
||||
merge_accepted: "$2<>ϲ<EFBFBD><CFB2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ѱ<EFBFBD><D1B1><EFBFBD><EFBFBD><EFBFBD>"
|
||||
merge_request_confirm: "<22>յ<EFBFBD><D5B5><EFBFBD> %s <20>ĺϲ<C4BA><CFB2><EFBFBD><EFBFBD><EFBFBD>"
|
||||
name_little: "$2%s <20><><EFBFBD><EFBFBD>̫<EFBFBD><CCAB><EFBFBD><EFBFBD>, $1%s$2<$1%s"
|
||||
purge_syntax: "<22>÷<EFBFBD> /plot purge <x;z|player|unowned|unknown|all> <<3C><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>>"
|
||||
purge_success: "$4<>ɹ<EFBFBD><C9B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> %s <20><><EFBFBD>Ƥ"
|
||||
trim_syntax: "<22>÷<EFBFBD> /plot trim <all|x;y> <<3C><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>>"
|
||||
trim_start: "<22><>ʼ<EFBFBD><CABC>Ƥ<EFBFBD><C6A4><EFBFBD><EFBFBD>..."
|
||||
no_free_plots: "$2û<32><C3BB><EFBFBD><EFBFBD>ѵĵ<D1B5>Ƥ<EFBFBD><C6A4><EFBFBD><EFBFBD>"
|
||||
not_in_plot: "$2<>㲻<EFBFBD>ڵ<EFBFBD>Ƥ<EFBFBD><C6A4>"
|
||||
not_valid_plot_world: "$2<>ⲻ<EFBFBD><E2B2BB>һ<EFBFBD><D2BB><EFBFBD><EFBFBD>Ч<EFBFBD><D0A7><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (ע<><D7A2><EFBFBD>Сд)"
|
||||
block_list_item: " $1%mat%$2,"
|
||||
need_biome: "$2<><32><EFBFBD><EFBFBD>Ҫָ<D2AA><D6B8>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ⱥ<EFBFBD><C8BA>"
|
||||
biome_set_to: "$2<><32>Ƥ<EFBFBD><C6A4><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ⱥ<EFBFBD><C8BA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ $2"
|
||||
teleported_to_plot: "$2<>㴫<EFBFBD>͵<EFBFBD><CDB5>˵<EFBFBD>Ƥ<EFBFBD><C6A4>"
|
||||
teleport_in_seconds: "$1<><31><EFBFBD><EFBFBD> %s <20><><EFBFBD>ڴ<EFBFBD><DAB4><EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD>ƶ<EFBFBD>..."
|
||||
deubg_header: "$1<><31><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ"
|
||||
not_valid_block: "$2<>ⲻ<EFBFBD><E2B2BB>һ<EFBFBD><D2BB><EFBFBD><EFBFBD>Ч<EFBFBD>ķ<EFBFBD><C4B7><EFBFBD>."
|
||||
not_valid_number: "$2<>ⲻ<EFBFBD><E2B2BB>һ<EFBFBD><D2BB><EFBFBD><EFBFBD>Ч<EFBFBD><D0A7><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
|
||||
no_such_plot: "$2û<32>и<EFBFBD><D0B8><EFBFBD><EFBFBD>͵ĵ<CDB5>Ƥ"
|
||||
found_no_plots: "$2<><EFBFBD><DEB7><EFBFBD><EFBFBD>ݸ<EFBFBD>Ҫ<EFBFBD><D2AA><EFBFBD><EFBFBD>ҵ<EFBFBD>Ƥ"
|
||||
need_plot_number: "$2<><32><EFBFBD><EFBFBD>Ҫָ<D2AA><D6B8>һ<EFBFBD><D2BB><EFBFBD><EFBFBD>ƤID<49><44><EFBFBD><EFBFBD><EFBFBD>"
|
||||
need_block: "$<24><><EFBFBD><EFBFBD>Ҫָ<D2AA><D6B8>һ<EFBFBD>ַ<EFBFBD><D6B7><EFBFBD>"
|
||||
need_user: "$2<><32><EFBFBD><EFBFBD>Ҫָ<D2AA><D6B8>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD>"
|
||||
plot_info_unclaimed: "$2<><32>Ƥ $1%s$2 <20><>δ<EFBFBD><CEB4><EFBFBD><EFBFBD>ȡ"
|
||||
plot_info_header: "$3====== $1INFO $3======"
|
||||
plot_info: "$1ID: $2%id%$1&-$1<><31><EFBFBD><EFBFBD>: $2%alias%$1&-$1ӵ<31><D3B5><EFBFBD><EFBFBD>: $2%owner%$1&-$1<><31><EFBFBD><EFBFBD>Ⱥ<EFBFBD><C8BA>: $2%biome%$1&-$1<>ɷ<EFBFBD><C9B7><EFBFBD>: $2%build%$1&-$1<><31><EFBFBD><EFBFBD>: $2%rating%$1/$210$1&-$1<><31><EFBFBD><EFBFBD>: $2%helpers%$1&-$1<><31><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>: $2%trusted%$1&-$1<><31><EFBFBD><EFBFBD><EFBFBD><EFBFBD>: $2%denied%$1&-$1<><31>ʶ: $2%flags%"
|
||||
plot_info_trusted: "$1<><31><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>:$2 %trusted%"
|
||||
plot_info_denied: "$1<><31><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>:$2 %denied%"
|
||||
plot_info_flags: "$1<><31>ʶ:$2 %flags%"
|
||||
plot_info_biome: "$1<><31><EFBFBD><EFBFBD>Ⱥ<EFBFBD><C8BA>:$2 %biome%"
|
||||
plot_info_rating: "$1<><31><EFBFBD><EFBFBD>:$2 %rating%"
|
||||
plot_info_owner: "$1ӵ<31><D3B5><EFBFBD><EFBFBD>:$2 %owner%"
|
||||
plot_info_id: "$1ID:$2 %id%"
|
||||
plot_info_alias: "$1<><31><EFBFBD><EFBFBD>:$2 %alias%"
|
||||
plot_info_size: "$1<><31>С:$2 %size%"
|
||||
plot_user_list: " $1%user%$2,"
|
||||
info_syntax_console: "$2/plot info <<3C><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>> X;Y"
|
||||
clearing_plot: "$2<><32><EFBFBD><EFBFBD><EFBFBD>Ƥ<EFBFBD><C6A4>."
|
||||
plot_is_claimed: "$2<><32><EFBFBD><EFBFBD>Ƥ<EFBFBD>ѱ<EFBFBD><D1B1><EFBFBD>ȡ"
|
||||
plot_list_header_paged: "$2(ҳ<><D2B3> $1%cur$2/$1%max$2) $1<>г<EFBFBD><D0B3><EFBFBD> %word% <20><><EFBFBD>Ƥ"
|
||||
plot_list_header: "$11<31>г<EFBFBD><D0B3><EFBFBD> %word% <20><><EFBFBD>Ƥ"
|
||||
plot_list_item_ordered: "$2[$1%in$2] >> $1%id$2:$1%world $2- $1%owner"
|
||||
left_plot: "$2<><32><EFBFBD>뿪<EFBFBD>˵<EFBFBD>Ƥ"
|
||||
wait_for_timer: "$2<><32><EFBFBD>÷<EFBFBD><C3B7><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. <20><><EFBFBD>Ժ<EFBFBD>..."
|
||||
plot_chat_format: "$2[$1<><31>Ƥ<EFBFBD><C6A4><EFBFBD><EFBFBD>$2][$1%plot_id%$2] $1%sender%$2: $1%msg%"
|
||||
denied_added: "$4<><34>ɹ<EFBFBD>Ϊ<EFBFBD><CEAA>Ƥ<EFBFBD><C6A4><EFBFBD><EFBFBD><EFBFBD>˺<EFBFBD><CBBA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
|
||||
was_not_denied: "$2<><32><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҳ<EFBFBD><D2B2>ں<EFBFBD><DABA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
|
||||
need_on_off: "$2<><32><EFBFBD><EFBFBD>Ҫָ<D2AA><D6B8>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. <20><><EFBFBD>õIJ<C3B5><C4B2><EFBFBD>: $1on$2, $1off"
|
||||
flag_key: "$2<>ؼ<EFBFBD><D8BC><EFBFBD>: %s"
|
||||
flag_desc: "$2<><32><EFBFBD><EFBFBD>: %s"
|
||||
not_valid_value: "$2<><32>ʶ<EFBFBD>IJ<EFBFBD><C4B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ<EFBFBD><CEAA><EFBFBD><EFBFBD>"
|
||||
flag_not_in_plot: "$2<><32><EFBFBD><EFBFBD>Ƥ<EFBFBD><C6A4>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD>ñ<EFBFBD>ʶ 26"
|
||||
helper_removed: "$4<><34>ɹ<EFBFBD>Ϊ<EFBFBD><CEAA>Ƥ<EFBFBD>Ƴ<EFBFBD><C6B3>˰<EFBFBD><CBB0><EFBFBD>"
|
||||
helper_need_argument: "$2ȱ<32>ٲ<EFBFBD><D9B2><EFBFBD>. $1/plot helpers add <<3C><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>> $2<><32> $1/plot helpers remove <<3C><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>>"
|
||||
was_not_added: "$2<><32><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD>û<EFBFBD>г<EFBFBD>Ϊ<EFBFBD>õ<EFBFBD>Ƥ<EFBFBD>İ<EFBFBD><C4B0><EFBFBD>"
|
||||
already_added: "$2<><32><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ѿ<EFBFBD><D1BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD>˸÷<CBB8><C3B7><EFBFBD>."
|
||||
trusted_added: "$4<><34>ɹ<EFBFBD>Ϊ<EFBFBD><CEAA>Ƥ<EFBFBD><C6A4><EFBFBD><EFBFBD><EFBFBD>˿<EFBFBD><CBBF><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
|
||||
trusted_need_argument: "$2ȱ<32>ٲ<EFBFBD><D9B2><EFBFBD>. $1/plot trusted add <<3C><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>> $2<><32> $1/plot trusted remove <<3C><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>>"
|
||||
t_was_not_added: "$2<><32><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD>û<EFBFBD>г<EFBFBD>Ϊ<EFBFBD>õ<EFBFBD>Ƥ<EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
|
||||
set_owner: "$4<><34>ɹ<EFBFBD>Ϊ<EFBFBD><CEAA>Ƥ<EFBFBD><C6A4><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӵ<EFBFBD><D3B5><EFBFBD><EFBFBD>"
|
||||
now_owner: "$4<><34><EFBFBD><EFBFBD><EFBFBD>ڳ<EFBFBD>Ϊ<EFBFBD><CEAA>Ƥ %s <20><>ӵ<EFBFBD><D3B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
|
||||
help_category: "$1<><31><EFBFBD><EFBFBD>: $2%category%$2,$1 ҳ<><D2B3>: $2%current%$3/$2%max%$2,$1 <20><><EFBFBD><EFBFBD>ʾ: $2%dis%$3/$2%total%"
|
||||
help_info: "$3====== $1ѡ<31><D1A1>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD> $3======"
|
||||
help_info_item: "$1/plot help %category% $3- $2%category_desc%"
|
||||
direction: "$1<><31>ǰ<EFBFBD><C7B0><EFBFBD><EFBFBD>: %dir%"
|
||||
custom_string: "-"
|
|
@ -1,6 +0,0 @@
|
|||
version: PlotSquared-18.6.12-6ed6f60-2010
|
||||
color:
|
||||
'3': '8'
|
||||
'4': '3'
|
||||
'1': '6'
|
||||
'2': '7'
|
46
Server/bukkit.yml
Executable file
46
Server/bukkit.yml
Executable file
|
@ -0,0 +1,46 @@
|
|||
# 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
17
Server/commands.yml
Executable file
|
@ -0,0 +1,17 @@
|
|||
# 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
56
Server/help.yml
Executable file
|
@ -0,0 +1,56 @@
|
|||
# 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
16
Server/logsearch.sh
Executable file
|
@ -0,0 +1,16 @@
|
|||
#!/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
19
Server/restore.sh
Executable file
|
@ -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
8
Server/screenconf
Normal file
|
@ -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
42
Server/server.properties
Executable file
|
@ -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
6
Server/setup.sh
Executable file
|
@ -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
124
Server/spigot.yml
Executable file
|
@ -0,0 +1,124 @@
|
|||
# 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
10
Server/townyevents.sh
Executable file
|
@ -0,0 +1,10 @@
|
|||
#!/bin/bash
|
||||
shopt -s nullglob
|
||||
fs=(*.gz)
|
||||
#echo "${fs[@]}"
|
||||
for f in "${fs[@]}"
|
||||
do
|
||||
echo File: $f
|
||||
gunzip -c $f | grep "Msg]"
|
||||
done
|
||||
|
|
@ -1,4 +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
|
||||
-Xms4G -Xmx6G, serverVersion: 1.12.2}
|
||||
-Xms2G -Xmx4G, serverVersion: 1.12.2, customJar: paper-1618.jar}
|
||||
|
||||
|
|
|
@ -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
|
53
TerrainControl/TerrainControl.ini
Executable file
53
TerrainControl/TerrainControl.ini
Executable file
|
@ -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
|
||||
|
BIN
TerrainControl/worlds/world/WorldBiomes/.DS_Store
vendored
Executable file
BIN
TerrainControl/worlds/world/WorldBiomes/.DS_Store
vendored
Executable file
Binary file not shown.
454
TerrainControl/worlds/world/WorldBiomes/Beach.bc
Executable file
454
TerrainControl/worlds/world/WorldBiomes/Beach.bc
Executable file
|
@ -0,0 +1,454 @@
|
|||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Biome Inheritance | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This should be the value of the biomeConfig you wish to extend.
|
||||
# The extended config will be loaded, at which point the configs included below
|
||||
# will overwrite any configs loaded from the extended config.
|
||||
BiomeExtends:
|
||||
|
||||
# When set to true, all resources of the parent biome (if any) will be copied
|
||||
# to the resources queue of this biome. If a resource in the parent biome looks
|
||||
# very similar to that of a child biome (for example, two ores of the same type)
|
||||
# it won't be copied.
|
||||
ResourceInheritance: true
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Biome placement | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth).
|
||||
# Higher numbers give a smaller biome, lower numbers a larger biome.
|
||||
# How this setting is used depends on the value of BiomeMode in the WorldConfig.
|
||||
# It will be used for:
|
||||
# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups
|
||||
# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal.
|
||||
# For biomes spawned as isles, borders or rivers other settings are available.
|
||||
# Isle biomes: BiomeSizeWhenIsle (see below)
|
||||
# Border biomes: BiomeSizeWhenBorder (see below)
|
||||
# River biomes: RiverSize (see WorldConfig)
|
||||
BiomeSize: 4
|
||||
|
||||
# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others.
|
||||
# Example for normal biome :
|
||||
# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes).
|
||||
# 50 rarity mean 1/11 chance than other
|
||||
# For isle biomes see the BiomeRarityWhenIsle setting below.
|
||||
# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome.
|
||||
BiomeRarity: 100
|
||||
|
||||
# The hexadecimal color value of this biome. Used in the output of the /tc map command,
|
||||
# and used in the input of BiomeMode: FromImage.
|
||||
BiomeColor: #FADE55
|
||||
|
||||
####################
|
||||
# Isle biomes only #
|
||||
####################
|
||||
|
||||
# To spawn a biome as an isle, you need to add it first to the
|
||||
# IsleBiomes list in the WorldConfig.
|
||||
|
||||
# List of biomes in which this biome will spawn as an isle.
|
||||
# For example, Mushroom Isles spawn inside the Ocean biome.
|
||||
IsleInBiome:
|
||||
|
||||
# Size of this biome when spawned as an isle biome in BiomeMode: Normal.
|
||||
# Valid values range from 0 to GenerationDepth.
|
||||
# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going
|
||||
# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome.
|
||||
BiomeSizeWhenIsle: 6
|
||||
|
||||
# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal.
|
||||
BiomeRarityWhenIsle: 97
|
||||
|
||||
######################
|
||||
# Border biomes only #
|
||||
######################
|
||||
|
||||
# To spawn a biome as a border, you need to add it first to the
|
||||
# BorderBiomes list in the WorldConfig.
|
||||
|
||||
# List of biomes this biome can be a border of.
|
||||
# For example, the Beach biome is a border on the Ocean biome, so
|
||||
# it can spawn anywhere on the border of an ocean.
|
||||
BiomeIsBorder: Ocean
|
||||
|
||||
# List of biomes that cancel spawning of this biome.
|
||||
# For example, the Beach biome will never spawn next to an Extreme Hills biome.
|
||||
NotBorderNear: River, Swampland, Extreme Hills, Ice Plains Spikes, Ice Plains, Cold Taiga, Cold Taiga Hills, Cold Taiga M, Ice Mountains, MushroomIsland, Deep Ocean, Cold Beach, Stone Beach, Mesa
|
||||
|
||||
# Size of this biome when spawned as a border biome in BiomeMode: Normal.
|
||||
# Valid values range from 0 to GenerationDepth.
|
||||
# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going
|
||||
# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome.
|
||||
BiomeSizeWhenBorder: 8
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Terrain height and volatility | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# BiomeHeight mean how much height will be added in terrain generation
|
||||
# It is double value from -10.0 to 10.0
|
||||
# Value 0.0 equivalent half of map height with all other default settings
|
||||
BiomeHeight: 0.0
|
||||
|
||||
# Biome volatility.
|
||||
BiomeVolatility: 0.025
|
||||
|
||||
# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting
|
||||
# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 .
|
||||
# So if two biomes next to each other have both a smooth radius of 2, the
|
||||
# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide.
|
||||
SmoothRadius: 2
|
||||
|
||||
# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation.
|
||||
# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative.
|
||||
MaxAverageHeight: 0.0
|
||||
|
||||
# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation.
|
||||
# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative.
|
||||
MaxAverageDepth: 0.0
|
||||
|
||||
# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes.
|
||||
# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler.
|
||||
Volatility1: 0.0
|
||||
|
||||
Volatility2: 0.0
|
||||
|
||||
# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain.
|
||||
VolatilityWeight1: 0.5
|
||||
|
||||
VolatilityWeight2: 0.45
|
||||
|
||||
# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height.
|
||||
DisableBiomeHeight: false
|
||||
|
||||
# List of custom height factors, 17 double entries, each controls about 7
|
||||
# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller
|
||||
# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height
|
||||
# Example:
|
||||
# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0
|
||||
# Makes empty layer above bedrock layer.
|
||||
CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Rivers | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# There are two different river systems - the standard one and the improved one.
|
||||
# See the ImprovedRivers settting in the WorldConfig. Both modes have different
|
||||
# river settings, so carefully read the headers to know which settings you can use.
|
||||
|
||||
########################
|
||||
# ImprovedRivers:false #
|
||||
########################
|
||||
|
||||
# Only available when ImprovedRivers is set to false in the WorldConfig.
|
||||
# Sets which biome is used as the river biome.
|
||||
RiverBiome: River
|
||||
|
||||
#######################
|
||||
# ImprovedRivers:true #
|
||||
#######################
|
||||
|
||||
# Only available when ImprovedRivers is set to true in the WorldConfig.
|
||||
|
||||
# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome
|
||||
RiverHeight: -1.0
|
||||
|
||||
# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome
|
||||
RiverVolatility: 0.3
|
||||
|
||||
# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome
|
||||
# Can be used to create elevated rivers
|
||||
RiverWaterLevel: 63
|
||||
|
||||
# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome
|
||||
RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Blocks | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Change this to generate something else than stone in the biome.
|
||||
StoneBlock: minecraft:stone
|
||||
|
||||
# Surface block, usually GRASS.
|
||||
SurfaceBlock: minecraft:sand
|
||||
|
||||
# Block from stone to surface, like dirt in most biomes.
|
||||
GroundBlock: minecraft:sand
|
||||
|
||||
# Setting for biomes with more complex surface and ground blocks.
|
||||
# Each column in the world has a noise value from what appears to be -7 to 7.
|
||||
# Values near 0 are more common than values near -7 and 7. This setting is
|
||||
# used to change the surface block based on the noise value for the column.
|
||||
# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]]
|
||||
# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0
|
||||
# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0
|
||||
# gravel with stone just below and between 0.0 and 10.0 there's only dirt.
|
||||
# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock
|
||||
# and GroundBlock will never appear in this biome.
|
||||
|
||||
# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks
|
||||
# like the blocks found in the Mesa biomes.
|
||||
SurfaceAndGroundControl:
|
||||
|
||||
# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight])
|
||||
# Example :
|
||||
# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS)
|
||||
# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height
|
||||
ReplacedBlocks: None
|
||||
|
||||
################################
|
||||
# Water / Lava & Frozen States #
|
||||
################################
|
||||
|
||||
# Set this to false to use the "Water / Lava & Frozen States" settings of this biome.
|
||||
UseWorldWaterLevel: true
|
||||
|
||||
# Set water level. Every empty between this levels will be fill water or another block from WaterBlock.
|
||||
WaterLevelMax: 63
|
||||
|
||||
WaterLevelMin: 0
|
||||
|
||||
# Block used as water in WaterLevelMax
|
||||
WaterBlock: minecraft:water
|
||||
|
||||
# Block used as ice. Ice only spawns if the BiomeTemperture is low enough.
|
||||
IceBlock: minecraft:ice
|
||||
|
||||
# Block used as cooled or frozen lava.
|
||||
# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes
|
||||
CooledLavaBlock: minecraft:lava
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Visuals and weather | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Most of the settings here only have an effect on players with the client version of Terrain Control installed.
|
||||
# Biome temperature. Float value from 0.0 to 2.0.
|
||||
# When this value is around 0.2, snow will fall on mountain peaks above y=90.
|
||||
# When this value is around 0.1, the whole biome will be covered in snow and ice.
|
||||
# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly.
|
||||
BiomeTemperature: 0.8
|
||||
|
||||
# Biome wetness. Float value from 0.0 to 1.0.
|
||||
# If this biome is a custom biome, and this value is set to 0, no rain will fall.
|
||||
# On default biomes, this won't do anything except changing the grass and leaves colors slightly.
|
||||
BiomeWetness: 0.4
|
||||
|
||||
# Biome sky color.
|
||||
SkyColor: #7BA5FF
|
||||
|
||||
# Biome water color multiplier.
|
||||
WaterColor: #FFFFFF
|
||||
|
||||
# Biome grass color.
|
||||
GrassColor: #FFFFFF
|
||||
|
||||
# Whether the grass color is a multiplier.
|
||||
# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness.
|
||||
# If you set it to false, the grass color will be just this color.
|
||||
GrassColorIsMultiplier: true
|
||||
|
||||
# Biome foliage color.
|
||||
FoliageColor: #FFFFFF
|
||||
|
||||
# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details.
|
||||
FoliageColorIsMultiplier: true
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Resource queue | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This section control all resources spawning after terrain generation.
|
||||
# The resources will be placed in this order.
|
||||
|
||||
# Keep in mind that a high size, frequency or rarity might slow down terrain generation.
|
||||
|
||||
# Possible resources:
|
||||
# DoResourceInheritance(true|false)
|
||||
# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# CustomObject(Object[,AnotherObject[,...]])
|
||||
# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]])
|
||||
# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]
|
||||
# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....])
|
||||
# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# AboveWaterRes(BlockName,Frequency,Rarity)
|
||||
# Vines(Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
|
||||
# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
|
||||
# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]
|
||||
# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...])
|
||||
|
||||
# BlockName: must be the name of a block. May include block data, like "WOOL:1".
|
||||
# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All".
|
||||
# Frequency: number of attempts to place this resource in each chunk.
|
||||
# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass.
|
||||
# MinAltitude and MaxAltitude: height limits.
|
||||
# BlockSource: mean where or whereupon resource will be placed
|
||||
# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree -
|
||||
# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom -
|
||||
# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 -
|
||||
# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree)
|
||||
# DarkOak (from the roofed forest biome) - Acacia
|
||||
# You can also use your own custom objects, as long as they have set Tree to true in their settings.
|
||||
# TreeTypeChance: similar to Rarity. Example:
|
||||
# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance),
|
||||
# if that fails, it attempts to place Taiga2 (100% chance).
|
||||
# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip
|
||||
# or simply a BlockName
|
||||
# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike
|
||||
# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can
|
||||
# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn
|
||||
# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have
|
||||
# this biome in their spawnInBiome setting.
|
||||
|
||||
# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot.
|
||||
# Liquid resource: a one-block water or lava source
|
||||
# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks
|
||||
# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1).
|
||||
# CustomStructure resource: starts a BO3 structure in the chunk.
|
||||
|
||||
Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone)
|
||||
Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone)
|
||||
Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone)
|
||||
Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone)
|
||||
Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone)
|
||||
Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone)
|
||||
UnderGroundLake(25,60,2,5.0,0,49)
|
||||
Liquid(minecraft:water,20,100.0,8,128,minecraft:stone)
|
||||
Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone)
|
||||
SmallLake(minecraft:water,4,7.0,8,119)
|
||||
SmallLake(minecraft:lava,2,1.0,8,119)
|
||||
UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass)
|
||||
UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay)
|
||||
UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass)
|
||||
Dungeon(8,100.0,0,128)
|
||||
Grass(Tallgrass,NotGrouped,10,100.0,minecraft:grass,minecraft:dirt)
|
||||
Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass)
|
||||
CustomObject(UseWorld)
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Sapling resource | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# TerrainControl allows you to grow your custom objects from saplings, instead
|
||||
# of the vanilla trees. Add one or more Sapling functions here to override vanilla
|
||||
# spawning for that sapling.
|
||||
|
||||
# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....])
|
||||
# Works like Tree resource instead first parameter.
|
||||
|
||||
# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood
|
||||
# All - will make the tree spawn from all saplings, but not from mushrooms.
|
||||
# BigJungle - for when 4 jungle saplings grow at once.
|
||||
# RedMushroom/BrownMushroom - will only grow when bonemeal is used.
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Custom objects | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# These objects will spawn when using the UseBiome keyword.
|
||||
BiomeObjects:
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Structures | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Here you can change, enable or disable the stuctures.
|
||||
# If you have disabled the structure in the WorldConfig, it won't spawn,
|
||||
# regardless of these settings.
|
||||
# Disables strongholds for this biome. If there is no suitable biome nearby,
|
||||
# Minecraft will ignore this setting.
|
||||
StrongholdsEnabled: false
|
||||
|
||||
# Whether an Ocean Monument can be placed in this biome.
|
||||
OceanMonumentsEnabled: false
|
||||
|
||||
# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes.
|
||||
NetherFortressesEnabled: false
|
||||
|
||||
# Whether Woodland Mansions are enabled in this biome.
|
||||
MansionsEnabled: false
|
||||
|
||||
# The village type in this biome. Can be wood, sandstone or disabled.
|
||||
VillageType: disabled
|
||||
|
||||
# The mineshaft type in this biome. Can be normal, mesa or disabled.
|
||||
MineshaftType: normal
|
||||
|
||||
# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos.
|
||||
# Note that mineshafts will never spawn, regardless of this setting, if
|
||||
# MineshaftType was set to disabled
|
||||
MineshaftRarity: 1.0
|
||||
|
||||
# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled.
|
||||
RareBuildingType: disabled
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Mob spawning | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# It's not possible to change mob spawns in vanilla biomes. These
|
||||
# are the values used by vanilla for this biome. They are read-only:
|
||||
# changes to this setting are ignored and overwritten.
|
||||
|
||||
# The monsters (skeletons, zombies, etc.) that spawn in this biome
|
||||
SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}]
|
||||
|
||||
# The friendly creatures (cows, pigs, etc.) that spawn in this biome
|
||||
SpawnCreatures: []
|
||||
|
||||
# The water creatures (only squids in vanilla) that spawn in this biome
|
||||
SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}]
|
||||
|
||||
# The ambient creatures (only bats in vanila) that spawn in this biome
|
||||
SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}]
|
||||
|
464
TerrainControl/worlds/world/WorldBiomes/Birch Forest Hills M.bc
Executable file
464
TerrainControl/worlds/world/WorldBiomes/Birch Forest Hills M.bc
Executable file
|
@ -0,0 +1,464 @@
|
|||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Biome Inheritance | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This should be the value of the biomeConfig you wish to extend.
|
||||
# The extended config will be loaded, at which point the configs included below
|
||||
# will overwrite any configs loaded from the extended config.
|
||||
BiomeExtends:
|
||||
|
||||
# When set to true, all resources of the parent biome (if any) will be copied
|
||||
# to the resources queue of this biome. If a resource in the parent biome looks
|
||||
# very similar to that of a child biome (for example, two ores of the same type)
|
||||
# it won't be copied.
|
||||
ResourceInheritance: true
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Biome placement | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth).
|
||||
# Higher numbers give a smaller biome, lower numbers a larger biome.
|
||||
# How this setting is used depends on the value of BiomeMode in the WorldConfig.
|
||||
# It will be used for:
|
||||
# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups
|
||||
# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal.
|
||||
# For biomes spawned as isles, borders or rivers other settings are available.
|
||||
# Isle biomes: BiomeSizeWhenIsle (see below)
|
||||
# Border biomes: BiomeSizeWhenBorder (see below)
|
||||
# River biomes: RiverSize (see WorldConfig)
|
||||
BiomeSize: 4
|
||||
|
||||
# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others.
|
||||
# Example for normal biome :
|
||||
# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes).
|
||||
# 50 rarity mean 1/11 chance than other
|
||||
# For isle biomes see the BiomeRarityWhenIsle setting below.
|
||||
# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome.
|
||||
BiomeRarity: 100
|
||||
|
||||
# The hexadecimal color value of this biome. Used in the output of the /tc map command,
|
||||
# and used in the input of BiomeMode: FromImage.
|
||||
BiomeColor: #1F502E
|
||||
|
||||
####################
|
||||
# Isle biomes only #
|
||||
####################
|
||||
|
||||
# To spawn a biome as an isle, you need to add it first to the
|
||||
# IsleBiomes list in the WorldConfig.
|
||||
|
||||
# List of biomes in which this biome will spawn as an isle.
|
||||
# For example, Mushroom Isles spawn inside the Ocean biome.
|
||||
IsleInBiome: Birch Forest M
|
||||
|
||||
# Size of this biome when spawned as an isle biome in BiomeMode: Normal.
|
||||
# Valid values range from 0 to GenerationDepth.
|
||||
# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going
|
||||
# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome.
|
||||
BiomeSizeWhenIsle: 6
|
||||
|
||||
# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal.
|
||||
BiomeRarityWhenIsle: 97
|
||||
|
||||
######################
|
||||
# Border biomes only #
|
||||
######################
|
||||
|
||||
# To spawn a biome as a border, you need to add it first to the
|
||||
# BorderBiomes list in the WorldConfig.
|
||||
|
||||
# List of biomes this biome can be a border of.
|
||||
# For example, the Beach biome is a border on the Ocean biome, so
|
||||
# it can spawn anywhere on the border of an ocean.
|
||||
BiomeIsBorder:
|
||||
|
||||
# List of biomes that cancel spawning of this biome.
|
||||
# For example, the Beach biome will never spawn next to an Extreme Hills biome.
|
||||
NotBorderNear:
|
||||
|
||||
# Size of this biome when spawned as a border biome in BiomeMode: Normal.
|
||||
# Valid values range from 0 to GenerationDepth.
|
||||
# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going
|
||||
# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome.
|
||||
BiomeSizeWhenBorder: 8
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Terrain height and volatility | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# BiomeHeight mean how much height will be added in terrain generation
|
||||
# It is double value from -10.0 to 10.0
|
||||
# Value 0.0 equivalent half of map height with all other default settings
|
||||
BiomeHeight: 0.55
|
||||
|
||||
# Biome volatility.
|
||||
BiomeVolatility: 0.5
|
||||
|
||||
# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting
|
||||
# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 .
|
||||
# So if two biomes next to each other have both a smooth radius of 2, the
|
||||
# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide.
|
||||
SmoothRadius: 2
|
||||
|
||||
# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation.
|
||||
# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative.
|
||||
MaxAverageHeight: 0.0
|
||||
|
||||
# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation.
|
||||
# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative.
|
||||
MaxAverageDepth: 0.0
|
||||
|
||||
# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes.
|
||||
# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler.
|
||||
Volatility1: 0.0
|
||||
|
||||
Volatility2: 0.0
|
||||
|
||||
# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain.
|
||||
VolatilityWeight1: 0.5
|
||||
|
||||
VolatilityWeight2: 0.45
|
||||
|
||||
# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height.
|
||||
DisableBiomeHeight: false
|
||||
|
||||
# List of custom height factors, 17 double entries, each controls about 7
|
||||
# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller
|
||||
# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height
|
||||
# Example:
|
||||
# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0
|
||||
# Makes empty layer above bedrock layer.
|
||||
CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Rivers | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# There are two different river systems - the standard one and the improved one.
|
||||
# See the ImprovedRivers settting in the WorldConfig. Both modes have different
|
||||
# river settings, so carefully read the headers to know which settings you can use.
|
||||
|
||||
########################
|
||||
# ImprovedRivers:false #
|
||||
########################
|
||||
|
||||
# Only available when ImprovedRivers is set to false in the WorldConfig.
|
||||
# Sets which biome is used as the river biome.
|
||||
RiverBiome: River
|
||||
|
||||
#######################
|
||||
# ImprovedRivers:true #
|
||||
#######################
|
||||
|
||||
# Only available when ImprovedRivers is set to true in the WorldConfig.
|
||||
|
||||
# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome
|
||||
RiverHeight: -1.0
|
||||
|
||||
# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome
|
||||
RiverVolatility: 0.3
|
||||
|
||||
# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome
|
||||
# Can be used to create elevated rivers
|
||||
RiverWaterLevel: 63
|
||||
|
||||
# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome
|
||||
RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Blocks | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Change this to generate something else than stone in the biome.
|
||||
StoneBlock: minecraft:stone
|
||||
|
||||
# Surface block, usually GRASS.
|
||||
SurfaceBlock: minecraft:grass
|
||||
|
||||
# Block from stone to surface, like dirt in most biomes.
|
||||
GroundBlock: minecraft:dirt
|
||||
|
||||
# Setting for biomes with more complex surface and ground blocks.
|
||||
# Each column in the world has a noise value from what appears to be -7 to 7.
|
||||
# Values near 0 are more common than values near -7 and 7. This setting is
|
||||
# used to change the surface block based on the noise value for the column.
|
||||
# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]]
|
||||
# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0
|
||||
# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0
|
||||
# gravel with stone just below and between 0.0 and 10.0 there's only dirt.
|
||||
# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock
|
||||
# and GroundBlock will never appear in this biome.
|
||||
|
||||
# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks
|
||||
# like the blocks found in the Mesa biomes.
|
||||
SurfaceAndGroundControl:
|
||||
|
||||
# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight])
|
||||
# Example :
|
||||
# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS)
|
||||
# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height
|
||||
ReplacedBlocks: None
|
||||
|
||||
################################
|
||||
# Water / Lava & Frozen States #
|
||||
################################
|
||||
|
||||
# Set this to false to use the "Water / Lava & Frozen States" settings of this biome.
|
||||
UseWorldWaterLevel: true
|
||||
|
||||
# Set water level. Every empty between this levels will be fill water or another block from WaterBlock.
|
||||
WaterLevelMax: 63
|
||||
|
||||
WaterLevelMin: 0
|
||||
|
||||
# Block used as water in WaterLevelMax
|
||||
WaterBlock: minecraft:water
|
||||
|
||||
# Block used as ice. Ice only spawns if the BiomeTemperture is low enough.
|
||||
IceBlock: minecraft:ice
|
||||
|
||||
# Block used as cooled or frozen lava.
|
||||
# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes
|
||||
CooledLavaBlock: minecraft:lava
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Visuals and weather | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Most of the settings here only have an effect on players with the client version of Terrain Control installed.
|
||||
# Biome temperature. Float value from 0.0 to 2.0.
|
||||
# When this value is around 0.2, snow will fall on mountain peaks above y=90.
|
||||
# When this value is around 0.1, the whole biome will be covered in snow and ice.
|
||||
# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly.
|
||||
BiomeTemperature: 0.6
|
||||
|
||||
# Biome wetness. Float value from 0.0 to 1.0.
|
||||
# If this biome is a custom biome, and this value is set to 0, no rain will fall.
|
||||
# On default biomes, this won't do anything except changing the grass and leaves colors slightly.
|
||||
BiomeWetness: 0.6
|
||||
|
||||
# Biome sky color.
|
||||
SkyColor: #7BA5FF
|
||||
|
||||
# Biome water color multiplier.
|
||||
WaterColor: #FFFFFF
|
||||
|
||||
# Biome grass color.
|
||||
GrassColor: #FFFFFF
|
||||
|
||||
# Whether the grass color is a multiplier.
|
||||
# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness.
|
||||
# If you set it to false, the grass color will be just this color.
|
||||
GrassColorIsMultiplier: true
|
||||
|
||||
# Biome foliage color.
|
||||
FoliageColor: #FFFFFF
|
||||
|
||||
# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details.
|
||||
FoliageColorIsMultiplier: true
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Resource queue | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This section control all resources spawning after terrain generation.
|
||||
# The resources will be placed in this order.
|
||||
|
||||
# Keep in mind that a high size, frequency or rarity might slow down terrain generation.
|
||||
|
||||
# Possible resources:
|
||||
# DoResourceInheritance(true|false)
|
||||
# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# CustomObject(Object[,AnotherObject[,...]])
|
||||
# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]])
|
||||
# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]
|
||||
# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....])
|
||||
# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# AboveWaterRes(BlockName,Frequency,Rarity)
|
||||
# Vines(Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
|
||||
# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
|
||||
# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]
|
||||
# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...])
|
||||
|
||||
# BlockName: must be the name of a block. May include block data, like "WOOL:1".
|
||||
# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All".
|
||||
# Frequency: number of attempts to place this resource in each chunk.
|
||||
# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass.
|
||||
# MinAltitude and MaxAltitude: height limits.
|
||||
# BlockSource: mean where or whereupon resource will be placed
|
||||
# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree -
|
||||
# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom -
|
||||
# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 -
|
||||
# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree)
|
||||
# DarkOak (from the roofed forest biome) - Acacia
|
||||
# You can also use your own custom objects, as long as they have set Tree to true in their settings.
|
||||
# TreeTypeChance: similar to Rarity. Example:
|
||||
# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance),
|
||||
# if that fails, it attempts to place Taiga2 (100% chance).
|
||||
# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip
|
||||
# or simply a BlockName
|
||||
# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike
|
||||
# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can
|
||||
# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn
|
||||
# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have
|
||||
# this biome in their spawnInBiome setting.
|
||||
|
||||
# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot.
|
||||
# Liquid resource: a one-block water or lava source
|
||||
# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks
|
||||
# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1).
|
||||
# CustomStructure resource: starts a BO3 structure in the chunk.
|
||||
|
||||
Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone)
|
||||
Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone)
|
||||
Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone)
|
||||
Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone)
|
||||
Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone)
|
||||
Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone)
|
||||
UnderGroundLake(25,60,2,5.0,0,49)
|
||||
Liquid(minecraft:water,20,100.0,8,128,minecraft:stone)
|
||||
Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone)
|
||||
SmallLake(minecraft:water,4,7.0,8,119)
|
||||
SmallLake(minecraft:lava,2,1.0,8,119)
|
||||
UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass)
|
||||
UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay)
|
||||
UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass)
|
||||
Dungeon(8,100.0,0,128)
|
||||
Tree(10,TallBirch,80)
|
||||
Grass(Tallgrass,NotGrouped,30,100.0,minecraft:grass,minecraft:dirt)
|
||||
Plant(Poppy,4,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(Lilac,2,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(RoseBush,2,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(Peony,2,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(RedMushroom,1,12.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(BrownMushroom,1,25.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass)
|
||||
Reed(minecraft:reeds,3,100.0,0,128,minecraft:grass,minecraft:dirt,minecraft:sand)
|
||||
CustomObject(UseWorld)
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Sapling resource | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# TerrainControl allows you to grow your custom objects from saplings, instead
|
||||
# of the vanilla trees. Add one or more Sapling functions here to override vanilla
|
||||
# spawning for that sapling.
|
||||
|
||||
# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....])
|
||||
# Works like Tree resource instead first parameter.
|
||||
|
||||
# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood
|
||||
# All - will make the tree spawn from all saplings, but not from mushrooms.
|
||||
# BigJungle - for when 4 jungle saplings grow at once.
|
||||
# RedMushroom/BrownMushroom - will only grow when bonemeal is used.
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Custom objects | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# These objects will spawn when using the UseBiome keyword.
|
||||
BiomeObjects:
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Structures | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Here you can change, enable or disable the stuctures.
|
||||
# If you have disabled the structure in the WorldConfig, it won't spawn,
|
||||
# regardless of these settings.
|
||||
# Disables strongholds for this biome. If there is no suitable biome nearby,
|
||||
# Minecraft will ignore this setting.
|
||||
StrongholdsEnabled: true
|
||||
|
||||
# Whether an Ocean Monument can be placed in this biome.
|
||||
OceanMonumentsEnabled: false
|
||||
|
||||
# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes.
|
||||
NetherFortressesEnabled: false
|
||||
|
||||
# Whether Woodland Mansions are enabled in this biome.
|
||||
MansionsEnabled: false
|
||||
|
||||
# The village type in this biome. Can be wood, sandstone or disabled.
|
||||
VillageType: disabled
|
||||
|
||||
# The mineshaft type in this biome. Can be normal, mesa or disabled.
|
||||
MineshaftType: normal
|
||||
|
||||
# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos.
|
||||
# Note that mineshafts will never spawn, regardless of this setting, if
|
||||
# MineshaftType was set to disabled
|
||||
MineshaftRarity: 1.0
|
||||
|
||||
# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled.
|
||||
RareBuildingType: disabled
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Mob spawning | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# It's not possible to change mob spawns in vanilla biomes. These
|
||||
# are the values used by vanilla for this biome. They are read-only:
|
||||
# changes to this setting are ignored and overwritten.
|
||||
|
||||
# The monsters (skeletons, zombies, etc.) that spawn in this biome
|
||||
SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}]
|
||||
|
||||
# The friendly creatures (cows, pigs, etc.) that spawn in this biome
|
||||
SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}]
|
||||
|
||||
# The water creatures (only squids in vanilla) that spawn in this biome
|
||||
SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}]
|
||||
|
||||
# The ambient creatures (only bats in vanila) that spawn in this biome
|
||||
SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}]
|
||||
|
462
TerrainControl/worlds/world/WorldBiomes/Birch Forest Hills.bc
Executable file
462
TerrainControl/worlds/world/WorldBiomes/Birch Forest Hills.bc
Executable file
|
@ -0,0 +1,462 @@
|
|||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Biome Inheritance | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This should be the value of the biomeConfig you wish to extend.
|
||||
# The extended config will be loaded, at which point the configs included below
|
||||
# will overwrite any configs loaded from the extended config.
|
||||
BiomeExtends:
|
||||
|
||||
# When set to true, all resources of the parent biome (if any) will be copied
|
||||
# to the resources queue of this biome. If a resource in the parent biome looks
|
||||
# very similar to that of a child biome (for example, two ores of the same type)
|
||||
# it won't be copied.
|
||||
ResourceInheritance: true
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Biome placement | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth).
|
||||
# Higher numbers give a smaller biome, lower numbers a larger biome.
|
||||
# How this setting is used depends on the value of BiomeMode in the WorldConfig.
|
||||
# It will be used for:
|
||||
# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups
|
||||
# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal.
|
||||
# For biomes spawned as isles, borders or rivers other settings are available.
|
||||
# Isle biomes: BiomeSizeWhenIsle (see below)
|
||||
# Border biomes: BiomeSizeWhenBorder (see below)
|
||||
# River biomes: RiverSize (see WorldConfig)
|
||||
BiomeSize: 4
|
||||
|
||||
# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others.
|
||||
# Example for normal biome :
|
||||
# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes).
|
||||
# 50 rarity mean 1/11 chance than other
|
||||
# For isle biomes see the BiomeRarityWhenIsle setting below.
|
||||
# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome.
|
||||
BiomeRarity: 100
|
||||
|
||||
# The hexadecimal color value of this biome. Used in the output of the /tc map command,
|
||||
# and used in the input of BiomeMode: FromImage.
|
||||
BiomeColor: #1F5F32
|
||||
|
||||
####################
|
||||
# Isle biomes only #
|
||||
####################
|
||||
|
||||
# To spawn a biome as an isle, you need to add it first to the
|
||||
# IsleBiomes list in the WorldConfig.
|
||||
|
||||
# List of biomes in which this biome will spawn as an isle.
|
||||
# For example, Mushroom Isles spawn inside the Ocean biome.
|
||||
IsleInBiome: Birch Forest
|
||||
|
||||
# Size of this biome when spawned as an isle biome in BiomeMode: Normal.
|
||||
# Valid values range from 0 to GenerationDepth.
|
||||
# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going
|
||||
# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome.
|
||||
BiomeSizeWhenIsle: 6
|
||||
|
||||
# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal.
|
||||
BiomeRarityWhenIsle: 97
|
||||
|
||||
######################
|
||||
# Border biomes only #
|
||||
######################
|
||||
|
||||
# To spawn a biome as a border, you need to add it first to the
|
||||
# BorderBiomes list in the WorldConfig.
|
||||
|
||||
# List of biomes this biome can be a border of.
|
||||
# For example, the Beach biome is a border on the Ocean biome, so
|
||||
# it can spawn anywhere on the border of an ocean.
|
||||
BiomeIsBorder:
|
||||
|
||||
# List of biomes that cancel spawning of this biome.
|
||||
# For example, the Beach biome will never spawn next to an Extreme Hills biome.
|
||||
NotBorderNear:
|
||||
|
||||
# Size of this biome when spawned as a border biome in BiomeMode: Normal.
|
||||
# Valid values range from 0 to GenerationDepth.
|
||||
# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going
|
||||
# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome.
|
||||
BiomeSizeWhenBorder: 8
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Terrain height and volatility | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# BiomeHeight mean how much height will be added in terrain generation
|
||||
# It is double value from -10.0 to 10.0
|
||||
# Value 0.0 equivalent half of map height with all other default settings
|
||||
BiomeHeight: 0.45
|
||||
|
||||
# Biome volatility.
|
||||
BiomeVolatility: 0.3
|
||||
|
||||
# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting
|
||||
# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 .
|
||||
# So if two biomes next to each other have both a smooth radius of 2, the
|
||||
# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide.
|
||||
SmoothRadius: 2
|
||||
|
||||
# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation.
|
||||
# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative.
|
||||
MaxAverageHeight: 0.0
|
||||
|
||||
# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation.
|
||||
# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative.
|
||||
MaxAverageDepth: 0.0
|
||||
|
||||
# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes.
|
||||
# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler.
|
||||
Volatility1: 0.0
|
||||
|
||||
Volatility2: 0.0
|
||||
|
||||
# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain.
|
||||
VolatilityWeight1: 0.5
|
||||
|
||||
VolatilityWeight2: 0.45
|
||||
|
||||
# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height.
|
||||
DisableBiomeHeight: false
|
||||
|
||||
# List of custom height factors, 17 double entries, each controls about 7
|
||||
# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller
|
||||
# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height
|
||||
# Example:
|
||||
# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0
|
||||
# Makes empty layer above bedrock layer.
|
||||
CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Rivers | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# There are two different river systems - the standard one and the improved one.
|
||||
# See the ImprovedRivers settting in the WorldConfig. Both modes have different
|
||||
# river settings, so carefully read the headers to know which settings you can use.
|
||||
|
||||
########################
|
||||
# ImprovedRivers:false #
|
||||
########################
|
||||
|
||||
# Only available when ImprovedRivers is set to false in the WorldConfig.
|
||||
# Sets which biome is used as the river biome.
|
||||
RiverBiome: River
|
||||
|
||||
#######################
|
||||
# ImprovedRivers:true #
|
||||
#######################
|
||||
|
||||
# Only available when ImprovedRivers is set to true in the WorldConfig.
|
||||
|
||||
# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome
|
||||
RiverHeight: -1.0
|
||||
|
||||
# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome
|
||||
RiverVolatility: 0.3
|
||||
|
||||
# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome
|
||||
# Can be used to create elevated rivers
|
||||
RiverWaterLevel: 63
|
||||
|
||||
# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome
|
||||
RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Blocks | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Change this to generate something else than stone in the biome.
|
||||
StoneBlock: minecraft:stone
|
||||
|
||||
# Surface block, usually GRASS.
|
||||
SurfaceBlock: minecraft:grass
|
||||
|
||||
# Block from stone to surface, like dirt in most biomes.
|
||||
GroundBlock: minecraft:dirt
|
||||
|
||||
# Setting for biomes with more complex surface and ground blocks.
|
||||
# Each column in the world has a noise value from what appears to be -7 to 7.
|
||||
# Values near 0 are more common than values near -7 and 7. This setting is
|
||||
# used to change the surface block based on the noise value for the column.
|
||||
# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]]
|
||||
# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0
|
||||
# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0
|
||||
# gravel with stone just below and between 0.0 and 10.0 there's only dirt.
|
||||
# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock
|
||||
# and GroundBlock will never appear in this biome.
|
||||
|
||||
# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks
|
||||
# like the blocks found in the Mesa biomes.
|
||||
SurfaceAndGroundControl:
|
||||
|
||||
# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight])
|
||||
# Example :
|
||||
# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS)
|
||||
# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height
|
||||
ReplacedBlocks: None
|
||||
|
||||
################################
|
||||
# Water / Lava & Frozen States #
|
||||
################################
|
||||
|
||||
# Set this to false to use the "Water / Lava & Frozen States" settings of this biome.
|
||||
UseWorldWaterLevel: true
|
||||
|
||||
# Set water level. Every empty between this levels will be fill water or another block from WaterBlock.
|
||||
WaterLevelMax: 63
|
||||
|
||||
WaterLevelMin: 0
|
||||
|
||||
# Block used as water in WaterLevelMax
|
||||
WaterBlock: minecraft:water
|
||||
|
||||
# Block used as ice. Ice only spawns if the BiomeTemperture is low enough.
|
||||
IceBlock: minecraft:ice
|
||||
|
||||
# Block used as cooled or frozen lava.
|
||||
# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes
|
||||
CooledLavaBlock: minecraft:lava
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Visuals and weather | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Most of the settings here only have an effect on players with the client version of Terrain Control installed.
|
||||
# Biome temperature. Float value from 0.0 to 2.0.
|
||||
# When this value is around 0.2, snow will fall on mountain peaks above y=90.
|
||||
# When this value is around 0.1, the whole biome will be covered in snow and ice.
|
||||
# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly.
|
||||
BiomeTemperature: 0.6
|
||||
|
||||
# Biome wetness. Float value from 0.0 to 1.0.
|
||||
# If this biome is a custom biome, and this value is set to 0, no rain will fall.
|
||||
# On default biomes, this won't do anything except changing the grass and leaves colors slightly.
|
||||
BiomeWetness: 0.6
|
||||
|
||||
# Biome sky color.
|
||||
SkyColor: #7BA5FF
|
||||
|
||||
# Biome water color multiplier.
|
||||
WaterColor: #FFFFFF
|
||||
|
||||
# Biome grass color.
|
||||
GrassColor: #FFFFFF
|
||||
|
||||
# Whether the grass color is a multiplier.
|
||||
# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness.
|
||||
# If you set it to false, the grass color will be just this color.
|
||||
GrassColorIsMultiplier: true
|
||||
|
||||
# Biome foliage color.
|
||||
FoliageColor: #FFFFFF
|
||||
|
||||
# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details.
|
||||
FoliageColorIsMultiplier: true
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Resource queue | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This section control all resources spawning after terrain generation.
|
||||
# The resources will be placed in this order.
|
||||
|
||||
# Keep in mind that a high size, frequency or rarity might slow down terrain generation.
|
||||
|
||||
# Possible resources:
|
||||
# DoResourceInheritance(true|false)
|
||||
# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# CustomObject(Object[,AnotherObject[,...]])
|
||||
# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]])
|
||||
# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]
|
||||
# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....])
|
||||
# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# AboveWaterRes(BlockName,Frequency,Rarity)
|
||||
# Vines(Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
|
||||
# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
|
||||
# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]
|
||||
# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...])
|
||||
|
||||
# BlockName: must be the name of a block. May include block data, like "WOOL:1".
|
||||
# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All".
|
||||
# Frequency: number of attempts to place this resource in each chunk.
|
||||
# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass.
|
||||
# MinAltitude and MaxAltitude: height limits.
|
||||
# BlockSource: mean where or whereupon resource will be placed
|
||||
# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree -
|
||||
# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom -
|
||||
# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 -
|
||||
# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree)
|
||||
# DarkOak (from the roofed forest biome) - Acacia
|
||||
# You can also use your own custom objects, as long as they have set Tree to true in their settings.
|
||||
# TreeTypeChance: similar to Rarity. Example:
|
||||
# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance),
|
||||
# if that fails, it attempts to place Taiga2 (100% chance).
|
||||
# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip
|
||||
# or simply a BlockName
|
||||
# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike
|
||||
# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can
|
||||
# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn
|
||||
# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have
|
||||
# this biome in their spawnInBiome setting.
|
||||
|
||||
# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot.
|
||||
# Liquid resource: a one-block water or lava source
|
||||
# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks
|
||||
# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1).
|
||||
# CustomStructure resource: starts a BO3 structure in the chunk.
|
||||
|
||||
Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone)
|
||||
Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone)
|
||||
Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone)
|
||||
Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone)
|
||||
Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone)
|
||||
Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone)
|
||||
UnderGroundLake(25,60,2,5.0,0,49)
|
||||
Liquid(minecraft:water,20,100.0,8,128,minecraft:stone)
|
||||
Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone)
|
||||
SmallLake(minecraft:water,4,7.0,8,119)
|
||||
SmallLake(minecraft:lava,2,1.0,8,119)
|
||||
UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass)
|
||||
UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay)
|
||||
UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass)
|
||||
Dungeon(8,100.0,0,128)
|
||||
Tree(10,Birch,80)
|
||||
Grass(Tallgrass,NotGrouped,30,100.0,minecraft:grass,minecraft:dirt)
|
||||
Plant(Poppy,4,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(Lilac,2,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(RoseBush,2,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(Peony,2,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(RedMushroom,1,12.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(BrownMushroom,1,25.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass)
|
||||
Reed(minecraft:reeds,3,100.0,0,128,minecraft:grass,minecraft:dirt,minecraft:sand)
|
||||
CustomObject(UseWorld)
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Sapling resource | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# TerrainControl allows you to grow your custom objects from saplings, instead
|
||||
# of the vanilla trees. Add one or more Sapling functions here to override vanilla
|
||||
# spawning for that sapling.
|
||||
|
||||
# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....])
|
||||
# Works like Tree resource instead first parameter.
|
||||
|
||||
# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood
|
||||
# All - will make the tree spawn from all saplings, but not from mushrooms.
|
||||
# BigJungle - for when 4 jungle saplings grow at once.
|
||||
# RedMushroom/BrownMushroom - will only grow when bonemeal is used.
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Custom objects | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# These objects will spawn when using the UseBiome keyword.
|
||||
BiomeObjects:
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Structures | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Here you can change, enable or disable the stuctures.
|
||||
# If you have disabled the structure in the WorldConfig, it won't spawn,
|
||||
# regardless of these settings.
|
||||
# Disables strongholds for this biome. If there is no suitable biome nearby,
|
||||
# Minecraft will ignore this setting.
|
||||
StrongholdsEnabled: true
|
||||
|
||||
# Whether an Ocean Monument can be placed in this biome.
|
||||
OceanMonumentsEnabled: false
|
||||
|
||||
# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes.
|
||||
NetherFortressesEnabled: false
|
||||
|
||||
# Whether Woodland Mansions are enabled in this biome.
|
||||
MansionsEnabled: false
|
||||
|
||||
# The village type in this biome. Can be wood, sandstone or disabled.
|
||||
VillageType: disabled
|
||||
|
||||
# The mineshaft type in this biome. Can be normal, mesa or disabled.
|
||||
MineshaftType: normal
|
||||
|
||||
# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos.
|
||||
# Note that mineshafts will never spawn, regardless of this setting, if
|
||||
# MineshaftType was set to disabled
|
||||
MineshaftRarity: 1.0
|
||||
|
||||
# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled.
|
||||
RareBuildingType: disabled
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Mob spawning | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# It's not possible to change mob spawns in vanilla biomes. These
|
||||
# are the values used by vanilla for this biome. They are read-only:
|
||||
# changes to this setting are ignored and overwritten.
|
||||
|
||||
# The monsters (skeletons, zombies, etc.) that spawn in this biome
|
||||
SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}]
|
||||
|
||||
# The friendly creatures (cows, pigs, etc.) that spawn in this biome
|
||||
SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}]
|
||||
|
||||
# The water creatures (only squids in vanilla) that spawn in this biome
|
||||
SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}]
|
||||
|
||||
# The ambient creatures (only bats in vanila) that spawn in this biome
|
||||
SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}]
|
||||
|
462
TerrainControl/worlds/world/WorldBiomes/Birch Forest M.bc
Executable file
462
TerrainControl/worlds/world/WorldBiomes/Birch Forest M.bc
Executable file
|
@ -0,0 +1,462 @@
|
|||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Biome Inheritance | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This should be the value of the biomeConfig you wish to extend.
|
||||
# The extended config will be loaded, at which point the configs included below
|
||||
# will overwrite any configs loaded from the extended config.
|
||||
BiomeExtends:
|
||||
|
||||
# When set to true, all resources of the parent biome (if any) will be copied
|
||||
# to the resources queue of this biome. If a resource in the parent biome looks
|
||||
# very similar to that of a child biome (for example, two ores of the same type)
|
||||
# it won't be copied.
|
||||
ResourceInheritance: true
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Biome placement | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth).
|
||||
# Higher numbers give a smaller biome, lower numbers a larger biome.
|
||||
# How this setting is used depends on the value of BiomeMode in the WorldConfig.
|
||||
# It will be used for:
|
||||
# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups
|
||||
# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal.
|
||||
# For biomes spawned as isles, borders or rivers other settings are available.
|
||||
# Isle biomes: BiomeSizeWhenIsle (see below)
|
||||
# Border biomes: BiomeSizeWhenBorder (see below)
|
||||
# River biomes: RiverSize (see WorldConfig)
|
||||
BiomeSize: 4
|
||||
|
||||
# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others.
|
||||
# Example for normal biome :
|
||||
# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes).
|
||||
# 50 rarity mean 1/11 chance than other
|
||||
# For isle biomes see the BiomeRarityWhenIsle setting below.
|
||||
# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome.
|
||||
BiomeRarity: 10
|
||||
|
||||
# The hexadecimal color value of this biome. Used in the output of the /tc map command,
|
||||
# and used in the input of BiomeMode: FromImage.
|
||||
BiomeColor: #4E6E58
|
||||
|
||||
####################
|
||||
# Isle biomes only #
|
||||
####################
|
||||
|
||||
# To spawn a biome as an isle, you need to add it first to the
|
||||
# IsleBiomes list in the WorldConfig.
|
||||
|
||||
# List of biomes in which this biome will spawn as an isle.
|
||||
# For example, Mushroom Isles spawn inside the Ocean biome.
|
||||
IsleInBiome:
|
||||
|
||||
# Size of this biome when spawned as an isle biome in BiomeMode: Normal.
|
||||
# Valid values range from 0 to GenerationDepth.
|
||||
# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going
|
||||
# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome.
|
||||
BiomeSizeWhenIsle: 6
|
||||
|
||||
# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal.
|
||||
BiomeRarityWhenIsle: 96
|
||||
|
||||
######################
|
||||
# Border biomes only #
|
||||
######################
|
||||
|
||||
# To spawn a biome as a border, you need to add it first to the
|
||||
# BorderBiomes list in the WorldConfig.
|
||||
|
||||
# List of biomes this biome can be a border of.
|
||||
# For example, the Beach biome is a border on the Ocean biome, so
|
||||
# it can spawn anywhere on the border of an ocean.
|
||||
BiomeIsBorder:
|
||||
|
||||
# List of biomes that cancel spawning of this biome.
|
||||
# For example, the Beach biome will never spawn next to an Extreme Hills biome.
|
||||
NotBorderNear:
|
||||
|
||||
# Size of this biome when spawned as a border biome in BiomeMode: Normal.
|
||||
# Valid values range from 0 to GenerationDepth.
|
||||
# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going
|
||||
# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome.
|
||||
BiomeSizeWhenBorder: 8
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Terrain height and volatility | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# BiomeHeight mean how much height will be added in terrain generation
|
||||
# It is double value from -10.0 to 10.0
|
||||
# Value 0.0 equivalent half of map height with all other default settings
|
||||
BiomeHeight: 0.2
|
||||
|
||||
# Biome volatility.
|
||||
BiomeVolatility: 0.4
|
||||
|
||||
# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting
|
||||
# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 .
|
||||
# So if two biomes next to each other have both a smooth radius of 2, the
|
||||
# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide.
|
||||
SmoothRadius: 2
|
||||
|
||||
# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation.
|
||||
# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative.
|
||||
MaxAverageHeight: 0.0
|
||||
|
||||
# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation.
|
||||
# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative.
|
||||
MaxAverageDepth: 0.0
|
||||
|
||||
# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes.
|
||||
# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler.
|
||||
Volatility1: 0.0
|
||||
|
||||
Volatility2: 0.0
|
||||
|
||||
# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain.
|
||||
VolatilityWeight1: 0.5
|
||||
|
||||
VolatilityWeight2: 0.45
|
||||
|
||||
# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height.
|
||||
DisableBiomeHeight: false
|
||||
|
||||
# List of custom height factors, 17 double entries, each controls about 7
|
||||
# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller
|
||||
# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height
|
||||
# Example:
|
||||
# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0
|
||||
# Makes empty layer above bedrock layer.
|
||||
CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Rivers | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# There are two different river systems - the standard one and the improved one.
|
||||
# See the ImprovedRivers settting in the WorldConfig. Both modes have different
|
||||
# river settings, so carefully read the headers to know which settings you can use.
|
||||
|
||||
########################
|
||||
# ImprovedRivers:false #
|
||||
########################
|
||||
|
||||
# Only available when ImprovedRivers is set to false in the WorldConfig.
|
||||
# Sets which biome is used as the river biome.
|
||||
RiverBiome: River
|
||||
|
||||
#######################
|
||||
# ImprovedRivers:true #
|
||||
#######################
|
||||
|
||||
# Only available when ImprovedRivers is set to true in the WorldConfig.
|
||||
|
||||
# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome
|
||||
RiverHeight: -1.0
|
||||
|
||||
# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome
|
||||
RiverVolatility: 0.3
|
||||
|
||||
# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome
|
||||
# Can be used to create elevated rivers
|
||||
RiverWaterLevel: 63
|
||||
|
||||
# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome
|
||||
RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Blocks | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Change this to generate something else than stone in the biome.
|
||||
StoneBlock: minecraft:stone
|
||||
|
||||
# Surface block, usually GRASS.
|
||||
SurfaceBlock: minecraft:grass
|
||||
|
||||
# Block from stone to surface, like dirt in most biomes.
|
||||
GroundBlock: minecraft:dirt
|
||||
|
||||
# Setting for biomes with more complex surface and ground blocks.
|
||||
# Each column in the world has a noise value from what appears to be -7 to 7.
|
||||
# Values near 0 are more common than values near -7 and 7. This setting is
|
||||
# used to change the surface block based on the noise value for the column.
|
||||
# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]]
|
||||
# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0
|
||||
# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0
|
||||
# gravel with stone just below and between 0.0 and 10.0 there's only dirt.
|
||||
# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock
|
||||
# and GroundBlock will never appear in this biome.
|
||||
|
||||
# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks
|
||||
# like the blocks found in the Mesa biomes.
|
||||
SurfaceAndGroundControl:
|
||||
|
||||
# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight])
|
||||
# Example :
|
||||
# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS)
|
||||
# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height
|
||||
ReplacedBlocks: None
|
||||
|
||||
################################
|
||||
# Water / Lava & Frozen States #
|
||||
################################
|
||||
|
||||
# Set this to false to use the "Water / Lava & Frozen States" settings of this biome.
|
||||
UseWorldWaterLevel: true
|
||||
|
||||
# Set water level. Every empty between this levels will be fill water or another block from WaterBlock.
|
||||
WaterLevelMax: 63
|
||||
|
||||
WaterLevelMin: 0
|
||||
|
||||
# Block used as water in WaterLevelMax
|
||||
WaterBlock: minecraft:water
|
||||
|
||||
# Block used as ice. Ice only spawns if the BiomeTemperture is low enough.
|
||||
IceBlock: minecraft:ice
|
||||
|
||||
# Block used as cooled or frozen lava.
|
||||
# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes
|
||||
CooledLavaBlock: minecraft:lava
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Visuals and weather | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Most of the settings here only have an effect on players with the client version of Terrain Control installed.
|
||||
# Biome temperature. Float value from 0.0 to 2.0.
|
||||
# When this value is around 0.2, snow will fall on mountain peaks above y=90.
|
||||
# When this value is around 0.1, the whole biome will be covered in snow and ice.
|
||||
# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly.
|
||||
BiomeTemperature: 0.6
|
||||
|
||||
# Biome wetness. Float value from 0.0 to 1.0.
|
||||
# If this biome is a custom biome, and this value is set to 0, no rain will fall.
|
||||
# On default biomes, this won't do anything except changing the grass and leaves colors slightly.
|
||||
BiomeWetness: 0.6
|
||||
|
||||
# Biome sky color.
|
||||
SkyColor: #7BA5FF
|
||||
|
||||
# Biome water color multiplier.
|
||||
WaterColor: #FFFFFF
|
||||
|
||||
# Biome grass color.
|
||||
GrassColor: #FFFFFF
|
||||
|
||||
# Whether the grass color is a multiplier.
|
||||
# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness.
|
||||
# If you set it to false, the grass color will be just this color.
|
||||
GrassColorIsMultiplier: true
|
||||
|
||||
# Biome foliage color.
|
||||
FoliageColor: #FFFFFF
|
||||
|
||||
# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details.
|
||||
FoliageColorIsMultiplier: true
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Resource queue | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This section control all resources spawning after terrain generation.
|
||||
# The resources will be placed in this order.
|
||||
|
||||
# Keep in mind that a high size, frequency or rarity might slow down terrain generation.
|
||||
|
||||
# Possible resources:
|
||||
# DoResourceInheritance(true|false)
|
||||
# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# CustomObject(Object[,AnotherObject[,...]])
|
||||
# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]])
|
||||
# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]
|
||||
# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....])
|
||||
# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# AboveWaterRes(BlockName,Frequency,Rarity)
|
||||
# Vines(Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
|
||||
# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
|
||||
# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]
|
||||
# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...])
|
||||
|
||||
# BlockName: must be the name of a block. May include block data, like "WOOL:1".
|
||||
# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All".
|
||||
# Frequency: number of attempts to place this resource in each chunk.
|
||||
# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass.
|
||||
# MinAltitude and MaxAltitude: height limits.
|
||||
# BlockSource: mean where or whereupon resource will be placed
|
||||
# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree -
|
||||
# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom -
|
||||
# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 -
|
||||
# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree)
|
||||
# DarkOak (from the roofed forest biome) - Acacia
|
||||
# You can also use your own custom objects, as long as they have set Tree to true in their settings.
|
||||
# TreeTypeChance: similar to Rarity. Example:
|
||||
# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance),
|
||||
# if that fails, it attempts to place Taiga2 (100% chance).
|
||||
# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip
|
||||
# or simply a BlockName
|
||||
# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike
|
||||
# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can
|
||||
# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn
|
||||
# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have
|
||||
# this biome in their spawnInBiome setting.
|
||||
|
||||
# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot.
|
||||
# Liquid resource: a one-block water or lava source
|
||||
# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks
|
||||
# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1).
|
||||
# CustomStructure resource: starts a BO3 structure in the chunk.
|
||||
|
||||
Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone)
|
||||
Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone)
|
||||
Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone)
|
||||
Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone)
|
||||
Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone)
|
||||
Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone)
|
||||
UnderGroundLake(25,60,2,5.0,0,49)
|
||||
Liquid(minecraft:water,20,100.0,8,128,minecraft:stone)
|
||||
Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone)
|
||||
SmallLake(minecraft:water,4,7.0,8,119)
|
||||
SmallLake(minecraft:lava,2,1.0,8,119)
|
||||
UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass)
|
||||
UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay)
|
||||
UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass)
|
||||
Dungeon(8,100.0,0,128)
|
||||
Tree(10,TallBirch,80)
|
||||
Grass(Tallgrass,NotGrouped,30,100.0,minecraft:grass,minecraft:dirt)
|
||||
Plant(Poppy,4,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(Lilac,2,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(RoseBush,2,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(Peony,2,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(RedMushroom,1,12.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(BrownMushroom,1,25.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass)
|
||||
Reed(minecraft:reeds,3,100.0,0,128,minecraft:grass,minecraft:dirt,minecraft:sand)
|
||||
CustomObject(UseWorld)
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Sapling resource | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# TerrainControl allows you to grow your custom objects from saplings, instead
|
||||
# of the vanilla trees. Add one or more Sapling functions here to override vanilla
|
||||
# spawning for that sapling.
|
||||
|
||||
# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....])
|
||||
# Works like Tree resource instead first parameter.
|
||||
|
||||
# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood
|
||||
# All - will make the tree spawn from all saplings, but not from mushrooms.
|
||||
# BigJungle - for when 4 jungle saplings grow at once.
|
||||
# RedMushroom/BrownMushroom - will only grow when bonemeal is used.
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Custom objects | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# These objects will spawn when using the UseBiome keyword.
|
||||
BiomeObjects:
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Structures | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Here you can change, enable or disable the stuctures.
|
||||
# If you have disabled the structure in the WorldConfig, it won't spawn,
|
||||
# regardless of these settings.
|
||||
# Disables strongholds for this biome. If there is no suitable biome nearby,
|
||||
# Minecraft will ignore this setting.
|
||||
StrongholdsEnabled: true
|
||||
|
||||
# Whether an Ocean Monument can be placed in this biome.
|
||||
OceanMonumentsEnabled: false
|
||||
|
||||
# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes.
|
||||
NetherFortressesEnabled: false
|
||||
|
||||
# Whether Woodland Mansions are enabled in this biome.
|
||||
MansionsEnabled: false
|
||||
|
||||
# The village type in this biome. Can be wood, sandstone or disabled.
|
||||
VillageType: disabled
|
||||
|
||||
# The mineshaft type in this biome. Can be normal, mesa or disabled.
|
||||
MineshaftType: normal
|
||||
|
||||
# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos.
|
||||
# Note that mineshafts will never spawn, regardless of this setting, if
|
||||
# MineshaftType was set to disabled
|
||||
MineshaftRarity: 1.0
|
||||
|
||||
# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled.
|
||||
RareBuildingType: disabled
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Mob spawning | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# It's not possible to change mob spawns in vanilla biomes. These
|
||||
# are the values used by vanilla for this biome. They are read-only:
|
||||
# changes to this setting are ignored and overwritten.
|
||||
|
||||
# The monsters (skeletons, zombies, etc.) that spawn in this biome
|
||||
SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}]
|
||||
|
||||
# The friendly creatures (cows, pigs, etc.) that spawn in this biome
|
||||
SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}]
|
||||
|
||||
# The water creatures (only squids in vanilla) that spawn in this biome
|
||||
SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}]
|
||||
|
||||
# The ambient creatures (only bats in vanila) that spawn in this biome
|
||||
SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}]
|
||||
|
462
TerrainControl/worlds/world/WorldBiomes/Birch Forest.bc
Executable file
462
TerrainControl/worlds/world/WorldBiomes/Birch Forest.bc
Executable file
|
@ -0,0 +1,462 @@
|
|||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Biome Inheritance | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This should be the value of the biomeConfig you wish to extend.
|
||||
# The extended config will be loaded, at which point the configs included below
|
||||
# will overwrite any configs loaded from the extended config.
|
||||
BiomeExtends:
|
||||
|
||||
# When set to true, all resources of the parent biome (if any) will be copied
|
||||
# to the resources queue of this biome. If a resource in the parent biome looks
|
||||
# very similar to that of a child biome (for example, two ores of the same type)
|
||||
# it won't be copied.
|
||||
ResourceInheritance: true
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Biome placement | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth).
|
||||
# Higher numbers give a smaller biome, lower numbers a larger biome.
|
||||
# How this setting is used depends on the value of BiomeMode in the WorldConfig.
|
||||
# It will be used for:
|
||||
# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups
|
||||
# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal.
|
||||
# For biomes spawned as isles, borders or rivers other settings are available.
|
||||
# Isle biomes: BiomeSizeWhenIsle (see below)
|
||||
# Border biomes: BiomeSizeWhenBorder (see below)
|
||||
# River biomes: RiverSize (see WorldConfig)
|
||||
BiomeSize: 4
|
||||
|
||||
# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others.
|
||||
# Example for normal biome :
|
||||
# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes).
|
||||
# 50 rarity mean 1/11 chance than other
|
||||
# For isle biomes see the BiomeRarityWhenIsle setting below.
|
||||
# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome.
|
||||
BiomeRarity: 100
|
||||
|
||||
# The hexadecimal color value of this biome. Used in the output of the /tc map command,
|
||||
# and used in the input of BiomeMode: FromImage.
|
||||
BiomeColor: #307444
|
||||
|
||||
####################
|
||||
# Isle biomes only #
|
||||
####################
|
||||
|
||||
# To spawn a biome as an isle, you need to add it first to the
|
||||
# IsleBiomes list in the WorldConfig.
|
||||
|
||||
# List of biomes in which this biome will spawn as an isle.
|
||||
# For example, Mushroom Isles spawn inside the Ocean biome.
|
||||
IsleInBiome:
|
||||
|
||||
# Size of this biome when spawned as an isle biome in BiomeMode: Normal.
|
||||
# Valid values range from 0 to GenerationDepth.
|
||||
# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going
|
||||
# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome.
|
||||
BiomeSizeWhenIsle: 6
|
||||
|
||||
# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal.
|
||||
BiomeRarityWhenIsle: 96
|
||||
|
||||
######################
|
||||
# Border biomes only #
|
||||
######################
|
||||
|
||||
# To spawn a biome as a border, you need to add it first to the
|
||||
# BorderBiomes list in the WorldConfig.
|
||||
|
||||
# List of biomes this biome can be a border of.
|
||||
# For example, the Beach biome is a border on the Ocean biome, so
|
||||
# it can spawn anywhere on the border of an ocean.
|
||||
BiomeIsBorder:
|
||||
|
||||
# List of biomes that cancel spawning of this biome.
|
||||
# For example, the Beach biome will never spawn next to an Extreme Hills biome.
|
||||
NotBorderNear:
|
||||
|
||||
# Size of this biome when spawned as a border biome in BiomeMode: Normal.
|
||||
# Valid values range from 0 to GenerationDepth.
|
||||
# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going
|
||||
# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome.
|
||||
BiomeSizeWhenBorder: 8
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Terrain height and volatility | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# BiomeHeight mean how much height will be added in terrain generation
|
||||
# It is double value from -10.0 to 10.0
|
||||
# Value 0.0 equivalent half of map height with all other default settings
|
||||
BiomeHeight: 0.1
|
||||
|
||||
# Biome volatility.
|
||||
BiomeVolatility: 0.2
|
||||
|
||||
# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting
|
||||
# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 .
|
||||
# So if two biomes next to each other have both a smooth radius of 2, the
|
||||
# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide.
|
||||
SmoothRadius: 2
|
||||
|
||||
# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation.
|
||||
# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative.
|
||||
MaxAverageHeight: 0.0
|
||||
|
||||
# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation.
|
||||
# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative.
|
||||
MaxAverageDepth: 0.0
|
||||
|
||||
# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes.
|
||||
# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler.
|
||||
Volatility1: 0.0
|
||||
|
||||
Volatility2: 0.0
|
||||
|
||||
# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain.
|
||||
VolatilityWeight1: 0.5
|
||||
|
||||
VolatilityWeight2: 0.45
|
||||
|
||||
# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height.
|
||||
DisableBiomeHeight: false
|
||||
|
||||
# List of custom height factors, 17 double entries, each controls about 7
|
||||
# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller
|
||||
# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height
|
||||
# Example:
|
||||
# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0
|
||||
# Makes empty layer above bedrock layer.
|
||||
CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Rivers | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# There are two different river systems - the standard one and the improved one.
|
||||
# See the ImprovedRivers settting in the WorldConfig. Both modes have different
|
||||
# river settings, so carefully read the headers to know which settings you can use.
|
||||
|
||||
########################
|
||||
# ImprovedRivers:false #
|
||||
########################
|
||||
|
||||
# Only available when ImprovedRivers is set to false in the WorldConfig.
|
||||
# Sets which biome is used as the river biome.
|
||||
RiverBiome: River
|
||||
|
||||
#######################
|
||||
# ImprovedRivers:true #
|
||||
#######################
|
||||
|
||||
# Only available when ImprovedRivers is set to true in the WorldConfig.
|
||||
|
||||
# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome
|
||||
RiverHeight: -1.0
|
||||
|
||||
# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome
|
||||
RiverVolatility: 0.3
|
||||
|
||||
# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome
|
||||
# Can be used to create elevated rivers
|
||||
RiverWaterLevel: 63
|
||||
|
||||
# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome
|
||||
RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Blocks | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Change this to generate something else than stone in the biome.
|
||||
StoneBlock: minecraft:stone
|
||||
|
||||
# Surface block, usually GRASS.
|
||||
SurfaceBlock: minecraft:grass
|
||||
|
||||
# Block from stone to surface, like dirt in most biomes.
|
||||
GroundBlock: minecraft:dirt
|
||||
|
||||
# Setting for biomes with more complex surface and ground blocks.
|
||||
# Each column in the world has a noise value from what appears to be -7 to 7.
|
||||
# Values near 0 are more common than values near -7 and 7. This setting is
|
||||
# used to change the surface block based on the noise value for the column.
|
||||
# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]]
|
||||
# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0
|
||||
# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0
|
||||
# gravel with stone just below and between 0.0 and 10.0 there's only dirt.
|
||||
# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock
|
||||
# and GroundBlock will never appear in this biome.
|
||||
|
||||
# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks
|
||||
# like the blocks found in the Mesa biomes.
|
||||
SurfaceAndGroundControl:
|
||||
|
||||
# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight])
|
||||
# Example :
|
||||
# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS)
|
||||
# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height
|
||||
ReplacedBlocks: None
|
||||
|
||||
################################
|
||||
# Water / Lava & Frozen States #
|
||||
################################
|
||||
|
||||
# Set this to false to use the "Water / Lava & Frozen States" settings of this biome.
|
||||
UseWorldWaterLevel: true
|
||||
|
||||
# Set water level. Every empty between this levels will be fill water or another block from WaterBlock.
|
||||
WaterLevelMax: 63
|
||||
|
||||
WaterLevelMin: 0
|
||||
|
||||
# Block used as water in WaterLevelMax
|
||||
WaterBlock: minecraft:water
|
||||
|
||||
# Block used as ice. Ice only spawns if the BiomeTemperture is low enough.
|
||||
IceBlock: minecraft:ice
|
||||
|
||||
# Block used as cooled or frozen lava.
|
||||
# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes
|
||||
CooledLavaBlock: minecraft:lava
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Visuals and weather | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Most of the settings here only have an effect on players with the client version of Terrain Control installed.
|
||||
# Biome temperature. Float value from 0.0 to 2.0.
|
||||
# When this value is around 0.2, snow will fall on mountain peaks above y=90.
|
||||
# When this value is around 0.1, the whole biome will be covered in snow and ice.
|
||||
# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly.
|
||||
BiomeTemperature: 0.6
|
||||
|
||||
# Biome wetness. Float value from 0.0 to 1.0.
|
||||
# If this biome is a custom biome, and this value is set to 0, no rain will fall.
|
||||
# On default biomes, this won't do anything except changing the grass and leaves colors slightly.
|
||||
BiomeWetness: 0.6
|
||||
|
||||
# Biome sky color.
|
||||
SkyColor: #7BA5FF
|
||||
|
||||
# Biome water color multiplier.
|
||||
WaterColor: #FFFFFF
|
||||
|
||||
# Biome grass color.
|
||||
GrassColor: #FFFFFF
|
||||
|
||||
# Whether the grass color is a multiplier.
|
||||
# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness.
|
||||
# If you set it to false, the grass color will be just this color.
|
||||
GrassColorIsMultiplier: true
|
||||
|
||||
# Biome foliage color.
|
||||
FoliageColor: #FFFFFF
|
||||
|
||||
# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details.
|
||||
FoliageColorIsMultiplier: true
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Resource queue | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This section control all resources spawning after terrain generation.
|
||||
# The resources will be placed in this order.
|
||||
|
||||
# Keep in mind that a high size, frequency or rarity might slow down terrain generation.
|
||||
|
||||
# Possible resources:
|
||||
# DoResourceInheritance(true|false)
|
||||
# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# CustomObject(Object[,AnotherObject[,...]])
|
||||
# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]])
|
||||
# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]
|
||||
# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....])
|
||||
# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# AboveWaterRes(BlockName,Frequency,Rarity)
|
||||
# Vines(Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
|
||||
# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
|
||||
# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]
|
||||
# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...])
|
||||
|
||||
# BlockName: must be the name of a block. May include block data, like "WOOL:1".
|
||||
# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All".
|
||||
# Frequency: number of attempts to place this resource in each chunk.
|
||||
# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass.
|
||||
# MinAltitude and MaxAltitude: height limits.
|
||||
# BlockSource: mean where or whereupon resource will be placed
|
||||
# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree -
|
||||
# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom -
|
||||
# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 -
|
||||
# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree)
|
||||
# DarkOak (from the roofed forest biome) - Acacia
|
||||
# You can also use your own custom objects, as long as they have set Tree to true in their settings.
|
||||
# TreeTypeChance: similar to Rarity. Example:
|
||||
# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance),
|
||||
# if that fails, it attempts to place Taiga2 (100% chance).
|
||||
# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip
|
||||
# or simply a BlockName
|
||||
# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike
|
||||
# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can
|
||||
# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn
|
||||
# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have
|
||||
# this biome in their spawnInBiome setting.
|
||||
|
||||
# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot.
|
||||
# Liquid resource: a one-block water or lava source
|
||||
# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks
|
||||
# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1).
|
||||
# CustomStructure resource: starts a BO3 structure in the chunk.
|
||||
|
||||
Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone)
|
||||
Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone)
|
||||
Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone)
|
||||
Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone)
|
||||
Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone)
|
||||
Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone)
|
||||
UnderGroundLake(25,60,2,5.0,0,49)
|
||||
Liquid(minecraft:water,20,100.0,8,128,minecraft:stone)
|
||||
Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone)
|
||||
SmallLake(minecraft:water,4,7.0,8,119)
|
||||
SmallLake(minecraft:lava,2,1.0,8,119)
|
||||
UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass)
|
||||
UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay)
|
||||
UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass)
|
||||
Dungeon(8,100.0,0,128)
|
||||
Tree(10,Birch,80)
|
||||
Grass(Tallgrass,NotGrouped,30,100.0,minecraft:grass,minecraft:dirt)
|
||||
Plant(Poppy,4,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(Lilac,2,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(RoseBush,2,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(Peony,2,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(RedMushroom,1,12.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(BrownMushroom,1,25.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass)
|
||||
Reed(minecraft:reeds,3,100.0,0,128,minecraft:grass,minecraft:dirt,minecraft:sand)
|
||||
CustomObject(UseWorld)
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Sapling resource | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# TerrainControl allows you to grow your custom objects from saplings, instead
|
||||
# of the vanilla trees. Add one or more Sapling functions here to override vanilla
|
||||
# spawning for that sapling.
|
||||
|
||||
# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....])
|
||||
# Works like Tree resource instead first parameter.
|
||||
|
||||
# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood
|
||||
# All - will make the tree spawn from all saplings, but not from mushrooms.
|
||||
# BigJungle - for when 4 jungle saplings grow at once.
|
||||
# RedMushroom/BrownMushroom - will only grow when bonemeal is used.
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Custom objects | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# These objects will spawn when using the UseBiome keyword.
|
||||
BiomeObjects:
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Structures | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Here you can change, enable or disable the stuctures.
|
||||
# If you have disabled the structure in the WorldConfig, it won't spawn,
|
||||
# regardless of these settings.
|
||||
# Disables strongholds for this biome. If there is no suitable biome nearby,
|
||||
# Minecraft will ignore this setting.
|
||||
StrongholdsEnabled: true
|
||||
|
||||
# Whether an Ocean Monument can be placed in this biome.
|
||||
OceanMonumentsEnabled: false
|
||||
|
||||
# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes.
|
||||
NetherFortressesEnabled: false
|
||||
|
||||
# Whether Woodland Mansions are enabled in this biome.
|
||||
MansionsEnabled: false
|
||||
|
||||
# The village type in this biome. Can be wood, sandstone or disabled.
|
||||
VillageType: disabled
|
||||
|
||||
# The mineshaft type in this biome. Can be normal, mesa or disabled.
|
||||
MineshaftType: normal
|
||||
|
||||
# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos.
|
||||
# Note that mineshafts will never spawn, regardless of this setting, if
|
||||
# MineshaftType was set to disabled
|
||||
MineshaftRarity: 1.0
|
||||
|
||||
# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled.
|
||||
RareBuildingType: disabled
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Mob spawning | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# It's not possible to change mob spawns in vanilla biomes. These
|
||||
# are the values used by vanilla for this biome. They are read-only:
|
||||
# changes to this setting are ignored and overwritten.
|
||||
|
||||
# The monsters (skeletons, zombies, etc.) that spawn in this biome
|
||||
SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}]
|
||||
|
||||
# The friendly creatures (cows, pigs, etc.) that spawn in this biome
|
||||
SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}]
|
||||
|
||||
# The water creatures (only squids in vanilla) that spawn in this biome
|
||||
SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}]
|
||||
|
||||
# The ambient creatures (only bats in vanila) that spawn in this biome
|
||||
SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}]
|
||||
|
454
TerrainControl/worlds/world/WorldBiomes/Cold Beach.bc
Executable file
454
TerrainControl/worlds/world/WorldBiomes/Cold Beach.bc
Executable file
|
@ -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}]
|
||||
|
455
TerrainControl/worlds/world/WorldBiomes/Cold Taiga Hills.bc
Executable file
455
TerrainControl/worlds/world/WorldBiomes/Cold Taiga Hills.bc
Executable file
|
@ -0,0 +1,455 @@
|
|||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Biome Inheritance | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This should be the value of the biomeConfig you wish to extend.
|
||||
# The extended config will be loaded, at which point the configs included below
|
||||
# will overwrite any configs loaded from the extended config.
|
||||
BiomeExtends:
|
||||
|
||||
# When set to true, all resources of the parent biome (if any) will be copied
|
||||
# to the resources queue of this biome. If a resource in the parent biome looks
|
||||
# very similar to that of a child biome (for example, two ores of the same type)
|
||||
# it won't be copied.
|
||||
ResourceInheritance: true
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Biome placement | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth).
|
||||
# Higher numbers give a smaller biome, lower numbers a larger biome.
|
||||
# How this setting is used depends on the value of BiomeMode in the WorldConfig.
|
||||
# It will be used for:
|
||||
# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups
|
||||
# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal.
|
||||
# For biomes spawned as isles, borders or rivers other settings are available.
|
||||
# Isle biomes: BiomeSizeWhenIsle (see below)
|
||||
# Border biomes: BiomeSizeWhenBorder (see below)
|
||||
# River biomes: RiverSize (see WorldConfig)
|
||||
BiomeSize: 4
|
||||
|
||||
# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others.
|
||||
# Example for normal biome :
|
||||
# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes).
|
||||
# 50 rarity mean 1/11 chance than other
|
||||
# For isle biomes see the BiomeRarityWhenIsle setting below.
|
||||
# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome.
|
||||
BiomeRarity: 35
|
||||
|
||||
# The hexadecimal color value of this biome. Used in the output of the /tc map command,
|
||||
# and used in the input of BiomeMode: FromImage.
|
||||
BiomeColor: #243F36
|
||||
|
||||
####################
|
||||
# Isle biomes only #
|
||||
####################
|
||||
|
||||
# To spawn a biome as an isle, you need to add it first to the
|
||||
# IsleBiomes list in the WorldConfig.
|
||||
|
||||
# List of biomes in which this biome will spawn as an isle.
|
||||
# For example, Mushroom Isles spawn inside the Ocean biome.
|
||||
IsleInBiome: Cold Taiga
|
||||
|
||||
# Size of this biome when spawned as an isle biome in BiomeMode: Normal.
|
||||
# Valid values range from 0 to GenerationDepth.
|
||||
# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going
|
||||
# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome.
|
||||
BiomeSizeWhenIsle: 6
|
||||
|
||||
# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal.
|
||||
BiomeRarityWhenIsle: 97
|
||||
|
||||
######################
|
||||
# Border biomes only #
|
||||
######################
|
||||
|
||||
# To spawn a biome as a border, you need to add it first to the
|
||||
# BorderBiomes list in the WorldConfig.
|
||||
|
||||
# List of biomes this biome can be a border of.
|
||||
# For example, the Beach biome is a border on the Ocean biome, so
|
||||
# it can spawn anywhere on the border of an ocean.
|
||||
BiomeIsBorder:
|
||||
|
||||
# List of biomes that cancel spawning of this biome.
|
||||
# For example, the Beach biome will never spawn next to an Extreme Hills biome.
|
||||
NotBorderNear:
|
||||
|
||||
# Size of this biome when spawned as a border biome in BiomeMode: Normal.
|
||||
# Valid values range from 0 to GenerationDepth.
|
||||
# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going
|
||||
# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome.
|
||||
BiomeSizeWhenBorder: 8
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Terrain height and volatility | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# BiomeHeight mean how much height will be added in terrain generation
|
||||
# It is double value from -10.0 to 10.0
|
||||
# Value 0.0 equivalent half of map height with all other default settings
|
||||
BiomeHeight: 0.45
|
||||
|
||||
# Biome volatility.
|
||||
BiomeVolatility: 0.3
|
||||
|
||||
# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting
|
||||
# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 .
|
||||
# So if two biomes next to each other have both a smooth radius of 2, the
|
||||
# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide.
|
||||
SmoothRadius: 2
|
||||
|
||||
# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation.
|
||||
# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative.
|
||||
MaxAverageHeight: 0.0
|
||||
|
||||
# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation.
|
||||
# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative.
|
||||
MaxAverageDepth: 0.0
|
||||
|
||||
# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes.
|
||||
# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler.
|
||||
Volatility1: 0.0
|
||||
|
||||
Volatility2: 0.0
|
||||
|
||||
# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain.
|
||||
VolatilityWeight1: 0.5
|
||||
|
||||
VolatilityWeight2: 0.45
|
||||
|
||||
# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height.
|
||||
DisableBiomeHeight: false
|
||||
|
||||
# List of custom height factors, 17 double entries, each controls about 7
|
||||
# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller
|
||||
# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height
|
||||
# Example:
|
||||
# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0
|
||||
# Makes empty layer above bedrock layer.
|
||||
CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Rivers | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# There are two different river systems - the standard one and the improved one.
|
||||
# See the ImprovedRivers settting in the WorldConfig. Both modes have different
|
||||
# river settings, so carefully read the headers to know which settings you can use.
|
||||
|
||||
########################
|
||||
# ImprovedRivers:false #
|
||||
########################
|
||||
|
||||
# Only available when ImprovedRivers is set to false in the WorldConfig.
|
||||
# Sets which biome is used as the river biome.
|
||||
RiverBiome: River
|
||||
|
||||
#######################
|
||||
# ImprovedRivers:true #
|
||||
#######################
|
||||
|
||||
# Only available when ImprovedRivers is set to true in the WorldConfig.
|
||||
|
||||
# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome
|
||||
RiverHeight: -1.0
|
||||
|
||||
# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome
|
||||
RiverVolatility: 0.3
|
||||
|
||||
# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome
|
||||
# Can be used to create elevated rivers
|
||||
RiverWaterLevel: 63
|
||||
|
||||
# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome
|
||||
RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Blocks | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Change this to generate something else than stone in the biome.
|
||||
StoneBlock: minecraft:stone
|
||||
|
||||
# Surface block, usually GRASS.
|
||||
SurfaceBlock: minecraft:grass
|
||||
|
||||
# Block from stone to surface, like dirt in most biomes.
|
||||
GroundBlock: minecraft:dirt
|
||||
|
||||
# Setting for biomes with more complex surface and ground blocks.
|
||||
# Each column in the world has a noise value from what appears to be -7 to 7.
|
||||
# Values near 0 are more common than values near -7 and 7. This setting is
|
||||
# used to change the surface block based on the noise value for the column.
|
||||
# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]]
|
||||
# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0
|
||||
# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0
|
||||
# gravel with stone just below and between 0.0 and 10.0 there's only dirt.
|
||||
# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock
|
||||
# and GroundBlock will never appear in this biome.
|
||||
|
||||
# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks
|
||||
# like the blocks found in the Mesa biomes.
|
||||
SurfaceAndGroundControl:
|
||||
|
||||
# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight])
|
||||
# Example :
|
||||
# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS)
|
||||
# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height
|
||||
ReplacedBlocks: None
|
||||
|
||||
################################
|
||||
# Water / Lava & Frozen States #
|
||||
################################
|
||||
|
||||
# Set this to false to use the "Water / Lava & Frozen States" settings of this biome.
|
||||
UseWorldWaterLevel: true
|
||||
|
||||
# Set water level. Every empty between this levels will be fill water or another block from WaterBlock.
|
||||
WaterLevelMax: 63
|
||||
|
||||
WaterLevelMin: 0
|
||||
|
||||
# Block used as water in WaterLevelMax
|
||||
WaterBlock: minecraft:water
|
||||
|
||||
# Block used as ice. Ice only spawns if the BiomeTemperture is low enough.
|
||||
IceBlock: minecraft:ice
|
||||
|
||||
# Block used as cooled or frozen lava.
|
||||
# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes
|
||||
CooledLavaBlock: minecraft:lava
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Visuals and weather | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Most of the settings here only have an effect on players with the client version of Terrain Control installed.
|
||||
# Biome temperature. Float value from 0.0 to 2.0.
|
||||
# When this value is around 0.2, snow will fall on mountain peaks above y=90.
|
||||
# When this value is around 0.1, the whole biome will be covered in snow and ice.
|
||||
# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly.
|
||||
BiomeTemperature: 0.0
|
||||
|
||||
# Biome wetness. Float value from 0.0 to 1.0.
|
||||
# If this biome is a custom biome, and this value is set to 0, no rain will fall.
|
||||
# On default biomes, this won't do anything except changing the grass and leaves colors slightly.
|
||||
BiomeWetness: 0.4
|
||||
|
||||
# Biome sky color.
|
||||
SkyColor: #7BA5FF
|
||||
|
||||
# Biome water color multiplier.
|
||||
WaterColor: #FFFFFF
|
||||
|
||||
# Biome grass color.
|
||||
GrassColor: #FFFFFF
|
||||
|
||||
# Whether the grass color is a multiplier.
|
||||
# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness.
|
||||
# If you set it to false, the grass color will be just this color.
|
||||
GrassColorIsMultiplier: true
|
||||
|
||||
# Biome foliage color.
|
||||
FoliageColor: #FFFFFF
|
||||
|
||||
# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details.
|
||||
FoliageColorIsMultiplier: true
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Resource queue | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This section control all resources spawning after terrain generation.
|
||||
# The resources will be placed in this order.
|
||||
|
||||
# Keep in mind that a high size, frequency or rarity might slow down terrain generation.
|
||||
|
||||
# Possible resources:
|
||||
# DoResourceInheritance(true|false)
|
||||
# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# CustomObject(Object[,AnotherObject[,...]])
|
||||
# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]])
|
||||
# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]
|
||||
# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....])
|
||||
# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# AboveWaterRes(BlockName,Frequency,Rarity)
|
||||
# Vines(Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
|
||||
# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
|
||||
# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]
|
||||
# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...])
|
||||
|
||||
# BlockName: must be the name of a block. May include block data, like "WOOL:1".
|
||||
# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All".
|
||||
# Frequency: number of attempts to place this resource in each chunk.
|
||||
# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass.
|
||||
# MinAltitude and MaxAltitude: height limits.
|
||||
# BlockSource: mean where or whereupon resource will be placed
|
||||
# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree -
|
||||
# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom -
|
||||
# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 -
|
||||
# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree)
|
||||
# DarkOak (from the roofed forest biome) - Acacia
|
||||
# You can also use your own custom objects, as long as they have set Tree to true in their settings.
|
||||
# TreeTypeChance: similar to Rarity. Example:
|
||||
# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance),
|
||||
# if that fails, it attempts to place Taiga2 (100% chance).
|
||||
# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip
|
||||
# or simply a BlockName
|
||||
# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike
|
||||
# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can
|
||||
# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn
|
||||
# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have
|
||||
# this biome in their spawnInBiome setting.
|
||||
|
||||
# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot.
|
||||
# Liquid resource: a one-block water or lava source
|
||||
# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks
|
||||
# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1).
|
||||
# CustomStructure resource: starts a BO3 structure in the chunk.
|
||||
|
||||
Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone)
|
||||
Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone)
|
||||
Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone)
|
||||
Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone)
|
||||
Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone)
|
||||
Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone)
|
||||
UnderGroundLake(25,60,2,5.0,0,49)
|
||||
Liquid(minecraft:water,20,100.0,8,128,minecraft:stone)
|
||||
Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone)
|
||||
SmallLake(minecraft:water,4,7.0,8,119)
|
||||
SmallLake(minecraft:lava,2,1.0,8,119)
|
||||
UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass)
|
||||
UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay)
|
||||
UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass)
|
||||
Dungeon(8,100.0,0,128)
|
||||
Tree(10,Taiga1,35,Taiga2,100)
|
||||
Grass(Tallgrass,NotGrouped,10,100.0,minecraft:grass,minecraft:dirt)
|
||||
Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass)
|
||||
CustomObject(UseWorld)
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Sapling resource | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# TerrainControl allows you to grow your custom objects from saplings, instead
|
||||
# of the vanilla trees. Add one or more Sapling functions here to override vanilla
|
||||
# spawning for that sapling.
|
||||
|
||||
# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....])
|
||||
# Works like Tree resource instead first parameter.
|
||||
|
||||
# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood
|
||||
# All - will make the tree spawn from all saplings, but not from mushrooms.
|
||||
# BigJungle - for when 4 jungle saplings grow at once.
|
||||
# RedMushroom/BrownMushroom - will only grow when bonemeal is used.
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Custom objects | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# These objects will spawn when using the UseBiome keyword.
|
||||
BiomeObjects:
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Structures | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Here you can change, enable or disable the stuctures.
|
||||
# If you have disabled the structure in the WorldConfig, it won't spawn,
|
||||
# regardless of these settings.
|
||||
# Disables strongholds for this biome. If there is no suitable biome nearby,
|
||||
# Minecraft will ignore this setting.
|
||||
StrongholdsEnabled: true
|
||||
|
||||
# Whether an Ocean Monument can be placed in this biome.
|
||||
OceanMonumentsEnabled: false
|
||||
|
||||
# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes.
|
||||
NetherFortressesEnabled: false
|
||||
|
||||
# Whether Woodland Mansions are enabled in this biome.
|
||||
MansionsEnabled: false
|
||||
|
||||
# The village type in this biome. Can be wood, sandstone or disabled.
|
||||
VillageType: disabled
|
||||
|
||||
# The mineshaft type in this biome. Can be normal, mesa or disabled.
|
||||
MineshaftType: normal
|
||||
|
||||
# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos.
|
||||
# Note that mineshafts will never spawn, regardless of this setting, if
|
||||
# MineshaftType was set to disabled
|
||||
MineshaftRarity: 1.0
|
||||
|
||||
# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled.
|
||||
RareBuildingType: disabled
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Mob spawning | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# It's not possible to change mob spawns in vanilla biomes. These
|
||||
# are the values used by vanilla for this biome. They are read-only:
|
||||
# changes to this setting are ignored and overwritten.
|
||||
|
||||
# The monsters (skeletons, zombies, etc.) that spawn in this biome
|
||||
SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}]
|
||||
|
||||
# The friendly creatures (cows, pigs, etc.) that spawn in this biome
|
||||
SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:wolf", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:rabbit", "weight": 4, "min": 2, "max": 3}]
|
||||
|
||||
# The water creatures (only squids in vanilla) that spawn in this biome
|
||||
SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}]
|
||||
|
||||
# The ambient creatures (only bats in vanila) that spawn in this biome
|
||||
SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}]
|
||||
|
455
TerrainControl/worlds/world/WorldBiomes/Cold Taiga M.bc
Executable file
455
TerrainControl/worlds/world/WorldBiomes/Cold Taiga M.bc
Executable file
|
@ -0,0 +1,455 @@
|
|||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Biome Inheritance | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This should be the value of the biomeConfig you wish to extend.
|
||||
# The extended config will be loaded, at which point the configs included below
|
||||
# will overwrite any configs loaded from the extended config.
|
||||
BiomeExtends:
|
||||
|
||||
# When set to true, all resources of the parent biome (if any) will be copied
|
||||
# to the resources queue of this biome. If a resource in the parent biome looks
|
||||
# very similar to that of a child biome (for example, two ores of the same type)
|
||||
# it won't be copied.
|
||||
ResourceInheritance: true
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Biome placement | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth).
|
||||
# Higher numbers give a smaller biome, lower numbers a larger biome.
|
||||
# How this setting is used depends on the value of BiomeMode in the WorldConfig.
|
||||
# It will be used for:
|
||||
# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups
|
||||
# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal.
|
||||
# For biomes spawned as isles, borders or rivers other settings are available.
|
||||
# Isle biomes: BiomeSizeWhenIsle (see below)
|
||||
# Border biomes: BiomeSizeWhenBorder (see below)
|
||||
# River biomes: RiverSize (see WorldConfig)
|
||||
BiomeSize: 4
|
||||
|
||||
# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others.
|
||||
# Example for normal biome :
|
||||
# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes).
|
||||
# 50 rarity mean 1/11 chance than other
|
||||
# For isle biomes see the BiomeRarityWhenIsle setting below.
|
||||
# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome.
|
||||
BiomeRarity: 10
|
||||
|
||||
# The hexadecimal color value of this biome. Used in the output of the /tc map command,
|
||||
# and used in the input of BiomeMode: FromImage.
|
||||
BiomeColor: #2E5046
|
||||
|
||||
####################
|
||||
# Isle biomes only #
|
||||
####################
|
||||
|
||||
# To spawn a biome as an isle, you need to add it first to the
|
||||
# IsleBiomes list in the WorldConfig.
|
||||
|
||||
# List of biomes in which this biome will spawn as an isle.
|
||||
# For example, Mushroom Isles spawn inside the Ocean biome.
|
||||
IsleInBiome:
|
||||
|
||||
# Size of this biome when spawned as an isle biome in BiomeMode: Normal.
|
||||
# Valid values range from 0 to GenerationDepth.
|
||||
# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going
|
||||
# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome.
|
||||
BiomeSizeWhenIsle: 6
|
||||
|
||||
# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal.
|
||||
BiomeRarityWhenIsle: 97
|
||||
|
||||
######################
|
||||
# Border biomes only #
|
||||
######################
|
||||
|
||||
# To spawn a biome as a border, you need to add it first to the
|
||||
# BorderBiomes list in the WorldConfig.
|
||||
|
||||
# List of biomes this biome can be a border of.
|
||||
# For example, the Beach biome is a border on the Ocean biome, so
|
||||
# it can spawn anywhere on the border of an ocean.
|
||||
BiomeIsBorder:
|
||||
|
||||
# List of biomes that cancel spawning of this biome.
|
||||
# For example, the Beach biome will never spawn next to an Extreme Hills biome.
|
||||
NotBorderNear:
|
||||
|
||||
# Size of this biome when spawned as a border biome in BiomeMode: Normal.
|
||||
# Valid values range from 0 to GenerationDepth.
|
||||
# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going
|
||||
# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome.
|
||||
BiomeSizeWhenBorder: 8
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Terrain height and volatility | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# BiomeHeight mean how much height will be added in terrain generation
|
||||
# It is double value from -10.0 to 10.0
|
||||
# Value 0.0 equivalent half of map height with all other default settings
|
||||
BiomeHeight: 0.3
|
||||
|
||||
# Biome volatility.
|
||||
BiomeVolatility: 0.4
|
||||
|
||||
# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting
|
||||
# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 .
|
||||
# So if two biomes next to each other have both a smooth radius of 2, the
|
||||
# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide.
|
||||
SmoothRadius: 2
|
||||
|
||||
# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation.
|
||||
# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative.
|
||||
MaxAverageHeight: 0.0
|
||||
|
||||
# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation.
|
||||
# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative.
|
||||
MaxAverageDepth: 0.0
|
||||
|
||||
# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes.
|
||||
# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler.
|
||||
Volatility1: 0.0
|
||||
|
||||
Volatility2: 0.0
|
||||
|
||||
# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain.
|
||||
VolatilityWeight1: 0.5
|
||||
|
||||
VolatilityWeight2: 0.45
|
||||
|
||||
# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height.
|
||||
DisableBiomeHeight: false
|
||||
|
||||
# List of custom height factors, 17 double entries, each controls about 7
|
||||
# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller
|
||||
# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height
|
||||
# Example:
|
||||
# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0
|
||||
# Makes empty layer above bedrock layer.
|
||||
CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Rivers | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# There are two different river systems - the standard one and the improved one.
|
||||
# See the ImprovedRivers settting in the WorldConfig. Both modes have different
|
||||
# river settings, so carefully read the headers to know which settings you can use.
|
||||
|
||||
########################
|
||||
# ImprovedRivers:false #
|
||||
########################
|
||||
|
||||
# Only available when ImprovedRivers is set to false in the WorldConfig.
|
||||
# Sets which biome is used as the river biome.
|
||||
RiverBiome: River
|
||||
|
||||
#######################
|
||||
# ImprovedRivers:true #
|
||||
#######################
|
||||
|
||||
# Only available when ImprovedRivers is set to true in the WorldConfig.
|
||||
|
||||
# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome
|
||||
RiverHeight: -1.0
|
||||
|
||||
# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome
|
||||
RiverVolatility: 0.3
|
||||
|
||||
# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome
|
||||
# Can be used to create elevated rivers
|
||||
RiverWaterLevel: 63
|
||||
|
||||
# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome
|
||||
RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Blocks | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Change this to generate something else than stone in the biome.
|
||||
StoneBlock: minecraft:stone
|
||||
|
||||
# Surface block, usually GRASS.
|
||||
SurfaceBlock: minecraft:grass
|
||||
|
||||
# Block from stone to surface, like dirt in most biomes.
|
||||
GroundBlock: minecraft:dirt
|
||||
|
||||
# Setting for biomes with more complex surface and ground blocks.
|
||||
# Each column in the world has a noise value from what appears to be -7 to 7.
|
||||
# Values near 0 are more common than values near -7 and 7. This setting is
|
||||
# used to change the surface block based on the noise value for the column.
|
||||
# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]]
|
||||
# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0
|
||||
# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0
|
||||
# gravel with stone just below and between 0.0 and 10.0 there's only dirt.
|
||||
# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock
|
||||
# and GroundBlock will never appear in this biome.
|
||||
|
||||
# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks
|
||||
# like the blocks found in the Mesa biomes.
|
||||
SurfaceAndGroundControl:
|
||||
|
||||
# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight])
|
||||
# Example :
|
||||
# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS)
|
||||
# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height
|
||||
ReplacedBlocks: None
|
||||
|
||||
################################
|
||||
# Water / Lava & Frozen States #
|
||||
################################
|
||||
|
||||
# Set this to false to use the "Water / Lava & Frozen States" settings of this biome.
|
||||
UseWorldWaterLevel: true
|
||||
|
||||
# Set water level. Every empty between this levels will be fill water or another block from WaterBlock.
|
||||
WaterLevelMax: 63
|
||||
|
||||
WaterLevelMin: 0
|
||||
|
||||
# Block used as water in WaterLevelMax
|
||||
WaterBlock: minecraft:water
|
||||
|
||||
# Block used as ice. Ice only spawns if the BiomeTemperture is low enough.
|
||||
IceBlock: minecraft:ice
|
||||
|
||||
# Block used as cooled or frozen lava.
|
||||
# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes
|
||||
CooledLavaBlock: minecraft:lava
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Visuals and weather | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Most of the settings here only have an effect on players with the client version of Terrain Control installed.
|
||||
# Biome temperature. Float value from 0.0 to 2.0.
|
||||
# When this value is around 0.2, snow will fall on mountain peaks above y=90.
|
||||
# When this value is around 0.1, the whole biome will be covered in snow and ice.
|
||||
# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly.
|
||||
BiomeTemperature: 0.0
|
||||
|
||||
# Biome wetness. Float value from 0.0 to 1.0.
|
||||
# If this biome is a custom biome, and this value is set to 0, no rain will fall.
|
||||
# On default biomes, this won't do anything except changing the grass and leaves colors slightly.
|
||||
BiomeWetness: 0.4
|
||||
|
||||
# Biome sky color.
|
||||
SkyColor: #7BA5FF
|
||||
|
||||
# Biome water color multiplier.
|
||||
WaterColor: #FFFFFF
|
||||
|
||||
# Biome grass color.
|
||||
GrassColor: #FFFFFF
|
||||
|
||||
# Whether the grass color is a multiplier.
|
||||
# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness.
|
||||
# If you set it to false, the grass color will be just this color.
|
||||
GrassColorIsMultiplier: true
|
||||
|
||||
# Biome foliage color.
|
||||
FoliageColor: #FFFFFF
|
||||
|
||||
# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details.
|
||||
FoliageColorIsMultiplier: true
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Resource queue | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This section control all resources spawning after terrain generation.
|
||||
# The resources will be placed in this order.
|
||||
|
||||
# Keep in mind that a high size, frequency or rarity might slow down terrain generation.
|
||||
|
||||
# Possible resources:
|
||||
# DoResourceInheritance(true|false)
|
||||
# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# CustomObject(Object[,AnotherObject[,...]])
|
||||
# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]])
|
||||
# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]
|
||||
# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....])
|
||||
# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# AboveWaterRes(BlockName,Frequency,Rarity)
|
||||
# Vines(Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
|
||||
# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
|
||||
# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]
|
||||
# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...])
|
||||
|
||||
# BlockName: must be the name of a block. May include block data, like "WOOL:1".
|
||||
# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All".
|
||||
# Frequency: number of attempts to place this resource in each chunk.
|
||||
# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass.
|
||||
# MinAltitude and MaxAltitude: height limits.
|
||||
# BlockSource: mean where or whereupon resource will be placed
|
||||
# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree -
|
||||
# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom -
|
||||
# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 -
|
||||
# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree)
|
||||
# DarkOak (from the roofed forest biome) - Acacia
|
||||
# You can also use your own custom objects, as long as they have set Tree to true in their settings.
|
||||
# TreeTypeChance: similar to Rarity. Example:
|
||||
# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance),
|
||||
# if that fails, it attempts to place Taiga2 (100% chance).
|
||||
# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip
|
||||
# or simply a BlockName
|
||||
# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike
|
||||
# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can
|
||||
# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn
|
||||
# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have
|
||||
# this biome in their spawnInBiome setting.
|
||||
|
||||
# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot.
|
||||
# Liquid resource: a one-block water or lava source
|
||||
# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks
|
||||
# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1).
|
||||
# CustomStructure resource: starts a BO3 structure in the chunk.
|
||||
|
||||
Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone)
|
||||
Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone)
|
||||
Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone)
|
||||
Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone)
|
||||
Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone)
|
||||
Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone)
|
||||
UnderGroundLake(25,60,2,5.0,0,49)
|
||||
Liquid(minecraft:water,20,100.0,8,128,minecraft:stone)
|
||||
Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone)
|
||||
SmallLake(minecraft:water,4,7.0,8,119)
|
||||
SmallLake(minecraft:lava,2,1.0,8,119)
|
||||
UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass)
|
||||
UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay)
|
||||
UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass)
|
||||
Dungeon(8,100.0,0,128)
|
||||
Tree(10,Taiga1,35,Taiga2,100)
|
||||
Grass(Tallgrass,NotGrouped,10,100.0,minecraft:grass,minecraft:dirt)
|
||||
Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass)
|
||||
CustomObject(UseWorld)
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Sapling resource | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# TerrainControl allows you to grow your custom objects from saplings, instead
|
||||
# of the vanilla trees. Add one or more Sapling functions here to override vanilla
|
||||
# spawning for that sapling.
|
||||
|
||||
# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....])
|
||||
# Works like Tree resource instead first parameter.
|
||||
|
||||
# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood
|
||||
# All - will make the tree spawn from all saplings, but not from mushrooms.
|
||||
# BigJungle - for when 4 jungle saplings grow at once.
|
||||
# RedMushroom/BrownMushroom - will only grow when bonemeal is used.
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Custom objects | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# These objects will spawn when using the UseBiome keyword.
|
||||
BiomeObjects:
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Structures | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Here you can change, enable or disable the stuctures.
|
||||
# If you have disabled the structure in the WorldConfig, it won't spawn,
|
||||
# regardless of these settings.
|
||||
# Disables strongholds for this biome. If there is no suitable biome nearby,
|
||||
# Minecraft will ignore this setting.
|
||||
StrongholdsEnabled: true
|
||||
|
||||
# Whether an Ocean Monument can be placed in this biome.
|
||||
OceanMonumentsEnabled: false
|
||||
|
||||
# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes.
|
||||
NetherFortressesEnabled: false
|
||||
|
||||
# Whether Woodland Mansions are enabled in this biome.
|
||||
MansionsEnabled: false
|
||||
|
||||
# The village type in this biome. Can be wood, sandstone or disabled.
|
||||
VillageType: disabled
|
||||
|
||||
# The mineshaft type in this biome. Can be normal, mesa or disabled.
|
||||
MineshaftType: normal
|
||||
|
||||
# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos.
|
||||
# Note that mineshafts will never spawn, regardless of this setting, if
|
||||
# MineshaftType was set to disabled
|
||||
MineshaftRarity: 1.0
|
||||
|
||||
# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled.
|
||||
RareBuildingType: disabled
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Mob spawning | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# It's not possible to change mob spawns in vanilla biomes. These
|
||||
# are the values used by vanilla for this biome. They are read-only:
|
||||
# changes to this setting are ignored and overwritten.
|
||||
|
||||
# The monsters (skeletons, zombies, etc.) that spawn in this biome
|
||||
SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}]
|
||||
|
||||
# The friendly creatures (cows, pigs, etc.) that spawn in this biome
|
||||
SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:wolf", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:rabbit", "weight": 4, "min": 2, "max": 3}]
|
||||
|
||||
# The water creatures (only squids in vanilla) that spawn in this biome
|
||||
SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}]
|
||||
|
||||
# The ambient creatures (only bats in vanila) that spawn in this biome
|
||||
SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}]
|
||||
|
455
TerrainControl/worlds/world/WorldBiomes/Cold Taiga.bc
Executable file
455
TerrainControl/worlds/world/WorldBiomes/Cold Taiga.bc
Executable file
|
@ -0,0 +1,455 @@
|
|||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Biome Inheritance | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This should be the value of the biomeConfig you wish to extend.
|
||||
# The extended config will be loaded, at which point the configs included below
|
||||
# will overwrite any configs loaded from the extended config.
|
||||
BiomeExtends:
|
||||
|
||||
# When set to true, all resources of the parent biome (if any) will be copied
|
||||
# to the resources queue of this biome. If a resource in the parent biome looks
|
||||
# very similar to that of a child biome (for example, two ores of the same type)
|
||||
# it won't be copied.
|
||||
ResourceInheritance: true
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Biome placement | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth).
|
||||
# Higher numbers give a smaller biome, lower numbers a larger biome.
|
||||
# How this setting is used depends on the value of BiomeMode in the WorldConfig.
|
||||
# It will be used for:
|
||||
# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups
|
||||
# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal.
|
||||
# For biomes spawned as isles, borders or rivers other settings are available.
|
||||
# Isle biomes: BiomeSizeWhenIsle (see below)
|
||||
# Border biomes: BiomeSizeWhenBorder (see below)
|
||||
# River biomes: RiverSize (see WorldConfig)
|
||||
BiomeSize: 4
|
||||
|
||||
# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others.
|
||||
# Example for normal biome :
|
||||
# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes).
|
||||
# 50 rarity mean 1/11 chance than other
|
||||
# For isle biomes see the BiomeRarityWhenIsle setting below.
|
||||
# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome.
|
||||
BiomeRarity: 35
|
||||
|
||||
# The hexadecimal color value of this biome. Used in the output of the /tc map command,
|
||||
# and used in the input of BiomeMode: FromImage.
|
||||
BiomeColor: #31554A
|
||||
|
||||
####################
|
||||
# Isle biomes only #
|
||||
####################
|
||||
|
||||
# To spawn a biome as an isle, you need to add it first to the
|
||||
# IsleBiomes list in the WorldConfig.
|
||||
|
||||
# List of biomes in which this biome will spawn as an isle.
|
||||
# For example, Mushroom Isles spawn inside the Ocean biome.
|
||||
IsleInBiome:
|
||||
|
||||
# Size of this biome when spawned as an isle biome in BiomeMode: Normal.
|
||||
# Valid values range from 0 to GenerationDepth.
|
||||
# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going
|
||||
# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome.
|
||||
BiomeSizeWhenIsle: 6
|
||||
|
||||
# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal.
|
||||
BiomeRarityWhenIsle: 97
|
||||
|
||||
######################
|
||||
# Border biomes only #
|
||||
######################
|
||||
|
||||
# To spawn a biome as a border, you need to add it first to the
|
||||
# BorderBiomes list in the WorldConfig.
|
||||
|
||||
# List of biomes this biome can be a border of.
|
||||
# For example, the Beach biome is a border on the Ocean biome, so
|
||||
# it can spawn anywhere on the border of an ocean.
|
||||
BiomeIsBorder:
|
||||
|
||||
# List of biomes that cancel spawning of this biome.
|
||||
# For example, the Beach biome will never spawn next to an Extreme Hills biome.
|
||||
NotBorderNear:
|
||||
|
||||
# Size of this biome when spawned as a border biome in BiomeMode: Normal.
|
||||
# Valid values range from 0 to GenerationDepth.
|
||||
# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going
|
||||
# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome.
|
||||
BiomeSizeWhenBorder: 8
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Terrain height and volatility | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# BiomeHeight mean how much height will be added in terrain generation
|
||||
# It is double value from -10.0 to 10.0
|
||||
# Value 0.0 equivalent half of map height with all other default settings
|
||||
BiomeHeight: 0.2
|
||||
|
||||
# Biome volatility.
|
||||
BiomeVolatility: 0.2
|
||||
|
||||
# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting
|
||||
# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 .
|
||||
# So if two biomes next to each other have both a smooth radius of 2, the
|
||||
# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide.
|
||||
SmoothRadius: 2
|
||||
|
||||
# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation.
|
||||
# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative.
|
||||
MaxAverageHeight: 0.0
|
||||
|
||||
# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation.
|
||||
# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative.
|
||||
MaxAverageDepth: 0.0
|
||||
|
||||
# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes.
|
||||
# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler.
|
||||
Volatility1: 0.0
|
||||
|
||||
Volatility2: 0.0
|
||||
|
||||
# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain.
|
||||
VolatilityWeight1: 0.5
|
||||
|
||||
VolatilityWeight2: 0.45
|
||||
|
||||
# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height.
|
||||
DisableBiomeHeight: false
|
||||
|
||||
# List of custom height factors, 17 double entries, each controls about 7
|
||||
# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller
|
||||
# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height
|
||||
# Example:
|
||||
# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0
|
||||
# Makes empty layer above bedrock layer.
|
||||
CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Rivers | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# There are two different river systems - the standard one and the improved one.
|
||||
# See the ImprovedRivers settting in the WorldConfig. Both modes have different
|
||||
# river settings, so carefully read the headers to know which settings you can use.
|
||||
|
||||
########################
|
||||
# ImprovedRivers:false #
|
||||
########################
|
||||
|
||||
# Only available when ImprovedRivers is set to false in the WorldConfig.
|
||||
# Sets which biome is used as the river biome.
|
||||
RiverBiome: River
|
||||
|
||||
#######################
|
||||
# ImprovedRivers:true #
|
||||
#######################
|
||||
|
||||
# Only available when ImprovedRivers is set to true in the WorldConfig.
|
||||
|
||||
# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome
|
||||
RiverHeight: -1.0
|
||||
|
||||
# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome
|
||||
RiverVolatility: 0.3
|
||||
|
||||
# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome
|
||||
# Can be used to create elevated rivers
|
||||
RiverWaterLevel: 63
|
||||
|
||||
# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome
|
||||
RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Blocks | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Change this to generate something else than stone in the biome.
|
||||
StoneBlock: minecraft:stone
|
||||
|
||||
# Surface block, usually GRASS.
|
||||
SurfaceBlock: minecraft:grass
|
||||
|
||||
# Block from stone to surface, like dirt in most biomes.
|
||||
GroundBlock: minecraft:dirt
|
||||
|
||||
# Setting for biomes with more complex surface and ground blocks.
|
||||
# Each column in the world has a noise value from what appears to be -7 to 7.
|
||||
# Values near 0 are more common than values near -7 and 7. This setting is
|
||||
# used to change the surface block based on the noise value for the column.
|
||||
# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]]
|
||||
# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0
|
||||
# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0
|
||||
# gravel with stone just below and between 0.0 and 10.0 there's only dirt.
|
||||
# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock
|
||||
# and GroundBlock will never appear in this biome.
|
||||
|
||||
# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks
|
||||
# like the blocks found in the Mesa biomes.
|
||||
SurfaceAndGroundControl:
|
||||
|
||||
# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight])
|
||||
# Example :
|
||||
# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS)
|
||||
# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height
|
||||
ReplacedBlocks: None
|
||||
|
||||
################################
|
||||
# Water / Lava & Frozen States #
|
||||
################################
|
||||
|
||||
# Set this to false to use the "Water / Lava & Frozen States" settings of this biome.
|
||||
UseWorldWaterLevel: true
|
||||
|
||||
# Set water level. Every empty between this levels will be fill water or another block from WaterBlock.
|
||||
WaterLevelMax: 63
|
||||
|
||||
WaterLevelMin: 0
|
||||
|
||||
# Block used as water in WaterLevelMax
|
||||
WaterBlock: minecraft:water
|
||||
|
||||
# Block used as ice. Ice only spawns if the BiomeTemperture is low enough.
|
||||
IceBlock: minecraft:ice
|
||||
|
||||
# Block used as cooled or frozen lava.
|
||||
# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes
|
||||
CooledLavaBlock: minecraft:lava
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Visuals and weather | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Most of the settings here only have an effect on players with the client version of Terrain Control installed.
|
||||
# Biome temperature. Float value from 0.0 to 2.0.
|
||||
# When this value is around 0.2, snow will fall on mountain peaks above y=90.
|
||||
# When this value is around 0.1, the whole biome will be covered in snow and ice.
|
||||
# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly.
|
||||
BiomeTemperature: 0.0
|
||||
|
||||
# Biome wetness. Float value from 0.0 to 1.0.
|
||||
# If this biome is a custom biome, and this value is set to 0, no rain will fall.
|
||||
# On default biomes, this won't do anything except changing the grass and leaves colors slightly.
|
||||
BiomeWetness: 0.4
|
||||
|
||||
# Biome sky color.
|
||||
SkyColor: #7BA5FF
|
||||
|
||||
# Biome water color multiplier.
|
||||
WaterColor: #FFFFFF
|
||||
|
||||
# Biome grass color.
|
||||
GrassColor: #FFFFFF
|
||||
|
||||
# Whether the grass color is a multiplier.
|
||||
# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness.
|
||||
# If you set it to false, the grass color will be just this color.
|
||||
GrassColorIsMultiplier: true
|
||||
|
||||
# Biome foliage color.
|
||||
FoliageColor: #FFFFFF
|
||||
|
||||
# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details.
|
||||
FoliageColorIsMultiplier: true
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Resource queue | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This section control all resources spawning after terrain generation.
|
||||
# The resources will be placed in this order.
|
||||
|
||||
# Keep in mind that a high size, frequency or rarity might slow down terrain generation.
|
||||
|
||||
# Possible resources:
|
||||
# DoResourceInheritance(true|false)
|
||||
# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# CustomObject(Object[,AnotherObject[,...]])
|
||||
# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]])
|
||||
# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]
|
||||
# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....])
|
||||
# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# AboveWaterRes(BlockName,Frequency,Rarity)
|
||||
# Vines(Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
|
||||
# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
|
||||
# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]
|
||||
# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...])
|
||||
|
||||
# BlockName: must be the name of a block. May include block data, like "WOOL:1".
|
||||
# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All".
|
||||
# Frequency: number of attempts to place this resource in each chunk.
|
||||
# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass.
|
||||
# MinAltitude and MaxAltitude: height limits.
|
||||
# BlockSource: mean where or whereupon resource will be placed
|
||||
# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree -
|
||||
# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom -
|
||||
# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 -
|
||||
# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree)
|
||||
# DarkOak (from the roofed forest biome) - Acacia
|
||||
# You can also use your own custom objects, as long as they have set Tree to true in their settings.
|
||||
# TreeTypeChance: similar to Rarity. Example:
|
||||
# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance),
|
||||
# if that fails, it attempts to place Taiga2 (100% chance).
|
||||
# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip
|
||||
# or simply a BlockName
|
||||
# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike
|
||||
# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can
|
||||
# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn
|
||||
# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have
|
||||
# this biome in their spawnInBiome setting.
|
||||
|
||||
# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot.
|
||||
# Liquid resource: a one-block water or lava source
|
||||
# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks
|
||||
# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1).
|
||||
# CustomStructure resource: starts a BO3 structure in the chunk.
|
||||
|
||||
Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone)
|
||||
Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone)
|
||||
Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone)
|
||||
Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone)
|
||||
Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone)
|
||||
Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone)
|
||||
UnderGroundLake(25,60,2,5.0,0,49)
|
||||
Liquid(minecraft:water,20,100.0,8,128,minecraft:stone)
|
||||
Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone)
|
||||
SmallLake(minecraft:water,4,7.0,8,119)
|
||||
SmallLake(minecraft:lava,2,1.0,8,119)
|
||||
UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass)
|
||||
UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay)
|
||||
UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass)
|
||||
Dungeon(8,100.0,0,128)
|
||||
Tree(10,Taiga1,35,Taiga2,100)
|
||||
Grass(Tallgrass,NotGrouped,10,100.0,minecraft:grass,minecraft:dirt)
|
||||
Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass)
|
||||
CustomObject(UseWorld)
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Sapling resource | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# TerrainControl allows you to grow your custom objects from saplings, instead
|
||||
# of the vanilla trees. Add one or more Sapling functions here to override vanilla
|
||||
# spawning for that sapling.
|
||||
|
||||
# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....])
|
||||
# Works like Tree resource instead first parameter.
|
||||
|
||||
# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood
|
||||
# All - will make the tree spawn from all saplings, but not from mushrooms.
|
||||
# BigJungle - for when 4 jungle saplings grow at once.
|
||||
# RedMushroom/BrownMushroom - will only grow when bonemeal is used.
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Custom objects | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# These objects will spawn when using the UseBiome keyword.
|
||||
BiomeObjects:
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Structures | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Here you can change, enable or disable the stuctures.
|
||||
# If you have disabled the structure in the WorldConfig, it won't spawn,
|
||||
# regardless of these settings.
|
||||
# Disables strongholds for this biome. If there is no suitable biome nearby,
|
||||
# Minecraft will ignore this setting.
|
||||
StrongholdsEnabled: true
|
||||
|
||||
# Whether an Ocean Monument can be placed in this biome.
|
||||
OceanMonumentsEnabled: false
|
||||
|
||||
# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes.
|
||||
NetherFortressesEnabled: false
|
||||
|
||||
# Whether Woodland Mansions are enabled in this biome.
|
||||
MansionsEnabled: false
|
||||
|
||||
# The village type in this biome. Can be wood, sandstone or disabled.
|
||||
VillageType: disabled
|
||||
|
||||
# The mineshaft type in this biome. Can be normal, mesa or disabled.
|
||||
MineshaftType: normal
|
||||
|
||||
# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos.
|
||||
# Note that mineshafts will never spawn, regardless of this setting, if
|
||||
# MineshaftType was set to disabled
|
||||
MineshaftRarity: 1.0
|
||||
|
||||
# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled.
|
||||
RareBuildingType: igloo
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Mob spawning | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# It's not possible to change mob spawns in vanilla biomes. These
|
||||
# are the values used by vanilla for this biome. They are read-only:
|
||||
# changes to this setting are ignored and overwritten.
|
||||
|
||||
# The monsters (skeletons, zombies, etc.) that spawn in this biome
|
||||
SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}]
|
||||
|
||||
# The friendly creatures (cows, pigs, etc.) that spawn in this biome
|
||||
SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:wolf", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:rabbit", "weight": 4, "min": 2, "max": 3}]
|
||||
|
||||
# The water creatures (only squids in vanilla) that spawn in this biome
|
||||
SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}]
|
||||
|
||||
# The ambient creatures (only bats in vanila) that spawn in this biome
|
||||
SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}]
|
||||
|
455
TerrainControl/worlds/world/WorldBiomes/Deep Ocean.bc
Executable file
455
TerrainControl/worlds/world/WorldBiomes/Deep Ocean.bc
Executable file
|
@ -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}]
|
||||
|
458
TerrainControl/worlds/world/WorldBiomes/Desert M.bc
Executable file
458
TerrainControl/worlds/world/WorldBiomes/Desert M.bc
Executable file
|
@ -0,0 +1,458 @@
|
|||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Biome Inheritance | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This should be the value of the biomeConfig you wish to extend.
|
||||
# The extended config will be loaded, at which point the configs included below
|
||||
# will overwrite any configs loaded from the extended config.
|
||||
BiomeExtends:
|
||||
|
||||
# When set to true, all resources of the parent biome (if any) will be copied
|
||||
# to the resources queue of this biome. If a resource in the parent biome looks
|
||||
# very similar to that of a child biome (for example, two ores of the same type)
|
||||
# it won't be copied.
|
||||
ResourceInheritance: true
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Biome placement | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth).
|
||||
# Higher numbers give a smaller biome, lower numbers a larger biome.
|
||||
# How this setting is used depends on the value of BiomeMode in the WorldConfig.
|
||||
# It will be used for:
|
||||
# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups
|
||||
# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal.
|
||||
# For biomes spawned as isles, borders or rivers other settings are available.
|
||||
# Isle biomes: BiomeSizeWhenIsle (see below)
|
||||
# Border biomes: BiomeSizeWhenBorder (see below)
|
||||
# River biomes: RiverSize (see WorldConfig)
|
||||
BiomeSize: 4
|
||||
|
||||
# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others.
|
||||
# Example for normal biome :
|
||||
# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes).
|
||||
# 50 rarity mean 1/11 chance than other
|
||||
# For isle biomes see the BiomeRarityWhenIsle setting below.
|
||||
# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome.
|
||||
BiomeRarity: 10
|
||||
|
||||
# The hexadecimal color value of this biome. Used in the output of the /tc map command,
|
||||
# and used in the input of BiomeMode: FromImage.
|
||||
BiomeColor: #E58208
|
||||
|
||||
####################
|
||||
# Isle biomes only #
|
||||
####################
|
||||
|
||||
# To spawn a biome as an isle, you need to add it first to the
|
||||
# IsleBiomes list in the WorldConfig.
|
||||
|
||||
# List of biomes in which this biome will spawn as an isle.
|
||||
# For example, Mushroom Isles spawn inside the Ocean biome.
|
||||
IsleInBiome:
|
||||
|
||||
# Size of this biome when spawned as an isle biome in BiomeMode: Normal.
|
||||
# Valid values range from 0 to GenerationDepth.
|
||||
# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going
|
||||
# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome.
|
||||
BiomeSizeWhenIsle: 6
|
||||
|
||||
# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal.
|
||||
BiomeRarityWhenIsle: 97
|
||||
|
||||
######################
|
||||
# Border biomes only #
|
||||
######################
|
||||
|
||||
# To spawn a biome as a border, you need to add it first to the
|
||||
# BorderBiomes list in the WorldConfig.
|
||||
|
||||
# List of biomes this biome can be a border of.
|
||||
# For example, the Beach biome is a border on the Ocean biome, so
|
||||
# it can spawn anywhere on the border of an ocean.
|
||||
BiomeIsBorder:
|
||||
|
||||
# List of biomes that cancel spawning of this biome.
|
||||
# For example, the Beach biome will never spawn next to an Extreme Hills biome.
|
||||
NotBorderNear:
|
||||
|
||||
# Size of this biome when spawned as a border biome in BiomeMode: Normal.
|
||||
# Valid values range from 0 to GenerationDepth.
|
||||
# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going
|
||||
# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome.
|
||||
BiomeSizeWhenBorder: 8
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Terrain height and volatility | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# BiomeHeight mean how much height will be added in terrain generation
|
||||
# It is double value from -10.0 to 10.0
|
||||
# Value 0.0 equivalent half of map height with all other default settings
|
||||
BiomeHeight: 0.225
|
||||
|
||||
# Biome volatility.
|
||||
BiomeVolatility: 0.25
|
||||
|
||||
# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting
|
||||
# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 .
|
||||
# So if two biomes next to each other have both a smooth radius of 2, the
|
||||
# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide.
|
||||
SmoothRadius: 2
|
||||
|
||||
# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation.
|
||||
# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative.
|
||||
MaxAverageHeight: 0.0
|
||||
|
||||
# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation.
|
||||
# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative.
|
||||
MaxAverageDepth: 0.0
|
||||
|
||||
# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes.
|
||||
# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler.
|
||||
Volatility1: 0.0
|
||||
|
||||
Volatility2: 0.0
|
||||
|
||||
# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain.
|
||||
VolatilityWeight1: 0.5
|
||||
|
||||
VolatilityWeight2: 0.45
|
||||
|
||||
# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height.
|
||||
DisableBiomeHeight: false
|
||||
|
||||
# List of custom height factors, 17 double entries, each controls about 7
|
||||
# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller
|
||||
# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height
|
||||
# Example:
|
||||
# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0
|
||||
# Makes empty layer above bedrock layer.
|
||||
CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Rivers | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# There are two different river systems - the standard one and the improved one.
|
||||
# See the ImprovedRivers settting in the WorldConfig. Both modes have different
|
||||
# river settings, so carefully read the headers to know which settings you can use.
|
||||
|
||||
########################
|
||||
# ImprovedRivers:false #
|
||||
########################
|
||||
|
||||
# Only available when ImprovedRivers is set to false in the WorldConfig.
|
||||
# Sets which biome is used as the river biome.
|
||||
RiverBiome: River
|
||||
|
||||
#######################
|
||||
# ImprovedRivers:true #
|
||||
#######################
|
||||
|
||||
# Only available when ImprovedRivers is set to true in the WorldConfig.
|
||||
|
||||
# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome
|
||||
RiverHeight: -1.0
|
||||
|
||||
# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome
|
||||
RiverVolatility: 0.3
|
||||
|
||||
# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome
|
||||
# Can be used to create elevated rivers
|
||||
RiverWaterLevel: 63
|
||||
|
||||
# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome
|
||||
RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Blocks | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Change this to generate something else than stone in the biome.
|
||||
StoneBlock: minecraft:stone
|
||||
|
||||
# Surface block, usually GRASS.
|
||||
SurfaceBlock: minecraft:sand
|
||||
|
||||
# Block from stone to surface, like dirt in most biomes.
|
||||
GroundBlock: minecraft:sand
|
||||
|
||||
# Setting for biomes with more complex surface and ground blocks.
|
||||
# Each column in the world has a noise value from what appears to be -7 to 7.
|
||||
# Values near 0 are more common than values near -7 and 7. This setting is
|
||||
# used to change the surface block based on the noise value for the column.
|
||||
# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]]
|
||||
# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0
|
||||
# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0
|
||||
# gravel with stone just below and between 0.0 and 10.0 there's only dirt.
|
||||
# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock
|
||||
# and GroundBlock will never appear in this biome.
|
||||
|
||||
# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks
|
||||
# like the blocks found in the Mesa biomes.
|
||||
SurfaceAndGroundControl:
|
||||
|
||||
# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight])
|
||||
# Example :
|
||||
# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS)
|
||||
# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height
|
||||
ReplacedBlocks: None
|
||||
|
||||
################################
|
||||
# Water / Lava & Frozen States #
|
||||
################################
|
||||
|
||||
# Set this to false to use the "Water / Lava & Frozen States" settings of this biome.
|
||||
UseWorldWaterLevel: true
|
||||
|
||||
# Set water level. Every empty between this levels will be fill water or another block from WaterBlock.
|
||||
WaterLevelMax: 63
|
||||
|
||||
WaterLevelMin: 0
|
||||
|
||||
# Block used as water in WaterLevelMax
|
||||
WaterBlock: minecraft:water
|
||||
|
||||
# Block used as ice. Ice only spawns if the BiomeTemperture is low enough.
|
||||
IceBlock: minecraft:ice
|
||||
|
||||
# Block used as cooled or frozen lava.
|
||||
# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes
|
||||
CooledLavaBlock: minecraft:lava
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Visuals and weather | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Most of the settings here only have an effect on players with the client version of Terrain Control installed.
|
||||
# Biome temperature. Float value from 0.0 to 2.0.
|
||||
# When this value is around 0.2, snow will fall on mountain peaks above y=90.
|
||||
# When this value is around 0.1, the whole biome will be covered in snow and ice.
|
||||
# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly.
|
||||
BiomeTemperature: 2.0
|
||||
|
||||
# Biome wetness. Float value from 0.0 to 1.0.
|
||||
# If this biome is a custom biome, and this value is set to 0, no rain will fall.
|
||||
# On default biomes, this won't do anything except changing the grass and leaves colors slightly.
|
||||
BiomeWetness: 0.0
|
||||
|
||||
# Biome sky color.
|
||||
SkyColor: #7BA5FF
|
||||
|
||||
# Biome water color multiplier.
|
||||
WaterColor: #FFFFFF
|
||||
|
||||
# Biome grass color.
|
||||
GrassColor: #FFFFFF
|
||||
|
||||
# Whether the grass color is a multiplier.
|
||||
# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness.
|
||||
# If you set it to false, the grass color will be just this color.
|
||||
GrassColorIsMultiplier: true
|
||||
|
||||
# Biome foliage color.
|
||||
FoliageColor: #FFFFFF
|
||||
|
||||
# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details.
|
||||
FoliageColorIsMultiplier: true
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Resource queue | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This section control all resources spawning after terrain generation.
|
||||
# The resources will be placed in this order.
|
||||
|
||||
# Keep in mind that a high size, frequency or rarity might slow down terrain generation.
|
||||
|
||||
# Possible resources:
|
||||
# DoResourceInheritance(true|false)
|
||||
# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# CustomObject(Object[,AnotherObject[,...]])
|
||||
# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]])
|
||||
# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]
|
||||
# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....])
|
||||
# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# AboveWaterRes(BlockName,Frequency,Rarity)
|
||||
# Vines(Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
|
||||
# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
|
||||
# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]
|
||||
# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...])
|
||||
|
||||
# BlockName: must be the name of a block. May include block data, like "WOOL:1".
|
||||
# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All".
|
||||
# Frequency: number of attempts to place this resource in each chunk.
|
||||
# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass.
|
||||
# MinAltitude and MaxAltitude: height limits.
|
||||
# BlockSource: mean where or whereupon resource will be placed
|
||||
# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree -
|
||||
# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom -
|
||||
# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 -
|
||||
# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree)
|
||||
# DarkOak (from the roofed forest biome) - Acacia
|
||||
# You can also use your own custom objects, as long as they have set Tree to true in their settings.
|
||||
# TreeTypeChance: similar to Rarity. Example:
|
||||
# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance),
|
||||
# if that fails, it attempts to place Taiga2 (100% chance).
|
||||
# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip
|
||||
# or simply a BlockName
|
||||
# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike
|
||||
# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can
|
||||
# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn
|
||||
# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have
|
||||
# this biome in their spawnInBiome setting.
|
||||
|
||||
# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot.
|
||||
# Liquid resource: a one-block water or lava source
|
||||
# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks
|
||||
# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1).
|
||||
# CustomStructure resource: starts a BO3 structure in the chunk.
|
||||
|
||||
Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone)
|
||||
Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone)
|
||||
Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone)
|
||||
Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone)
|
||||
Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone)
|
||||
Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone)
|
||||
UnderGroundLake(25,60,2,5.0,0,49)
|
||||
Liquid(minecraft:water,20,100.0,8,128,minecraft:stone)
|
||||
Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone)
|
||||
SmallLake(minecraft:water,4,7.0,8,119)
|
||||
SmallLake(minecraft:lava,2,1.0,8,119)
|
||||
Well(minecraft:sandstone,minecraft:stone_slab:1,minecraft:water,1,0.1,2,128,minecraft:sand)
|
||||
UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass)
|
||||
UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay)
|
||||
UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass)
|
||||
Dungeon(8,100.0,0,128)
|
||||
Fossil(1.156)
|
||||
Grass(minecraft:deadbush,NotGrouped,4,100.0,minecraft:sand,minecraft:hardened_clay,minecraft:stained_hardened_clay,minecraft:dirt)
|
||||
Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass)
|
||||
Reed(minecraft:reeds,10,100.0,0,128,minecraft:grass,minecraft:dirt,minecraft:sand)
|
||||
Cactus(minecraft:cactus,10,100.0,0,128,minecraft:sand)
|
||||
CustomObject(UseWorld)
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Sapling resource | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# TerrainControl allows you to grow your custom objects from saplings, instead
|
||||
# of the vanilla trees. Add one or more Sapling functions here to override vanilla
|
||||
# spawning for that sapling.
|
||||
|
||||
# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....])
|
||||
# Works like Tree resource instead first parameter.
|
||||
|
||||
# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood
|
||||
# All - will make the tree spawn from all saplings, but not from mushrooms.
|
||||
# BigJungle - for when 4 jungle saplings grow at once.
|
||||
# RedMushroom/BrownMushroom - will only grow when bonemeal is used.
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Custom objects | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# These objects will spawn when using the UseBiome keyword.
|
||||
BiomeObjects:
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Structures | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Here you can change, enable or disable the stuctures.
|
||||
# If you have disabled the structure in the WorldConfig, it won't spawn,
|
||||
# regardless of these settings.
|
||||
# Disables strongholds for this biome. If there is no suitable biome nearby,
|
||||
# Minecraft will ignore this setting.
|
||||
StrongholdsEnabled: true
|
||||
|
||||
# Whether an Ocean Monument can be placed in this biome.
|
||||
OceanMonumentsEnabled: false
|
||||
|
||||
# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes.
|
||||
NetherFortressesEnabled: false
|
||||
|
||||
# Whether Woodland Mansions are enabled in this biome.
|
||||
MansionsEnabled: false
|
||||
|
||||
# The village type in this biome. Can be wood, sandstone or disabled.
|
||||
VillageType: sandstone
|
||||
|
||||
# The mineshaft type in this biome. Can be normal, mesa or disabled.
|
||||
MineshaftType: normal
|
||||
|
||||
# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos.
|
||||
# Note that mineshafts will never spawn, regardless of this setting, if
|
||||
# MineshaftType was set to disabled
|
||||
MineshaftRarity: 1.0
|
||||
|
||||
# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled.
|
||||
RareBuildingType: desertPyramid
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Mob spawning | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# It's not possible to change mob spawns in vanilla biomes. These
|
||||
# are the values used by vanilla for this biome. They are read-only:
|
||||
# changes to this setting are ignored and overwritten.
|
||||
|
||||
# The monsters (skeletons, zombies, etc.) that spawn in this biome
|
||||
SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:zombie", "weight": 19, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 1, "min": 1, "max": 1}, {"mob": "minecraft:husk", "weight": 80, "min": 4, "max": 4}]
|
||||
|
||||
# The friendly creatures (cows, pigs, etc.) that spawn in this biome
|
||||
SpawnCreatures: [{"mob": "minecraft:rabbit", "weight": 4, "min": 2, "max": 3}]
|
||||
|
||||
# The water creatures (only squids in vanilla) that spawn in this biome
|
||||
SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}]
|
||||
|
||||
# The ambient creatures (only bats in vanila) that spawn in this biome
|
||||
SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}]
|
||||
|
457
TerrainControl/worlds/world/WorldBiomes/Desert.bc
Executable file
457
TerrainControl/worlds/world/WorldBiomes/Desert.bc
Executable file
|
@ -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}]
|
||||
|
457
TerrainControl/worlds/world/WorldBiomes/DesertHills.bc
Executable file
457
TerrainControl/worlds/world/WorldBiomes/DesertHills.bc
Executable file
|
@ -0,0 +1,457 @@
|
|||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Biome Inheritance | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This should be the value of the biomeConfig you wish to extend.
|
||||
# The extended config will be loaded, at which point the configs included below
|
||||
# will overwrite any configs loaded from the extended config.
|
||||
BiomeExtends:
|
||||
|
||||
# When set to true, all resources of the parent biome (if any) will be copied
|
||||
# to the resources queue of this biome. If a resource in the parent biome looks
|
||||
# very similar to that of a child biome (for example, two ores of the same type)
|
||||
# it won't be copied.
|
||||
ResourceInheritance: true
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Biome placement | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth).
|
||||
# Higher numbers give a smaller biome, lower numbers a larger biome.
|
||||
# How this setting is used depends on the value of BiomeMode in the WorldConfig.
|
||||
# It will be used for:
|
||||
# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups
|
||||
# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal.
|
||||
# For biomes spawned as isles, borders or rivers other settings are available.
|
||||
# Isle biomes: BiomeSizeWhenIsle (see below)
|
||||
# Border biomes: BiomeSizeWhenBorder (see below)
|
||||
# River biomes: RiverSize (see WorldConfig)
|
||||
BiomeSize: 4
|
||||
|
||||
# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others.
|
||||
# Example for normal biome :
|
||||
# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes).
|
||||
# 50 rarity mean 1/11 chance than other
|
||||
# For isle biomes see the BiomeRarityWhenIsle setting below.
|
||||
# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome.
|
||||
BiomeRarity: 100
|
||||
|
||||
# The hexadecimal color value of this biome. Used in the output of the /tc map command,
|
||||
# and used in the input of BiomeMode: FromImage.
|
||||
BiomeColor: #D25F12
|
||||
|
||||
####################
|
||||
# Isle biomes only #
|
||||
####################
|
||||
|
||||
# To spawn a biome as an isle, you need to add it first to the
|
||||
# IsleBiomes list in the WorldConfig.
|
||||
|
||||
# List of biomes in which this biome will spawn as an isle.
|
||||
# For example, Mushroom Isles spawn inside the Ocean biome.
|
||||
IsleInBiome: Desert
|
||||
|
||||
# Size of this biome when spawned as an isle biome in BiomeMode: Normal.
|
||||
# Valid values range from 0 to GenerationDepth.
|
||||
# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going
|
||||
# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome.
|
||||
BiomeSizeWhenIsle: 6
|
||||
|
||||
# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal.
|
||||
BiomeRarityWhenIsle: 97
|
||||
|
||||
######################
|
||||
# Border biomes only #
|
||||
######################
|
||||
|
||||
# To spawn a biome as a border, you need to add it first to the
|
||||
# BorderBiomes list in the WorldConfig.
|
||||
|
||||
# List of biomes this biome can be a border of.
|
||||
# For example, the Beach biome is a border on the Ocean biome, so
|
||||
# it can spawn anywhere on the border of an ocean.
|
||||
BiomeIsBorder:
|
||||
|
||||
# List of biomes that cancel spawning of this biome.
|
||||
# For example, the Beach biome will never spawn next to an Extreme Hills biome.
|
||||
NotBorderNear:
|
||||
|
||||
# Size of this biome when spawned as a border biome in BiomeMode: Normal.
|
||||
# Valid values range from 0 to GenerationDepth.
|
||||
# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going
|
||||
# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome.
|
||||
BiomeSizeWhenBorder: 8
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Terrain height and volatility | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# BiomeHeight mean how much height will be added in terrain generation
|
||||
# It is double value from -10.0 to 10.0
|
||||
# Value 0.0 equivalent half of map height with all other default settings
|
||||
BiomeHeight: 0.45
|
||||
|
||||
# Biome volatility.
|
||||
BiomeVolatility: 0.3
|
||||
|
||||
# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting
|
||||
# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 .
|
||||
# So if two biomes next to each other have both a smooth radius of 2, the
|
||||
# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide.
|
||||
SmoothRadius: 2
|
||||
|
||||
# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation.
|
||||
# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative.
|
||||
MaxAverageHeight: 0.0
|
||||
|
||||
# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation.
|
||||
# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative.
|
||||
MaxAverageDepth: 0.0
|
||||
|
||||
# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes.
|
||||
# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler.
|
||||
Volatility1: 0.0
|
||||
|
||||
Volatility2: 0.0
|
||||
|
||||
# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain.
|
||||
VolatilityWeight1: 0.5
|
||||
|
||||
VolatilityWeight2: 0.45
|
||||
|
||||
# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height.
|
||||
DisableBiomeHeight: false
|
||||
|
||||
# List of custom height factors, 17 double entries, each controls about 7
|
||||
# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller
|
||||
# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height
|
||||
# Example:
|
||||
# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0
|
||||
# Makes empty layer above bedrock layer.
|
||||
CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Rivers | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# There are two different river systems - the standard one and the improved one.
|
||||
# See the ImprovedRivers settting in the WorldConfig. Both modes have different
|
||||
# river settings, so carefully read the headers to know which settings you can use.
|
||||
|
||||
########################
|
||||
# ImprovedRivers:false #
|
||||
########################
|
||||
|
||||
# Only available when ImprovedRivers is set to false in the WorldConfig.
|
||||
# Sets which biome is used as the river biome.
|
||||
RiverBiome: River
|
||||
|
||||
#######################
|
||||
# ImprovedRivers:true #
|
||||
#######################
|
||||
|
||||
# Only available when ImprovedRivers is set to true in the WorldConfig.
|
||||
|
||||
# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome
|
||||
RiverHeight: -1.0
|
||||
|
||||
# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome
|
||||
RiverVolatility: 0.3
|
||||
|
||||
# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome
|
||||
# Can be used to create elevated rivers
|
||||
RiverWaterLevel: 63
|
||||
|
||||
# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome
|
||||
RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Blocks | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Change this to generate something else than stone in the biome.
|
||||
StoneBlock: minecraft:stone
|
||||
|
||||
# Surface block, usually GRASS.
|
||||
SurfaceBlock: minecraft:sand
|
||||
|
||||
# Block from stone to surface, like dirt in most biomes.
|
||||
GroundBlock: minecraft:sand
|
||||
|
||||
# Setting for biomes with more complex surface and ground blocks.
|
||||
# Each column in the world has a noise value from what appears to be -7 to 7.
|
||||
# Values near 0 are more common than values near -7 and 7. This setting is
|
||||
# used to change the surface block based on the noise value for the column.
|
||||
# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]]
|
||||
# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0
|
||||
# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0
|
||||
# gravel with stone just below and between 0.0 and 10.0 there's only dirt.
|
||||
# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock
|
||||
# and GroundBlock will never appear in this biome.
|
||||
|
||||
# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks
|
||||
# like the blocks found in the Mesa biomes.
|
||||
SurfaceAndGroundControl:
|
||||
|
||||
# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight])
|
||||
# Example :
|
||||
# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS)
|
||||
# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height
|
||||
ReplacedBlocks: None
|
||||
|
||||
################################
|
||||
# Water / Lava & Frozen States #
|
||||
################################
|
||||
|
||||
# Set this to false to use the "Water / Lava & Frozen States" settings of this biome.
|
||||
UseWorldWaterLevel: true
|
||||
|
||||
# Set water level. Every empty between this levels will be fill water or another block from WaterBlock.
|
||||
WaterLevelMax: 63
|
||||
|
||||
WaterLevelMin: 0
|
||||
|
||||
# Block used as water in WaterLevelMax
|
||||
WaterBlock: minecraft:water
|
||||
|
||||
# Block used as ice. Ice only spawns if the BiomeTemperture is low enough.
|
||||
IceBlock: minecraft:ice
|
||||
|
||||
# Block used as cooled or frozen lava.
|
||||
# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes
|
||||
CooledLavaBlock: minecraft:lava
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Visuals and weather | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Most of the settings here only have an effect on players with the client version of Terrain Control installed.
|
||||
# Biome temperature. Float value from 0.0 to 2.0.
|
||||
# When this value is around 0.2, snow will fall on mountain peaks above y=90.
|
||||
# When this value is around 0.1, the whole biome will be covered in snow and ice.
|
||||
# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly.
|
||||
BiomeTemperature: 2.0
|
||||
|
||||
# Biome wetness. Float value from 0.0 to 1.0.
|
||||
# If this biome is a custom biome, and this value is set to 0, no rain will fall.
|
||||
# On default biomes, this won't do anything except changing the grass and leaves colors slightly.
|
||||
BiomeWetness: 0.0
|
||||
|
||||
# Biome sky color.
|
||||
SkyColor: #7BA5FF
|
||||
|
||||
# Biome water color multiplier.
|
||||
WaterColor: #FFFFFF
|
||||
|
||||
# Biome grass color.
|
||||
GrassColor: #FFFFFF
|
||||
|
||||
# Whether the grass color is a multiplier.
|
||||
# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness.
|
||||
# If you set it to false, the grass color will be just this color.
|
||||
GrassColorIsMultiplier: true
|
||||
|
||||
# Biome foliage color.
|
||||
FoliageColor: #FFFFFF
|
||||
|
||||
# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details.
|
||||
FoliageColorIsMultiplier: true
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Resource queue | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This section control all resources spawning after terrain generation.
|
||||
# The resources will be placed in this order.
|
||||
|
||||
# Keep in mind that a high size, frequency or rarity might slow down terrain generation.
|
||||
|
||||
# Possible resources:
|
||||
# DoResourceInheritance(true|false)
|
||||
# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# CustomObject(Object[,AnotherObject[,...]])
|
||||
# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]])
|
||||
# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]
|
||||
# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....])
|
||||
# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# AboveWaterRes(BlockName,Frequency,Rarity)
|
||||
# Vines(Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
|
||||
# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
|
||||
# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]
|
||||
# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...])
|
||||
|
||||
# BlockName: must be the name of a block. May include block data, like "WOOL:1".
|
||||
# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All".
|
||||
# Frequency: number of attempts to place this resource in each chunk.
|
||||
# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass.
|
||||
# MinAltitude and MaxAltitude: height limits.
|
||||
# BlockSource: mean where or whereupon resource will be placed
|
||||
# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree -
|
||||
# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom -
|
||||
# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 -
|
||||
# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree)
|
||||
# DarkOak (from the roofed forest biome) - Acacia
|
||||
# You can also use your own custom objects, as long as they have set Tree to true in their settings.
|
||||
# TreeTypeChance: similar to Rarity. Example:
|
||||
# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance),
|
||||
# if that fails, it attempts to place Taiga2 (100% chance).
|
||||
# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip
|
||||
# or simply a BlockName
|
||||
# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike
|
||||
# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can
|
||||
# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn
|
||||
# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have
|
||||
# this biome in their spawnInBiome setting.
|
||||
|
||||
# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot.
|
||||
# Liquid resource: a one-block water or lava source
|
||||
# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks
|
||||
# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1).
|
||||
# CustomStructure resource: starts a BO3 structure in the chunk.
|
||||
|
||||
Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone)
|
||||
Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone)
|
||||
Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone)
|
||||
Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone)
|
||||
Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone)
|
||||
Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone)
|
||||
UnderGroundLake(25,60,2,5.0,0,49)
|
||||
Liquid(minecraft:water,20,100.0,8,128,minecraft:stone)
|
||||
Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone)
|
||||
SmallLake(minecraft:lava,2,1.0,8,119)
|
||||
Well(minecraft:sandstone,minecraft:stone_slab:1,minecraft:water,1,0.1,2,128,minecraft:sand)
|
||||
UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass)
|
||||
UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay)
|
||||
UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass)
|
||||
Dungeon(8,100.0,0,128)
|
||||
Fossil(1.156)
|
||||
Grass(minecraft:deadbush,NotGrouped,4,100.0,minecraft:sand,minecraft:hardened_clay,minecraft:stained_hardened_clay,minecraft:dirt)
|
||||
Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass)
|
||||
Reed(minecraft:reeds,50,100.0,0,128,minecraft:grass,minecraft:dirt,minecraft:sand)
|
||||
Cactus(minecraft:cactus,10,100.0,0,128,minecraft:sand)
|
||||
CustomObject(UseWorld)
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Sapling resource | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# TerrainControl allows you to grow your custom objects from saplings, instead
|
||||
# of the vanilla trees. Add one or more Sapling functions here to override vanilla
|
||||
# spawning for that sapling.
|
||||
|
||||
# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....])
|
||||
# Works like Tree resource instead first parameter.
|
||||
|
||||
# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood
|
||||
# All - will make the tree spawn from all saplings, but not from mushrooms.
|
||||
# BigJungle - for when 4 jungle saplings grow at once.
|
||||
# RedMushroom/BrownMushroom - will only grow when bonemeal is used.
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Custom objects | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# These objects will spawn when using the UseBiome keyword.
|
||||
BiomeObjects:
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Structures | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Here you can change, enable or disable the stuctures.
|
||||
# If you have disabled the structure in the WorldConfig, it won't spawn,
|
||||
# regardless of these settings.
|
||||
# Disables strongholds for this biome. If there is no suitable biome nearby,
|
||||
# Minecraft will ignore this setting.
|
||||
StrongholdsEnabled: true
|
||||
|
||||
# Whether an Ocean Monument can be placed in this biome.
|
||||
OceanMonumentsEnabled: false
|
||||
|
||||
# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes.
|
||||
NetherFortressesEnabled: false
|
||||
|
||||
# Whether Woodland Mansions are enabled in this biome.
|
||||
MansionsEnabled: false
|
||||
|
||||
# The village type in this biome. Can be wood, sandstone or disabled.
|
||||
VillageType: sandstone
|
||||
|
||||
# The mineshaft type in this biome. Can be normal, mesa or disabled.
|
||||
MineshaftType: normal
|
||||
|
||||
# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos.
|
||||
# Note that mineshafts will never spawn, regardless of this setting, if
|
||||
# MineshaftType was set to disabled
|
||||
MineshaftRarity: 1.0
|
||||
|
||||
# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled.
|
||||
RareBuildingType: desertPyramid
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Mob spawning | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# It's not possible to change mob spawns in vanilla biomes. These
|
||||
# are the values used by vanilla for this biome. They are read-only:
|
||||
# changes to this setting are ignored and overwritten.
|
||||
|
||||
# The monsters (skeletons, zombies, etc.) that spawn in this biome
|
||||
SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:zombie", "weight": 19, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 1, "min": 1, "max": 1}, {"mob": "minecraft:husk", "weight": 80, "min": 4, "max": 4}]
|
||||
|
||||
# The friendly creatures (cows, pigs, etc.) that spawn in this biome
|
||||
SpawnCreatures: [{"mob": "minecraft:rabbit", "weight": 4, "min": 2, "max": 3}]
|
||||
|
||||
# The water creatures (only squids in vanilla) that spawn in this biome
|
||||
SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}]
|
||||
|
||||
# The ambient creatures (only bats in vanila) that spawn in this biome
|
||||
SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}]
|
||||
|
482
TerrainControl/worlds/world/WorldBiomes/Extreme Hills Coastline.bc
Executable file
482
TerrainControl/worlds/world/WorldBiomes/Extreme Hills Coastline.bc
Executable file
|
@ -0,0 +1,482 @@
|
|||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Biome Inheritance | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This should be the value of the biomeConfig you wish to extend.
|
||||
# The extended config will be loaded, at which point the configs included below
|
||||
# will overwrite any configs loaded from the extended config.
|
||||
BiomeExtends:
|
||||
|
||||
# When set to true, all resources of the parent biome (if any) will be copied
|
||||
# to the resources queue of this biome. If a resource in the parent biome looks
|
||||
# very similar to that of a child biome (for example, two ores of the same type)
|
||||
# it won't be copied.
|
||||
ResourceInheritance: true
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Biome placement | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth).
|
||||
# Higher numbers give a smaller biome, lower numbers a larger biome.
|
||||
# How this setting is used depends on the value of BiomeMode in the WorldConfig.
|
||||
# It will be used for:
|
||||
# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups
|
||||
# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal.
|
||||
# For biomes spawned as isles, borders or rivers other settings are available.
|
||||
# Isle biomes: BiomeSizeWhenIsle (see below)
|
||||
# Border biomes: BiomeSizeWhenBorder (see below)
|
||||
# River biomes: RiverSize (see WorldConfig)
|
||||
BiomeSize: 4
|
||||
|
||||
# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others.
|
||||
# Example for normal biome :
|
||||
# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes).
|
||||
# 50 rarity mean 1/11 chance than other
|
||||
# For isle biomes see the BiomeRarityWhenIsle setting below.
|
||||
# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome.
|
||||
BiomeRarity: 10
|
||||
|
||||
# The hexadecimal color value of this biome. Used in the output of the /tc map command,
|
||||
# and used in the input of BiomeMode: FromImage.
|
||||
BiomeColor: #5F7E5F
|
||||
|
||||
# Replace this biome to specified after the terrain is generated.
|
||||
# This will make the world files contain the id of the specified biome, instead of the id of this biome.
|
||||
# This will cause saplings, colors and mob spawning work as in specified biome.
|
||||
ReplaceToBiomeName: Extreme Hills
|
||||
|
||||
####################
|
||||
# Isle biomes only #
|
||||
####################
|
||||
|
||||
# To spawn a biome as an isle, you need to add it first to the
|
||||
# IsleBiomes list in the WorldConfig.
|
||||
|
||||
# List of biomes in which this biome will spawn as an isle.
|
||||
# For example, Mushroom Isles spawn inside the Ocean biome.
|
||||
IsleInBiome:
|
||||
|
||||
# Size of this biome when spawned as an isle biome in BiomeMode: Normal.
|
||||
# Valid values range from 0 to GenerationDepth.
|
||||
# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going
|
||||
# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome.
|
||||
BiomeSizeWhenIsle: 6
|
||||
|
||||
# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal.
|
||||
BiomeRarityWhenIsle: 97
|
||||
|
||||
######################
|
||||
# Border biomes only #
|
||||
######################
|
||||
|
||||
# To spawn a biome as a border, you need to add it first to the
|
||||
# BorderBiomes list in the WorldConfig.
|
||||
|
||||
# List of biomes this biome can be a border of.
|
||||
# For example, the Beach biome is a border on the Ocean biome, so
|
||||
# it can spawn anywhere on the border of an ocean.
|
||||
BiomeIsBorder:
|
||||
|
||||
# List of biomes that cancel spawning of this biome.
|
||||
# For example, the Beach biome will never spawn next to an Extreme Hills biome.
|
||||
NotBorderNear:
|
||||
|
||||
# Size of this biome when spawned as a border biome in BiomeMode: Normal.
|
||||
# Valid values range from 0 to GenerationDepth.
|
||||
# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going
|
||||
# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome.
|
||||
BiomeSizeWhenBorder: 8
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Terrain height and volatility | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# BiomeHeight mean how much height will be added in terrain generation
|
||||
# It is double value from -10.0 to 10.0
|
||||
# Value 0.0 equivalent half of map height with all other default settings
|
||||
BiomeHeight: 1.0
|
||||
|
||||
# Biome volatility.
|
||||
BiomeVolatility: 0.9
|
||||
|
||||
# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting
|
||||
# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 .
|
||||
# So if two biomes next to each other have both a smooth radius of 2, the
|
||||
# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide.
|
||||
SmoothRadius: 10
|
||||
|
||||
# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation.
|
||||
# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative.
|
||||
MaxAverageHeight: 1.8
|
||||
|
||||
# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation.
|
||||
# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative.
|
||||
MaxAverageDepth: -0.5
|
||||
|
||||
# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes.
|
||||
# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler.
|
||||
Volatility1: 0.0
|
||||
|
||||
Volatility2: 0.0
|
||||
|
||||
# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain.
|
||||
VolatilityWeight1: 0.5
|
||||
|
||||
VolatilityWeight2: 0.45
|
||||
|
||||
# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height.
|
||||
DisableBiomeHeight: false
|
||||
|
||||
# List of custom height factors, 17 double entries, each controls about 7
|
||||
# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller
|
||||
# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height
|
||||
# Example:
|
||||
# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0
|
||||
# Makes empty layer above bedrock layer.
|
||||
CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Rivers | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# There are two different river systems - the standard one and the improved one.
|
||||
# See the ImprovedRivers settting in the WorldConfig. Both modes have different
|
||||
# river settings, so carefully read the headers to know which settings you can use.
|
||||
|
||||
########################
|
||||
# ImprovedRivers:false #
|
||||
########################
|
||||
|
||||
# Only available when ImprovedRivers is set to false in the WorldConfig.
|
||||
# Sets which biome is used as the river biome.
|
||||
RiverBiome: River
|
||||
|
||||
#######################
|
||||
# ImprovedRivers:true #
|
||||
#######################
|
||||
|
||||
# Only available when ImprovedRivers is set to true in the WorldConfig.
|
||||
|
||||
# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome
|
||||
RiverHeight: -1.0
|
||||
|
||||
# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome
|
||||
RiverVolatility: 0.3
|
||||
|
||||
# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome
|
||||
# Can be used to create elevated rivers
|
||||
RiverWaterLevel: 63
|
||||
|
||||
# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome
|
||||
RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Blocks | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Change this to generate something else than stone in the biome.
|
||||
StoneBlock: minecraft:stone
|
||||
|
||||
# Surface block, usually GRASS.
|
||||
SurfaceBlock: minecraft:grass
|
||||
|
||||
# Block from stone to surface, like dirt in most biomes.
|
||||
GroundBlock: minecraft:dirt
|
||||
|
||||
# Setting for biomes with more complex surface and ground blocks.
|
||||
# Each column in the world has a noise value from what appears to be -7 to 7.
|
||||
# Values near 0 are more common than values near -7 and 7. This setting is
|
||||
# used to change the surface block based on the noise value for the column.
|
||||
# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]]
|
||||
# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0
|
||||
# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0
|
||||
# gravel with stone just below and between 0.0 and 10.0 there's only dirt.
|
||||
# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock
|
||||
# and GroundBlock will never appear in this biome.
|
||||
|
||||
# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks
|
||||
# like the blocks found in the Mesa biomes.
|
||||
SurfaceAndGroundControl: minecraft:gravel, minecraft:gravel, -1.0, minecraft:grass, minecraft:dirt, 2.0, minecraft:gravel, minecraft:gravel, 10.0
|
||||
|
||||
# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight])
|
||||
# Example :
|
||||
# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS)
|
||||
# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height
|
||||
ReplacedBlocks: None
|
||||
|
||||
################################
|
||||
# Water / Lava & Frozen States #
|
||||
################################
|
||||
|
||||
# Set this to false to use the "Water / Lava & Frozen States" settings of this biome.
|
||||
UseWorldWaterLevel: true
|
||||
|
||||
# Set water level. Every empty between this levels will be fill water or another block from WaterBlock.
|
||||
WaterLevelMax: 63
|
||||
|
||||
WaterLevelMin: 0
|
||||
|
||||
# Block used as water in WaterLevelMax
|
||||
WaterBlock: minecraft:water
|
||||
|
||||
# Block used as ice. Ice only spawns if the BiomeTemperture is low enough.
|
||||
IceBlock: minecraft:ice
|
||||
|
||||
# Block used as cooled or frozen lava.
|
||||
# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes
|
||||
CooledLavaBlock: minecraft:lava
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Visuals and weather | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Most of the settings here only have an effect on players with the client version of Terrain Control installed.
|
||||
# Biome temperature. Float value from 0.0 to 2.0.
|
||||
# When this value is around 0.2, snow will fall on mountain peaks above y=90.
|
||||
# When this value is around 0.1, the whole biome will be covered in snow and ice.
|
||||
# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly.
|
||||
BiomeTemperature: 0.2
|
||||
|
||||
# Biome wetness. Float value from 0.0 to 1.0.
|
||||
# If this biome is a custom biome, and this value is set to 0, no rain will fall.
|
||||
# On default biomes, this won't do anything except changing the grass and leaves colors slightly.
|
||||
BiomeWetness: 0.3
|
||||
|
||||
# Biome sky color.
|
||||
SkyColor: #7BA5FF
|
||||
|
||||
# Biome water color multiplier.
|
||||
WaterColor: #FFFFFF
|
||||
|
||||
# Biome grass color.
|
||||
GrassColor: #FFFFFF
|
||||
|
||||
# Whether the grass color is a multiplier.
|
||||
# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness.
|
||||
# If you set it to false, the grass color will be just this color.
|
||||
GrassColorIsMultiplier: true
|
||||
|
||||
# Biome foliage color.
|
||||
FoliageColor: #FFFFFF
|
||||
|
||||
# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details.
|
||||
FoliageColorIsMultiplier: true
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Resource queue | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This section control all resources spawning after terrain generation.
|
||||
# The resources will be placed in this order.
|
||||
|
||||
# Keep in mind that a high size, frequency or rarity might slow down terrain generation.
|
||||
|
||||
# Possible resources:
|
||||
# DoResourceInheritance(true|false)
|
||||
# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# CustomObject(Object[,AnotherObject[,...]])
|
||||
# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]])
|
||||
# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]
|
||||
# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....])
|
||||
# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# AboveWaterRes(BlockName,Frequency,Rarity)
|
||||
# Vines(Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
|
||||
# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
|
||||
# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]
|
||||
# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...])
|
||||
|
||||
# BlockName: must be the name of a block. May include block data, like "WOOL:1".
|
||||
# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All".
|
||||
# Frequency: number of attempts to place this resource in each chunk.
|
||||
# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass.
|
||||
# MinAltitude and MaxAltitude: height limits.
|
||||
# BlockSource: mean where or whereupon resource will be placed
|
||||
# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree -
|
||||
# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom -
|
||||
# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 -
|
||||
# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree)
|
||||
# DarkOak (from the roofed forest biome) - Acacia
|
||||
# You can also use your own custom objects, as long as they have set Tree to true in their settings.
|
||||
# TreeTypeChance: similar to Rarity. Example:
|
||||
# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance),
|
||||
# if that fails, it attempts to place Taiga2 (100% chance).
|
||||
# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip
|
||||
# or simply a BlockName
|
||||
# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike
|
||||
# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can
|
||||
# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn
|
||||
# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have
|
||||
# this biome in their spawnInBiome setting.
|
||||
|
||||
# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot.
|
||||
# Liquid resource: a one-block water or lava source
|
||||
# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks
|
||||
# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1).
|
||||
# CustomStructure resource: starts a BO3 structure in the chunk.
|
||||
|
||||
Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone)
|
||||
Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone)
|
||||
Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone)
|
||||
Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone)
|
||||
Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone)
|
||||
Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:emerald_ore,5,1,100.0,4,31,minecraft:stone)
|
||||
UnderGroundLake(25,60,2,5.0,0,49)
|
||||
Liquid(minecraft:water,20,100.0,8,128,minecraft:stone)
|
||||
Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone)
|
||||
SmallLake(minecraft:water,4,7.0,8,119)
|
||||
SmallLake(minecraft:lava,2,1.0,8,119)
|
||||
UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass)
|
||||
UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay)
|
||||
UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass)
|
||||
Dungeon(8,100.0,0,128)
|
||||
SurfacePatch(minecraft:stone,minecraft:air,63,73,minecraft:grass,minecraft:dirt)
|
||||
Tree(1,Taiga2,10,BigTree,1,Tree,9)
|
||||
Grass(Tallgrass,NotGrouped,10,100.0,minecraft:grass,minecraft:dirt)
|
||||
Plant(Tallgrass,40,100.0,63,73,minecraft:grass,minecraft:dirt)
|
||||
Plant(Dandelion,4,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass)
|
||||
CustomObject(UseWorld)
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Sapling resource | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# TerrainControl allows you to grow your custom objects from saplings, instead
|
||||
# of the vanilla trees. Add one or more Sapling functions here to override vanilla
|
||||
# spawning for that sapling.
|
||||
|
||||
# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....])
|
||||
# Works like Tree resource instead first parameter.
|
||||
|
||||
# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood
|
||||
# All - will make the tree spawn from all saplings, but not from mushrooms.
|
||||
# BigJungle - for when 4 jungle saplings grow at once.
|
||||
# RedMushroom/BrownMushroom - will only grow when bonemeal is used.
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Custom objects | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# These objects will spawn when using the UseBiome keyword.
|
||||
BiomeObjects:
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Structures | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Here you can change, enable or disable the stuctures.
|
||||
# If you have disabled the structure in the WorldConfig, it won't spawn,
|
||||
# regardless of these settings.
|
||||
# Disables strongholds for this biome. If there is no suitable biome nearby,
|
||||
# Minecraft will ignore this setting.
|
||||
StrongholdsEnabled: true
|
||||
|
||||
# Whether an Ocean Monument can be placed in this biome.
|
||||
OceanMonumentsEnabled: false
|
||||
|
||||
# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes.
|
||||
NetherFortressesEnabled: false
|
||||
|
||||
# Whether Woodland Mansions are enabled in this biome.
|
||||
MansionsEnabled: false
|
||||
|
||||
# The village type in this biome. Can be wood, sandstone or disabled.
|
||||
VillageType: disabled
|
||||
|
||||
# The mineshaft type in this biome. Can be normal, mesa or disabled.
|
||||
MineshaftType: normal
|
||||
|
||||
# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos.
|
||||
# Note that mineshafts will never spawn, regardless of this setting, if
|
||||
# MineshaftType was set to disabled
|
||||
MineshaftRarity: 1.0
|
||||
|
||||
# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled.
|
||||
RareBuildingType: disabled
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Mob spawning | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This is where you configure mob spawning. Mobs spawn in groups,
|
||||
# see http://minecraft.gamepedia.com/Spawn#Mob_spawning
|
||||
|
||||
# A mobgroups is made of four parts. They are mob, weight, min and max.
|
||||
# The mob is one of the Minecraft internal mob names.
|
||||
# See http://minecraft.gamepedia.com/Chunk_format#Mobs
|
||||
# The weight is used for a random selection. This is a positive integer.
|
||||
# The min is the minimum amount of mobs spawning as a group. This is a positive integer.
|
||||
# The max is the maximum amount of mobs spawning as a group. This is a positive integer.
|
||||
|
||||
# Mob groups are written to the config files in Json.
|
||||
# Json is a tree document format: http://en.wikipedia.org/wiki/JSON
|
||||
# Write a mobgroup like this: {"mob": "mobname", "weight": integer, "min": integer, "max": integer}
|
||||
# For example: {"mob": "Ocelot", "weight": 10, "min": 2, "max": 6}
|
||||
# For example: {"mob": "MushroomCow", "weight": 5, "min": 2, "max": 2}
|
||||
# A json list of mobgroups looks like this: [mobgroup, mobgroup, mobgroup...]
|
||||
# This would be an ampty list: []
|
||||
# You can validate your json here: http://jsonlint.com/
|
||||
|
||||
# There are four categories of mobs: monsters, creatures, water creatures and ambient creatures.
|
||||
# In custom biomes, you can add your own mobgroups in the lists below. In the vanilla biomes,
|
||||
# your changes are ignored.
|
||||
|
||||
# The monsters (skeletons, zombies, etc.) that spawn in this biome
|
||||
SpawnMonsters: [{"mob": "spider", "weight": 100, "min": 4, "max": 4}, {"mob": "zombie", "weight": 100, "min": 4, "max": 4}, {"mob": "skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "slime", "weight": 100, "min": 4, "max": 4}, {"mob": "enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "witch", "weight": 5, "min": 1, "max": 1}]
|
||||
|
||||
# The friendly creatures (cows, pigs, etc.) that spawn in this biome
|
||||
SpawnCreatures: [{"mob": "sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "pig", "weight": 10, "min": 4, "max": 4}, {"mob": "chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "cow", "weight": 8, "min": 4, "max": 4}]
|
||||
|
||||
# The water creatures (only squids in vanilla) that spawn in this biome
|
||||
SpawnWaterCreatures: [{"mob": "squid", "weight": 10, "min": 4, "max": 4}]
|
||||
|
||||
# The ambient creatures (only bats in vanila) that spawn in this biome
|
||||
SpawnAmbientCreatures: [{"mob": "bat", "weight": 10, "min": 8, "max": 8}]
|
||||
|
456
TerrainControl/worlds/world/WorldBiomes/Extreme Hills Edge.bc
Executable file
456
TerrainControl/worlds/world/WorldBiomes/Extreme Hills Edge.bc
Executable file
|
@ -0,0 +1,456 @@
|
|||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Biome Inheritance | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This should be the value of the biomeConfig you wish to extend.
|
||||
# The extended config will be loaded, at which point the configs included below
|
||||
# will overwrite any configs loaded from the extended config.
|
||||
BiomeExtends:
|
||||
|
||||
# When set to true, all resources of the parent biome (if any) will be copied
|
||||
# to the resources queue of this biome. If a resource in the parent biome looks
|
||||
# very similar to that of a child biome (for example, two ores of the same type)
|
||||
# it won't be copied.
|
||||
ResourceInheritance: true
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Biome placement | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth).
|
||||
# Higher numbers give a smaller biome, lower numbers a larger biome.
|
||||
# How this setting is used depends on the value of BiomeMode in the WorldConfig.
|
||||
# It will be used for:
|
||||
# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups
|
||||
# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal.
|
||||
# For biomes spawned as isles, borders or rivers other settings are available.
|
||||
# Isle biomes: BiomeSizeWhenIsle (see below)
|
||||
# Border biomes: BiomeSizeWhenBorder (see below)
|
||||
# River biomes: RiverSize (see WorldConfig)
|
||||
BiomeSize: 4
|
||||
|
||||
# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others.
|
||||
# Example for normal biome :
|
||||
# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes).
|
||||
# 50 rarity mean 1/11 chance than other
|
||||
# For isle biomes see the BiomeRarityWhenIsle setting below.
|
||||
# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome.
|
||||
BiomeRarity: 100
|
||||
|
||||
# The hexadecimal color value of this biome. Used in the output of the /tc map command,
|
||||
# and used in the input of BiomeMode: FromImage.
|
||||
BiomeColor: #72789A
|
||||
|
||||
####################
|
||||
# Isle biomes only #
|
||||
####################
|
||||
|
||||
# To spawn a biome as an isle, you need to add it first to the
|
||||
# IsleBiomes list in the WorldConfig.
|
||||
|
||||
# List of biomes in which this biome will spawn as an isle.
|
||||
# For example, Mushroom Isles spawn inside the Ocean biome.
|
||||
IsleInBiome:
|
||||
|
||||
# Size of this biome when spawned as an isle biome in BiomeMode: Normal.
|
||||
# Valid values range from 0 to GenerationDepth.
|
||||
# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going
|
||||
# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome.
|
||||
BiomeSizeWhenIsle: 6
|
||||
|
||||
# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal.
|
||||
BiomeRarityWhenIsle: 97
|
||||
|
||||
######################
|
||||
# Border biomes only #
|
||||
######################
|
||||
|
||||
# To spawn a biome as a border, you need to add it first to the
|
||||
# BorderBiomes list in the WorldConfig.
|
||||
|
||||
# List of biomes this biome can be a border of.
|
||||
# For example, the Beach biome is a border on the Ocean biome, so
|
||||
# it can spawn anywhere on the border of an ocean.
|
||||
BiomeIsBorder: Extreme Hills
|
||||
|
||||
# List of biomes that cancel spawning of this biome.
|
||||
# For example, the Beach biome will never spawn next to an Extreme Hills biome.
|
||||
NotBorderNear: Extreme Hills+
|
||||
|
||||
# Size of this biome when spawned as a border biome in BiomeMode: Normal.
|
||||
# Valid values range from 0 to GenerationDepth.
|
||||
# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going
|
||||
# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome.
|
||||
BiomeSizeWhenBorder: 8
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Terrain height and volatility | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# BiomeHeight mean how much height will be added in terrain generation
|
||||
# It is double value from -10.0 to 10.0
|
||||
# Value 0.0 equivalent half of map height with all other default settings
|
||||
BiomeHeight: 0.8
|
||||
|
||||
# Biome volatility.
|
||||
BiomeVolatility: 0.3
|
||||
|
||||
# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting
|
||||
# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 .
|
||||
# So if two biomes next to each other have both a smooth radius of 2, the
|
||||
# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide.
|
||||
SmoothRadius: 2
|
||||
|
||||
# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation.
|
||||
# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative.
|
||||
MaxAverageHeight: 0.0
|
||||
|
||||
# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation.
|
||||
# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative.
|
||||
MaxAverageDepth: 0.0
|
||||
|
||||
# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes.
|
||||
# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler.
|
||||
Volatility1: 0.0
|
||||
|
||||
Volatility2: 0.0
|
||||
|
||||
# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain.
|
||||
VolatilityWeight1: 0.5
|
||||
|
||||
VolatilityWeight2: 0.45
|
||||
|
||||
# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height.
|
||||
DisableBiomeHeight: false
|
||||
|
||||
# List of custom height factors, 17 double entries, each controls about 7
|
||||
# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller
|
||||
# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height
|
||||
# Example:
|
||||
# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0
|
||||
# Makes empty layer above bedrock layer.
|
||||
CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Rivers | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# There are two different river systems - the standard one and the improved one.
|
||||
# See the ImprovedRivers settting in the WorldConfig. Both modes have different
|
||||
# river settings, so carefully read the headers to know which settings you can use.
|
||||
|
||||
########################
|
||||
# ImprovedRivers:false #
|
||||
########################
|
||||
|
||||
# Only available when ImprovedRivers is set to false in the WorldConfig.
|
||||
# Sets which biome is used as the river biome.
|
||||
RiverBiome: River
|
||||
|
||||
#######################
|
||||
# ImprovedRivers:true #
|
||||
#######################
|
||||
|
||||
# Only available when ImprovedRivers is set to true in the WorldConfig.
|
||||
|
||||
# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome
|
||||
RiverHeight: -1.0
|
||||
|
||||
# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome
|
||||
RiverVolatility: 0.3
|
||||
|
||||
# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome
|
||||
# Can be used to create elevated rivers
|
||||
RiverWaterLevel: 63
|
||||
|
||||
# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome
|
||||
RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Blocks | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Change this to generate something else than stone in the biome.
|
||||
StoneBlock: minecraft:stone
|
||||
|
||||
# Surface block, usually GRASS.
|
||||
SurfaceBlock: minecraft:grass
|
||||
|
||||
# Block from stone to surface, like dirt in most biomes.
|
||||
GroundBlock: minecraft:dirt
|
||||
|
||||
# Setting for biomes with more complex surface and ground blocks.
|
||||
# Each column in the world has a noise value from what appears to be -7 to 7.
|
||||
# Values near 0 are more common than values near -7 and 7. This setting is
|
||||
# used to change the surface block based on the noise value for the column.
|
||||
# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]]
|
||||
# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0
|
||||
# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0
|
||||
# gravel with stone just below and between 0.0 and 10.0 there's only dirt.
|
||||
# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock
|
||||
# and GroundBlock will never appear in this biome.
|
||||
|
||||
# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks
|
||||
# like the blocks found in the Mesa biomes.
|
||||
SurfaceAndGroundControl:
|
||||
|
||||
# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight])
|
||||
# Example :
|
||||
# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS)
|
||||
# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height
|
||||
ReplacedBlocks: None
|
||||
|
||||
################################
|
||||
# Water / Lava & Frozen States #
|
||||
################################
|
||||
|
||||
# Set this to false to use the "Water / Lava & Frozen States" settings of this biome.
|
||||
UseWorldWaterLevel: true
|
||||
|
||||
# Set water level. Every empty between this levels will be fill water or another block from WaterBlock.
|
||||
WaterLevelMax: 63
|
||||
|
||||
WaterLevelMin: 0
|
||||
|
||||
# Block used as water in WaterLevelMax
|
||||
WaterBlock: minecraft:water
|
||||
|
||||
# Block used as ice. Ice only spawns if the BiomeTemperture is low enough.
|
||||
IceBlock: minecraft:ice
|
||||
|
||||
# Block used as cooled or frozen lava.
|
||||
# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes
|
||||
CooledLavaBlock: minecraft:lava
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Visuals and weather | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Most of the settings here only have an effect on players with the client version of Terrain Control installed.
|
||||
# Biome temperature. Float value from 0.0 to 2.0.
|
||||
# When this value is around 0.2, snow will fall on mountain peaks above y=90.
|
||||
# When this value is around 0.1, the whole biome will be covered in snow and ice.
|
||||
# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly.
|
||||
BiomeTemperature: 0.2
|
||||
|
||||
# Biome wetness. Float value from 0.0 to 1.0.
|
||||
# If this biome is a custom biome, and this value is set to 0, no rain will fall.
|
||||
# On default biomes, this won't do anything except changing the grass and leaves colors slightly.
|
||||
BiomeWetness: 0.3
|
||||
|
||||
# Biome sky color.
|
||||
SkyColor: #7BA5FF
|
||||
|
||||
# Biome water color multiplier.
|
||||
WaterColor: #FFFFFF
|
||||
|
||||
# Biome grass color.
|
||||
GrassColor: #FFFFFF
|
||||
|
||||
# Whether the grass color is a multiplier.
|
||||
# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness.
|
||||
# If you set it to false, the grass color will be just this color.
|
||||
GrassColorIsMultiplier: true
|
||||
|
||||
# Biome foliage color.
|
||||
FoliageColor: #FFFFFF
|
||||
|
||||
# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details.
|
||||
FoliageColorIsMultiplier: true
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Resource queue | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This section control all resources spawning after terrain generation.
|
||||
# The resources will be placed in this order.
|
||||
|
||||
# Keep in mind that a high size, frequency or rarity might slow down terrain generation.
|
||||
|
||||
# Possible resources:
|
||||
# DoResourceInheritance(true|false)
|
||||
# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# CustomObject(Object[,AnotherObject[,...]])
|
||||
# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]])
|
||||
# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]
|
||||
# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....])
|
||||
# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# AboveWaterRes(BlockName,Frequency,Rarity)
|
||||
# Vines(Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
|
||||
# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
|
||||
# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]
|
||||
# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...])
|
||||
|
||||
# BlockName: must be the name of a block. May include block data, like "WOOL:1".
|
||||
# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All".
|
||||
# Frequency: number of attempts to place this resource in each chunk.
|
||||
# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass.
|
||||
# MinAltitude and MaxAltitude: height limits.
|
||||
# BlockSource: mean where or whereupon resource will be placed
|
||||
# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree -
|
||||
# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom -
|
||||
# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 -
|
||||
# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree)
|
||||
# DarkOak (from the roofed forest biome) - Acacia
|
||||
# You can also use your own custom objects, as long as they have set Tree to true in their settings.
|
||||
# TreeTypeChance: similar to Rarity. Example:
|
||||
# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance),
|
||||
# if that fails, it attempts to place Taiga2 (100% chance).
|
||||
# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip
|
||||
# or simply a BlockName
|
||||
# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike
|
||||
# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can
|
||||
# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn
|
||||
# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have
|
||||
# this biome in their spawnInBiome setting.
|
||||
|
||||
# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot.
|
||||
# Liquid resource: a one-block water or lava source
|
||||
# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks
|
||||
# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1).
|
||||
# CustomStructure resource: starts a BO3 structure in the chunk.
|
||||
|
||||
Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone)
|
||||
Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone)
|
||||
Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone)
|
||||
Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone)
|
||||
Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone)
|
||||
Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:emerald_ore,5,1,100.0,4,31,minecraft:stone)
|
||||
UnderGroundLake(25,60,2,5.0,0,49)
|
||||
Liquid(minecraft:water,20,100.0,8,128,minecraft:stone)
|
||||
Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone)
|
||||
SmallLake(minecraft:water,4,7.0,8,119)
|
||||
SmallLake(minecraft:lava,2,1.0,8,119)
|
||||
UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass)
|
||||
UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay)
|
||||
UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass)
|
||||
Dungeon(8,100.0,0,128)
|
||||
Tree(1,Taiga2,10,BigTree,1,Tree,9)
|
||||
Grass(Tallgrass,NotGrouped,10,100.0,minecraft:grass,minecraft:dirt)
|
||||
Plant(Dandelion,4,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass)
|
||||
CustomObject(UseWorld)
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Sapling resource | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# TerrainControl allows you to grow your custom objects from saplings, instead
|
||||
# of the vanilla trees. Add one or more Sapling functions here to override vanilla
|
||||
# spawning for that sapling.
|
||||
|
||||
# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....])
|
||||
# Works like Tree resource instead first parameter.
|
||||
|
||||
# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood
|
||||
# All - will make the tree spawn from all saplings, but not from mushrooms.
|
||||
# BigJungle - for when 4 jungle saplings grow at once.
|
||||
# RedMushroom/BrownMushroom - will only grow when bonemeal is used.
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Custom objects | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# These objects will spawn when using the UseBiome keyword.
|
||||
BiomeObjects:
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Structures | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Here you can change, enable or disable the stuctures.
|
||||
# If you have disabled the structure in the WorldConfig, it won't spawn,
|
||||
# regardless of these settings.
|
||||
# Disables strongholds for this biome. If there is no suitable biome nearby,
|
||||
# Minecraft will ignore this setting.
|
||||
StrongholdsEnabled: true
|
||||
|
||||
# Whether an Ocean Monument can be placed in this biome.
|
||||
OceanMonumentsEnabled: false
|
||||
|
||||
# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes.
|
||||
NetherFortressesEnabled: false
|
||||
|
||||
# Whether Woodland Mansions are enabled in this biome.
|
||||
MansionsEnabled: false
|
||||
|
||||
# The village type in this biome. Can be wood, sandstone or disabled.
|
||||
VillageType: disabled
|
||||
|
||||
# The mineshaft type in this biome. Can be normal, mesa or disabled.
|
||||
MineshaftType: normal
|
||||
|
||||
# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos.
|
||||
# Note that mineshafts will never spawn, regardless of this setting, if
|
||||
# MineshaftType was set to disabled
|
||||
MineshaftRarity: 1.0
|
||||
|
||||
# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled.
|
||||
RareBuildingType: disabled
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Mob spawning | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# It's not possible to change mob spawns in vanilla biomes. These
|
||||
# are the values used by vanilla for this biome. They are read-only:
|
||||
# changes to this setting are ignored and overwritten.
|
||||
|
||||
# The monsters (skeletons, zombies, etc.) that spawn in this biome
|
||||
SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}]
|
||||
|
||||
# The friendly creatures (cows, pigs, etc.) that spawn in this biome
|
||||
SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:llama", "weight": 5, "min": 4, "max": 6}]
|
||||
|
||||
# The water creatures (only squids in vanilla) that spawn in this biome
|
||||
SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}]
|
||||
|
||||
# The ambient creatures (only bats in vanila) that spawn in this biome
|
||||
SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}]
|
||||
|
456
TerrainControl/worlds/world/WorldBiomes/Extreme Hills M.bc
Executable file
456
TerrainControl/worlds/world/WorldBiomes/Extreme Hills M.bc
Executable file
|
@ -0,0 +1,456 @@
|
|||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Biome Inheritance | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This should be the value of the biomeConfig you wish to extend.
|
||||
# The extended config will be loaded, at which point the configs included below
|
||||
# will overwrite any configs loaded from the extended config.
|
||||
BiomeExtends:
|
||||
|
||||
# When set to true, all resources of the parent biome (if any) will be copied
|
||||
# to the resources queue of this biome. If a resource in the parent biome looks
|
||||
# very similar to that of a child biome (for example, two ores of the same type)
|
||||
# it won't be copied.
|
||||
ResourceInheritance: true
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Biome placement | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth).
|
||||
# Higher numbers give a smaller biome, lower numbers a larger biome.
|
||||
# How this setting is used depends on the value of BiomeMode in the WorldConfig.
|
||||
# It will be used for:
|
||||
# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups
|
||||
# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal.
|
||||
# For biomes spawned as isles, borders or rivers other settings are available.
|
||||
# Isle biomes: BiomeSizeWhenIsle (see below)
|
||||
# Border biomes: BiomeSizeWhenBorder (see below)
|
||||
# River biomes: RiverSize (see WorldConfig)
|
||||
BiomeSize: 4
|
||||
|
||||
# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others.
|
||||
# Example for normal biome :
|
||||
# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes).
|
||||
# 50 rarity mean 1/11 chance than other
|
||||
# For isle biomes see the BiomeRarityWhenIsle setting below.
|
||||
# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome.
|
||||
BiomeRarity: 10
|
||||
|
||||
# The hexadecimal color value of this biome. Used in the output of the /tc map command,
|
||||
# and used in the input of BiomeMode: FromImage.
|
||||
BiomeColor: #525252
|
||||
|
||||
####################
|
||||
# Isle biomes only #
|
||||
####################
|
||||
|
||||
# To spawn a biome as an isle, you need to add it first to the
|
||||
# IsleBiomes list in the WorldConfig.
|
||||
|
||||
# List of biomes in which this biome will spawn as an isle.
|
||||
# For example, Mushroom Isles spawn inside the Ocean biome.
|
||||
IsleInBiome:
|
||||
|
||||
# Size of this biome when spawned as an isle biome in BiomeMode: Normal.
|
||||
# Valid values range from 0 to GenerationDepth.
|
||||
# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going
|
||||
# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome.
|
||||
BiomeSizeWhenIsle: 6
|
||||
|
||||
# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal.
|
||||
BiomeRarityWhenIsle: 97
|
||||
|
||||
######################
|
||||
# Border biomes only #
|
||||
######################
|
||||
|
||||
# To spawn a biome as a border, you need to add it first to the
|
||||
# BorderBiomes list in the WorldConfig.
|
||||
|
||||
# List of biomes this biome can be a border of.
|
||||
# For example, the Beach biome is a border on the Ocean biome, so
|
||||
# it can spawn anywhere on the border of an ocean.
|
||||
BiomeIsBorder:
|
||||
|
||||
# List of biomes that cancel spawning of this biome.
|
||||
# For example, the Beach biome will never spawn next to an Extreme Hills biome.
|
||||
NotBorderNear:
|
||||
|
||||
# Size of this biome when spawned as a border biome in BiomeMode: Normal.
|
||||
# Valid values range from 0 to GenerationDepth.
|
||||
# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going
|
||||
# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome.
|
||||
BiomeSizeWhenBorder: 8
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Terrain height and volatility | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# BiomeHeight mean how much height will be added in terrain generation
|
||||
# It is double value from -10.0 to 10.0
|
||||
# Value 0.0 equivalent half of map height with all other default settings
|
||||
BiomeHeight: 1.0
|
||||
|
||||
# Biome volatility.
|
||||
BiomeVolatility: 0.5
|
||||
|
||||
# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting
|
||||
# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 .
|
||||
# So if two biomes next to each other have both a smooth radius of 2, the
|
||||
# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide.
|
||||
SmoothRadius: 2
|
||||
|
||||
# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation.
|
||||
# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative.
|
||||
MaxAverageHeight: 0.0
|
||||
|
||||
# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation.
|
||||
# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative.
|
||||
MaxAverageDepth: 0.0
|
||||
|
||||
# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes.
|
||||
# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler.
|
||||
Volatility1: 0.0
|
||||
|
||||
Volatility2: 0.0
|
||||
|
||||
# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain.
|
||||
VolatilityWeight1: 0.5
|
||||
|
||||
VolatilityWeight2: 0.45
|
||||
|
||||
# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height.
|
||||
DisableBiomeHeight: false
|
||||
|
||||
# List of custom height factors, 17 double entries, each controls about 7
|
||||
# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller
|
||||
# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height
|
||||
# Example:
|
||||
# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0
|
||||
# Makes empty layer above bedrock layer.
|
||||
CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Rivers | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# There are two different river systems - the standard one and the improved one.
|
||||
# See the ImprovedRivers settting in the WorldConfig. Both modes have different
|
||||
# river settings, so carefully read the headers to know which settings you can use.
|
||||
|
||||
########################
|
||||
# ImprovedRivers:false #
|
||||
########################
|
||||
|
||||
# Only available when ImprovedRivers is set to false in the WorldConfig.
|
||||
# Sets which biome is used as the river biome.
|
||||
RiverBiome: River
|
||||
|
||||
#######################
|
||||
# ImprovedRivers:true #
|
||||
#######################
|
||||
|
||||
# Only available when ImprovedRivers is set to true in the WorldConfig.
|
||||
|
||||
# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome
|
||||
RiverHeight: -1.0
|
||||
|
||||
# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome
|
||||
RiverVolatility: 0.3
|
||||
|
||||
# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome
|
||||
# Can be used to create elevated rivers
|
||||
RiverWaterLevel: 63
|
||||
|
||||
# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome
|
||||
RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Blocks | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Change this to generate something else than stone in the biome.
|
||||
StoneBlock: minecraft:stone
|
||||
|
||||
# Surface block, usually GRASS.
|
||||
SurfaceBlock: minecraft:grass
|
||||
|
||||
# Block from stone to surface, like dirt in most biomes.
|
||||
GroundBlock: minecraft:dirt
|
||||
|
||||
# Setting for biomes with more complex surface and ground blocks.
|
||||
# Each column in the world has a noise value from what appears to be -7 to 7.
|
||||
# Values near 0 are more common than values near -7 and 7. This setting is
|
||||
# used to change the surface block based on the noise value for the column.
|
||||
# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]]
|
||||
# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0
|
||||
# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0
|
||||
# gravel with stone just below and between 0.0 and 10.0 there's only dirt.
|
||||
# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock
|
||||
# and GroundBlock will never appear in this biome.
|
||||
|
||||
# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks
|
||||
# like the blocks found in the Mesa biomes.
|
||||
SurfaceAndGroundControl: minecraft:gravel, minecraft:gravel, -1.0, minecraft:grass, minecraft:dirt, 2.0, minecraft:gravel, minecraft:gravel, 10.0
|
||||
|
||||
# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight])
|
||||
# Example :
|
||||
# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS)
|
||||
# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height
|
||||
ReplacedBlocks: None
|
||||
|
||||
################################
|
||||
# Water / Lava & Frozen States #
|
||||
################################
|
||||
|
||||
# Set this to false to use the "Water / Lava & Frozen States" settings of this biome.
|
||||
UseWorldWaterLevel: true
|
||||
|
||||
# Set water level. Every empty between this levels will be fill water or another block from WaterBlock.
|
||||
WaterLevelMax: 63
|
||||
|
||||
WaterLevelMin: 0
|
||||
|
||||
# Block used as water in WaterLevelMax
|
||||
WaterBlock: minecraft:water
|
||||
|
||||
# Block used as ice. Ice only spawns if the BiomeTemperture is low enough.
|
||||
IceBlock: minecraft:ice
|
||||
|
||||
# Block used as cooled or frozen lava.
|
||||
# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes
|
||||
CooledLavaBlock: minecraft:lava
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Visuals and weather | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Most of the settings here only have an effect on players with the client version of Terrain Control installed.
|
||||
# Biome temperature. Float value from 0.0 to 2.0.
|
||||
# When this value is around 0.2, snow will fall on mountain peaks above y=90.
|
||||
# When this value is around 0.1, the whole biome will be covered in snow and ice.
|
||||
# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly.
|
||||
BiomeTemperature: 0.2
|
||||
|
||||
# Biome wetness. Float value from 0.0 to 1.0.
|
||||
# If this biome is a custom biome, and this value is set to 0, no rain will fall.
|
||||
# On default biomes, this won't do anything except changing the grass and leaves colors slightly.
|
||||
BiomeWetness: 0.3
|
||||
|
||||
# Biome sky color.
|
||||
SkyColor: #7BA5FF
|
||||
|
||||
# Biome water color multiplier.
|
||||
WaterColor: #FFFFFF
|
||||
|
||||
# Biome grass color.
|
||||
GrassColor: #FFFFFF
|
||||
|
||||
# Whether the grass color is a multiplier.
|
||||
# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness.
|
||||
# If you set it to false, the grass color will be just this color.
|
||||
GrassColorIsMultiplier: true
|
||||
|
||||
# Biome foliage color.
|
||||
FoliageColor: #FFFFFF
|
||||
|
||||
# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details.
|
||||
FoliageColorIsMultiplier: true
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Resource queue | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This section control all resources spawning after terrain generation.
|
||||
# The resources will be placed in this order.
|
||||
|
||||
# Keep in mind that a high size, frequency or rarity might slow down terrain generation.
|
||||
|
||||
# Possible resources:
|
||||
# DoResourceInheritance(true|false)
|
||||
# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# CustomObject(Object[,AnotherObject[,...]])
|
||||
# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]])
|
||||
# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]
|
||||
# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....])
|
||||
# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# AboveWaterRes(BlockName,Frequency,Rarity)
|
||||
# Vines(Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
|
||||
# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
|
||||
# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]
|
||||
# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...])
|
||||
|
||||
# BlockName: must be the name of a block. May include block data, like "WOOL:1".
|
||||
# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All".
|
||||
# Frequency: number of attempts to place this resource in each chunk.
|
||||
# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass.
|
||||
# MinAltitude and MaxAltitude: height limits.
|
||||
# BlockSource: mean where or whereupon resource will be placed
|
||||
# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree -
|
||||
# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom -
|
||||
# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 -
|
||||
# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree)
|
||||
# DarkOak (from the roofed forest biome) - Acacia
|
||||
# You can also use your own custom objects, as long as they have set Tree to true in their settings.
|
||||
# TreeTypeChance: similar to Rarity. Example:
|
||||
# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance),
|
||||
# if that fails, it attempts to place Taiga2 (100% chance).
|
||||
# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip
|
||||
# or simply a BlockName
|
||||
# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike
|
||||
# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can
|
||||
# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn
|
||||
# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have
|
||||
# this biome in their spawnInBiome setting.
|
||||
|
||||
# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot.
|
||||
# Liquid resource: a one-block water or lava source
|
||||
# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks
|
||||
# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1).
|
||||
# CustomStructure resource: starts a BO3 structure in the chunk.
|
||||
|
||||
Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone)
|
||||
Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone)
|
||||
Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone)
|
||||
Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone)
|
||||
Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone)
|
||||
Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:emerald_ore,5,1,100.0,4,31,minecraft:stone)
|
||||
UnderGroundLake(25,60,2,5.0,0,49)
|
||||
Liquid(minecraft:water,20,100.0,8,128,minecraft:stone)
|
||||
Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone)
|
||||
SmallLake(minecraft:water,4,7.0,8,119)
|
||||
SmallLake(minecraft:lava,2,1.0,8,119)
|
||||
UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass)
|
||||
UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay)
|
||||
UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass)
|
||||
Dungeon(8,100.0,0,128)
|
||||
Tree(1,Taiga2,10,BigTree,1,Tree,9)
|
||||
Grass(Tallgrass,NotGrouped,10,100.0,minecraft:grass,minecraft:dirt)
|
||||
Plant(Dandelion,4,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass)
|
||||
CustomObject(UseWorld)
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Sapling resource | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# TerrainControl allows you to grow your custom objects from saplings, instead
|
||||
# of the vanilla trees. Add one or more Sapling functions here to override vanilla
|
||||
# spawning for that sapling.
|
||||
|
||||
# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....])
|
||||
# Works like Tree resource instead first parameter.
|
||||
|
||||
# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood
|
||||
# All - will make the tree spawn from all saplings, but not from mushrooms.
|
||||
# BigJungle - for when 4 jungle saplings grow at once.
|
||||
# RedMushroom/BrownMushroom - will only grow when bonemeal is used.
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Custom objects | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# These objects will spawn when using the UseBiome keyword.
|
||||
BiomeObjects:
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Structures | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Here you can change, enable or disable the stuctures.
|
||||
# If you have disabled the structure in the WorldConfig, it won't spawn,
|
||||
# regardless of these settings.
|
||||
# Disables strongholds for this biome. If there is no suitable biome nearby,
|
||||
# Minecraft will ignore this setting.
|
||||
StrongholdsEnabled: true
|
||||
|
||||
# Whether an Ocean Monument can be placed in this biome.
|
||||
OceanMonumentsEnabled: false
|
||||
|
||||
# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes.
|
||||
NetherFortressesEnabled: false
|
||||
|
||||
# Whether Woodland Mansions are enabled in this biome.
|
||||
MansionsEnabled: false
|
||||
|
||||
# The village type in this biome. Can be wood, sandstone or disabled.
|
||||
VillageType: disabled
|
||||
|
||||
# The mineshaft type in this biome. Can be normal, mesa or disabled.
|
||||
MineshaftType: normal
|
||||
|
||||
# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos.
|
||||
# Note that mineshafts will never spawn, regardless of this setting, if
|
||||
# MineshaftType was set to disabled
|
||||
MineshaftRarity: 1.0
|
||||
|
||||
# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled.
|
||||
RareBuildingType: disabled
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Mob spawning | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# It's not possible to change mob spawns in vanilla biomes. These
|
||||
# are the values used by vanilla for this biome. They are read-only:
|
||||
# changes to this setting are ignored and overwritten.
|
||||
|
||||
# The monsters (skeletons, zombies, etc.) that spawn in this biome
|
||||
SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}]
|
||||
|
||||
# The friendly creatures (cows, pigs, etc.) that spawn in this biome
|
||||
SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:llama", "weight": 5, "min": 4, "max": 6}]
|
||||
|
||||
# The water creatures (only squids in vanilla) that spawn in this biome
|
||||
SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}]
|
||||
|
||||
# The ambient creatures (only bats in vanila) that spawn in this biome
|
||||
SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}]
|
||||
|
481
TerrainControl/worlds/world/WorldBiomes/Extreme Hills Ocean.bc
Executable file
481
TerrainControl/worlds/world/WorldBiomes/Extreme Hills Ocean.bc
Executable file
|
@ -0,0 +1,481 @@
|
|||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Biome Inheritance | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This should be the value of the biomeConfig you wish to extend.
|
||||
# The extended config will be loaded, at which point the configs included below
|
||||
# will overwrite any configs loaded from the extended config.
|
||||
BiomeExtends:
|
||||
|
||||
# When set to true, all resources of the parent biome (if any) will be copied
|
||||
# to the resources queue of this biome. If a resource in the parent biome looks
|
||||
# very similar to that of a child biome (for example, two ores of the same type)
|
||||
# it won't be copied.
|
||||
ResourceInheritance: true
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Biome placement | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth).
|
||||
# Higher numbers give a smaller biome, lower numbers a larger biome.
|
||||
# How this setting is used depends on the value of BiomeMode in the WorldConfig.
|
||||
# It will be used for:
|
||||
# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups
|
||||
# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal.
|
||||
# For biomes spawned as isles, borders or rivers other settings are available.
|
||||
# Isle biomes: BiomeSizeWhenIsle (see below)
|
||||
# Border biomes: BiomeSizeWhenBorder (see below)
|
||||
# River biomes: RiverSize (see WorldConfig)
|
||||
BiomeSize: 4
|
||||
|
||||
# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others.
|
||||
# Example for normal biome :
|
||||
# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes).
|
||||
# 50 rarity mean 1/11 chance than other
|
||||
# For isle biomes see the BiomeRarityWhenIsle setting below.
|
||||
# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome.
|
||||
BiomeRarity: 100
|
||||
|
||||
# The hexadecimal color value of this biome. Used in the output of the /tc map command,
|
||||
# and used in the input of BiomeMode: FromImage.
|
||||
BiomeColor: #20206D
|
||||
|
||||
# Replace this biome to specified after the terrain is generated.
|
||||
# This will make the world files contain the id of the specified biome, instead of the id of this biome.
|
||||
# This will cause saplings, colors and mob spawning work as in specified biome.
|
||||
ReplaceToBiomeName: Extreme Hills
|
||||
|
||||
####################
|
||||
# Isle biomes only #
|
||||
####################
|
||||
|
||||
# To spawn a biome as an isle, you need to add it first to the
|
||||
# IsleBiomes list in the WorldConfig.
|
||||
|
||||
# List of biomes in which this biome will spawn as an isle.
|
||||
# For example, Mushroom Isles spawn inside the Ocean biome.
|
||||
IsleInBiome:
|
||||
|
||||
# Size of this biome when spawned as an isle biome in BiomeMode: Normal.
|
||||
# Valid values range from 0 to GenerationDepth.
|
||||
# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going
|
||||
# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome.
|
||||
BiomeSizeWhenIsle: 6
|
||||
|
||||
# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal.
|
||||
BiomeRarityWhenIsle: 97
|
||||
|
||||
######################
|
||||
# Border biomes only #
|
||||
######################
|
||||
|
||||
# To spawn a biome as a border, you need to add it first to the
|
||||
# BorderBiomes list in the WorldConfig.
|
||||
|
||||
# List of biomes this biome can be a border of.
|
||||
# For example, the Beach biome is a border on the Ocean biome, so
|
||||
# it can spawn anywhere on the border of an ocean.
|
||||
BiomeIsBorder:
|
||||
|
||||
# List of biomes that cancel spawning of this biome.
|
||||
# For example, the Beach biome will never spawn next to an Extreme Hills biome.
|
||||
NotBorderNear:
|
||||
|
||||
# Size of this biome when spawned as a border biome in BiomeMode: Normal.
|
||||
# Valid values range from 0 to GenerationDepth.
|
||||
# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going
|
||||
# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome.
|
||||
BiomeSizeWhenBorder: 8
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Terrain height and volatility | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# BiomeHeight mean how much height will be added in terrain generation
|
||||
# It is double value from -10.0 to 10.0
|
||||
# Value 0.0 equivalent half of map height with all other default settings
|
||||
BiomeHeight: -1.0
|
||||
|
||||
# Biome volatility.
|
||||
BiomeVolatility: 0.1
|
||||
|
||||
# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting
|
||||
# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 .
|
||||
# So if two biomes next to each other have both a smooth radius of 2, the
|
||||
# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide.
|
||||
SmoothRadius: 3
|
||||
|
||||
# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation.
|
||||
# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative.
|
||||
MaxAverageHeight: 0.7
|
||||
|
||||
# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation.
|
||||
# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative.
|
||||
MaxAverageDepth: -0.5
|
||||
|
||||
# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes.
|
||||
# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler.
|
||||
Volatility1: 0.0
|
||||
|
||||
Volatility2: 0.0
|
||||
|
||||
# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain.
|
||||
VolatilityWeight1: 0.5
|
||||
|
||||
VolatilityWeight2: 0.45
|
||||
|
||||
# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height.
|
||||
DisableBiomeHeight: false
|
||||
|
||||
# List of custom height factors, 17 double entries, each controls about 7
|
||||
# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller
|
||||
# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height
|
||||
# Example:
|
||||
# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0
|
||||
# Makes empty layer above bedrock layer.
|
||||
CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Rivers | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# There are two different river systems - the standard one and the improved one.
|
||||
# See the ImprovedRivers settting in the WorldConfig. Both modes have different
|
||||
# river settings, so carefully read the headers to know which settings you can use.
|
||||
|
||||
########################
|
||||
# ImprovedRivers:false #
|
||||
########################
|
||||
|
||||
# Only available when ImprovedRivers is set to false in the WorldConfig.
|
||||
# Sets which biome is used as the river biome.
|
||||
RiverBiome:
|
||||
|
||||
#######################
|
||||
# ImprovedRivers:true #
|
||||
#######################
|
||||
|
||||
# Only available when ImprovedRivers is set to true in the WorldConfig.
|
||||
|
||||
# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome
|
||||
RiverHeight: -1.0
|
||||
|
||||
# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome
|
||||
RiverVolatility: 0.3
|
||||
|
||||
# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome
|
||||
# Can be used to create elevated rivers
|
||||
RiverWaterLevel: 63
|
||||
|
||||
# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome
|
||||
RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Blocks | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Change this to generate something else than stone in the biome.
|
||||
StoneBlock: minecraft:stone
|
||||
|
||||
# Surface block, usually GRASS.
|
||||
SurfaceBlock: minecraft:stone
|
||||
|
||||
# Block from stone to surface, like dirt in most biomes.
|
||||
GroundBlock: minecraft:stone
|
||||
|
||||
# Setting for biomes with more complex surface and ground blocks.
|
||||
# Each column in the world has a noise value from what appears to be -7 to 7.
|
||||
# Values near 0 are more common than values near -7 and 7. This setting is
|
||||
# used to change the surface block based on the noise value for the column.
|
||||
# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]]
|
||||
# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0
|
||||
# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0
|
||||
# gravel with stone just below and between 0.0 and 10.0 there's only dirt.
|
||||
# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock
|
||||
# and GroundBlock will never appear in this biome.
|
||||
|
||||
# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks
|
||||
# like the blocks found in the Mesa biomes.
|
||||
SurfaceAndGroundControl:
|
||||
|
||||
# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight])
|
||||
# Example :
|
||||
# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS)
|
||||
# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height
|
||||
ReplacedBlocks: None
|
||||
|
||||
################################
|
||||
# Water / Lava & Frozen States #
|
||||
################################
|
||||
|
||||
# Set this to false to use the "Water / Lava & Frozen States" settings of this biome.
|
||||
UseWorldWaterLevel: true
|
||||
|
||||
# Set water level. Every empty between this levels will be fill water or another block from WaterBlock.
|
||||
WaterLevelMax: 63
|
||||
|
||||
WaterLevelMin: 0
|
||||
|
||||
# Block used as water in WaterLevelMax
|
||||
WaterBlock: minecraft:water
|
||||
|
||||
# Block used as ice. Ice only spawns if the BiomeTemperture is low enough.
|
||||
IceBlock: minecraft:ice
|
||||
|
||||
# Block used as cooled or frozen lava.
|
||||
# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes
|
||||
CooledLavaBlock: minecraft:lava
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Visuals and weather | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Most of the settings here only have an effect on players with the client version of Terrain Control installed.
|
||||
# Biome temperature. Float value from 0.0 to 2.0.
|
||||
# When this value is around 0.2, snow will fall on mountain peaks above y=90.
|
||||
# When this value is around 0.1, the whole biome will be covered in snow and ice.
|
||||
# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly.
|
||||
BiomeTemperature: 0.5
|
||||
|
||||
# Biome wetness. Float value from 0.0 to 1.0.
|
||||
# If this biome is a custom biome, and this value is set to 0, no rain will fall.
|
||||
# On default biomes, this won't do anything except changing the grass and leaves colors slightly.
|
||||
BiomeWetness: 0.5
|
||||
|
||||
# Biome sky color.
|
||||
SkyColor: #7BA5FF
|
||||
|
||||
# Biome water color multiplier.
|
||||
WaterColor: #FFFFFF
|
||||
|
||||
# Biome grass color.
|
||||
GrassColor: #FFFFFF
|
||||
|
||||
# Whether the grass color is a multiplier.
|
||||
# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness.
|
||||
# If you set it to false, the grass color will be just this color.
|
||||
GrassColorIsMultiplier: true
|
||||
|
||||
# Biome foliage color.
|
||||
FoliageColor: #FFFFFF
|
||||
|
||||
# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details.
|
||||
FoliageColorIsMultiplier: true
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Resource queue | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This section control all resources spawning after terrain generation.
|
||||
# The resources will be placed in this order.
|
||||
|
||||
# Keep in mind that a high size, frequency or rarity might slow down terrain generation.
|
||||
|
||||
# Possible resources:
|
||||
# DoResourceInheritance(true|false)
|
||||
# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# CustomObject(Object[,AnotherObject[,...]])
|
||||
# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]])
|
||||
# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]
|
||||
# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....])
|
||||
# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# AboveWaterRes(BlockName,Frequency,Rarity)
|
||||
# Vines(Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
|
||||
# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
|
||||
# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]
|
||||
# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...])
|
||||
|
||||
# BlockName: must be the name of a block. May include block data, like "WOOL:1".
|
||||
# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All".
|
||||
# Frequency: number of attempts to place this resource in each chunk.
|
||||
# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass.
|
||||
# MinAltitude and MaxAltitude: height limits.
|
||||
# BlockSource: mean where or whereupon resource will be placed
|
||||
# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree -
|
||||
# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom -
|
||||
# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 -
|
||||
# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree)
|
||||
# DarkOak (from the roofed forest biome) - Acacia
|
||||
# You can also use your own custom objects, as long as they have set Tree to true in their settings.
|
||||
# TreeTypeChance: similar to Rarity. Example:
|
||||
# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance),
|
||||
# if that fails, it attempts to place Taiga2 (100% chance).
|
||||
# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip
|
||||
# or simply a BlockName
|
||||
# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike
|
||||
# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can
|
||||
# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn
|
||||
# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have
|
||||
# this biome in their spawnInBiome setting.
|
||||
|
||||
# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot.
|
||||
# Liquid resource: a one-block water or lava source
|
||||
# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks
|
||||
# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1).
|
||||
# CustomStructure resource: starts a BO3 structure in the chunk.
|
||||
|
||||
Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone)
|
||||
Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone)
|
||||
Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone)
|
||||
Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone)
|
||||
Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone)
|
||||
Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone)
|
||||
UnderGroundLake(25,60,2,5.0,0,49)
|
||||
Liquid(minecraft:water,20,100.0,8,128,minecraft:stone)
|
||||
Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone)
|
||||
SmallLake(minecraft:water,4,7.0,8,119)
|
||||
SmallLake(minecraft:lava,2,1.0,8,119)
|
||||
UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass)
|
||||
UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay)
|
||||
UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass)
|
||||
Dungeon(8,100.0,0,128)
|
||||
SurfacePatch(minecraft:grass,minecraft:air,67,77,minecraft:stone)
|
||||
Tree(1,Taiga2,10,BigTree,1,Tree,9)
|
||||
Grass(Tallgrass,NotGrouped,10,100.0,minecraft:grass,minecraft:dirt)
|
||||
Plant(Tallgrass,40,100.0,63,73,minecraft:grass,minecraft:dirt)
|
||||
Plant(Dandelion,4,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass)
|
||||
CustomObject(UseWorld)
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Sapling resource | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# TerrainControl allows you to grow your custom objects from saplings, instead
|
||||
# of the vanilla trees. Add one or more Sapling functions here to override vanilla
|
||||
# spawning for that sapling.
|
||||
|
||||
# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....])
|
||||
# Works like Tree resource instead first parameter.
|
||||
|
||||
# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood
|
||||
# All - will make the tree spawn from all saplings, but not from mushrooms.
|
||||
# BigJungle - for when 4 jungle saplings grow at once.
|
||||
# RedMushroom/BrownMushroom - will only grow when bonemeal is used.
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Custom objects | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# These objects will spawn when using the UseBiome keyword.
|
||||
BiomeObjects:
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Structures | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Here you can change, enable or disable the stuctures.
|
||||
# If you have disabled the structure in the WorldConfig, it won't spawn,
|
||||
# regardless of these settings.
|
||||
# Disables strongholds for this biome. If there is no suitable biome nearby,
|
||||
# Minecraft will ignore this setting.
|
||||
StrongholdsEnabled: false
|
||||
|
||||
# Whether an Ocean Monument can be placed in this biome.
|
||||
OceanMonumentsEnabled: true
|
||||
|
||||
# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes.
|
||||
NetherFortressesEnabled: false
|
||||
|
||||
# Whether Woodland Mansions are enabled in this biome.
|
||||
MansionsEnabled: false
|
||||
|
||||
# The village type in this biome. Can be wood, sandstone or disabled.
|
||||
VillageType: disabled
|
||||
|
||||
# The mineshaft type in this biome. Can be normal, mesa or disabled.
|
||||
MineshaftType: normal
|
||||
|
||||
# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos.
|
||||
# Note that mineshafts will never spawn, regardless of this setting, if
|
||||
# MineshaftType was set to disabled
|
||||
MineshaftRarity: 1.0
|
||||
|
||||
# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled.
|
||||
RareBuildingType: disabled
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Mob spawning | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This is where you configure mob spawning. Mobs spawn in groups,
|
||||
# see http://minecraft.gamepedia.com/Spawn#Mob_spawning
|
||||
|
||||
# A mobgroups is made of four parts. They are mob, weight, min and max.
|
||||
# The mob is one of the Minecraft internal mob names.
|
||||
# See http://minecraft.gamepedia.com/Chunk_format#Mobs
|
||||
# The weight is used for a random selection. This is a positive integer.
|
||||
# The min is the minimum amount of mobs spawning as a group. This is a positive integer.
|
||||
# The max is the maximum amount of mobs spawning as a group. This is a positive integer.
|
||||
|
||||
# Mob groups are written to the config files in Json.
|
||||
# Json is a tree document format: http://en.wikipedia.org/wiki/JSON
|
||||
# Write a mobgroup like this: {"mob": "mobname", "weight": integer, "min": integer, "max": integer}
|
||||
# For example: {"mob": "Ocelot", "weight": 10, "min": 2, "max": 6}
|
||||
# For example: {"mob": "MushroomCow", "weight": 5, "min": 2, "max": 2}
|
||||
# A json list of mobgroups looks like this: [mobgroup, mobgroup, mobgroup...]
|
||||
# This would be an ampty list: []
|
||||
# You can validate your json here: http://jsonlint.com/
|
||||
|
||||
# There are four categories of mobs: monsters, creatures, water creatures and ambient creatures.
|
||||
# In custom biomes, you can add your own mobgroups in the lists below. In the vanilla biomes,
|
||||
# your changes are ignored.
|
||||
|
||||
# The monsters (skeletons, zombies, etc.) that spawn in this biome
|
||||
SpawnMonsters: [{"mob": "spider", "weight": 100, "min": 4, "max": 4}, {"mob": "zombie", "weight": 100, "min": 4, "max": 4}, {"mob": "skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "slime", "weight": 100, "min": 4, "max": 4}, {"mob": "enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "witch", "weight": 5, "min": 1, "max": 1}]
|
||||
|
||||
# The friendly creatures (cows, pigs, etc.) that spawn in this biome
|
||||
SpawnCreatures: []
|
||||
|
||||
# The water creatures (only squids in vanilla) that spawn in this biome
|
||||
SpawnWaterCreatures: [{"mob": "squid", "weight": 10, "min": 4, "max": 4}]
|
||||
|
||||
# The ambient creatures (only bats in vanila) that spawn in this biome
|
||||
SpawnAmbientCreatures: [{"mob": "bat", "weight": 10, "min": 8, "max": 8}]
|
||||
|
480
TerrainControl/worlds/world/WorldBiomes/Extreme Hills Snowy.bc
Executable file
480
TerrainControl/worlds/world/WorldBiomes/Extreme Hills Snowy.bc
Executable file
|
@ -0,0 +1,480 @@
|
|||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Biome Inheritance | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This should be the value of the biomeConfig you wish to extend.
|
||||
# The extended config will be loaded, at which point the configs included below
|
||||
# will overwrite any configs loaded from the extended config.
|
||||
BiomeExtends:
|
||||
|
||||
# When set to true, all resources of the parent biome (if any) will be copied
|
||||
# to the resources queue of this biome. If a resource in the parent biome looks
|
||||
# very similar to that of a child biome (for example, two ores of the same type)
|
||||
# it won't be copied.
|
||||
ResourceInheritance: true
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Biome placement | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth).
|
||||
# Higher numbers give a smaller biome, lower numbers a larger biome.
|
||||
# How this setting is used depends on the value of BiomeMode in the WorldConfig.
|
||||
# It will be used for:
|
||||
# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups
|
||||
# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal.
|
||||
# For biomes spawned as isles, borders or rivers other settings are available.
|
||||
# Isle biomes: BiomeSizeWhenIsle (see below)
|
||||
# Border biomes: BiomeSizeWhenBorder (see below)
|
||||
# River biomes: RiverSize (see WorldConfig)
|
||||
BiomeSize: 4
|
||||
|
||||
# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others.
|
||||
# Example for normal biome :
|
||||
# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes).
|
||||
# 50 rarity mean 1/11 chance than other
|
||||
# For isle biomes see the BiomeRarityWhenIsle setting below.
|
||||
# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome.
|
||||
BiomeRarity: 100
|
||||
|
||||
# The hexadecimal color value of this biome. Used in the output of the /tc map command,
|
||||
# and used in the input of BiomeMode: FromImage.
|
||||
BiomeColor: #BFBFBF
|
||||
|
||||
# Replace this biome to specified after the terrain is generated.
|
||||
# This will make the world files contain the id of the specified biome, instead of the id of this biome.
|
||||
# This will cause saplings, colors and mob spawning work as in specified biome.
|
||||
ReplaceToBiomeName: Extreme Hills
|
||||
|
||||
####################
|
||||
# Isle biomes only #
|
||||
####################
|
||||
|
||||
# To spawn a biome as an isle, you need to add it first to the
|
||||
# IsleBiomes list in the WorldConfig.
|
||||
|
||||
# List of biomes in which this biome will spawn as an isle.
|
||||
# For example, Mushroom Isles spawn inside the Ocean biome.
|
||||
IsleInBiome:
|
||||
|
||||
# Size of this biome when spawned as an isle biome in BiomeMode: Normal.
|
||||
# Valid values range from 0 to GenerationDepth.
|
||||
# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going
|
||||
# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome.
|
||||
BiomeSizeWhenIsle: 6
|
||||
|
||||
# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal.
|
||||
BiomeRarityWhenIsle: 97
|
||||
|
||||
######################
|
||||
# Border biomes only #
|
||||
######################
|
||||
|
||||
# To spawn a biome as a border, you need to add it first to the
|
||||
# BorderBiomes list in the WorldConfig.
|
||||
|
||||
# List of biomes this biome can be a border of.
|
||||
# For example, the Beach biome is a border on the Ocean biome, so
|
||||
# it can spawn anywhere on the border of an ocean.
|
||||
BiomeIsBorder:
|
||||
|
||||
# List of biomes that cancel spawning of this biome.
|
||||
# For example, the Beach biome will never spawn next to an Extreme Hills biome.
|
||||
NotBorderNear:
|
||||
|
||||
# Size of this biome when spawned as a border biome in BiomeMode: Normal.
|
||||
# Valid values range from 0 to GenerationDepth.
|
||||
# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going
|
||||
# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome.
|
||||
BiomeSizeWhenBorder: 8
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Terrain height and volatility | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# BiomeHeight mean how much height will be added in terrain generation
|
||||
# It is double value from -10.0 to 10.0
|
||||
# Value 0.0 equivalent half of map height with all other default settings
|
||||
BiomeHeight: 1.0
|
||||
|
||||
# Biome volatility.
|
||||
BiomeVolatility: 0.5
|
||||
|
||||
# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting
|
||||
# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 .
|
||||
# So if two biomes next to each other have both a smooth radius of 2, the
|
||||
# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide.
|
||||
SmoothRadius: 2
|
||||
|
||||
# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation.
|
||||
# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative.
|
||||
MaxAverageHeight: 0.0
|
||||
|
||||
# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation.
|
||||
# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative.
|
||||
MaxAverageDepth: 0.0
|
||||
|
||||
# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes.
|
||||
# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler.
|
||||
Volatility1: 0.0
|
||||
|
||||
Volatility2: 0.0
|
||||
|
||||
# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain.
|
||||
VolatilityWeight1: 0.5
|
||||
|
||||
VolatilityWeight2: 0.45
|
||||
|
||||
# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height.
|
||||
DisableBiomeHeight: false
|
||||
|
||||
# List of custom height factors, 17 double entries, each controls about 7
|
||||
# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller
|
||||
# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height
|
||||
# Example:
|
||||
# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0
|
||||
# Makes empty layer above bedrock layer.
|
||||
CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Rivers | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# There are two different river systems - the standard one and the improved one.
|
||||
# See the ImprovedRivers settting in the WorldConfig. Both modes have different
|
||||
# river settings, so carefully read the headers to know which settings you can use.
|
||||
|
||||
########################
|
||||
# ImprovedRivers:false #
|
||||
########################
|
||||
|
||||
# Only available when ImprovedRivers is set to false in the WorldConfig.
|
||||
# Sets which biome is used as the river biome.
|
||||
RiverBiome: River
|
||||
|
||||
#######################
|
||||
# ImprovedRivers:true #
|
||||
#######################
|
||||
|
||||
# Only available when ImprovedRivers is set to true in the WorldConfig.
|
||||
|
||||
# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome
|
||||
RiverHeight: -1.0
|
||||
|
||||
# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome
|
||||
RiverVolatility: 0.3
|
||||
|
||||
# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome
|
||||
# Can be used to create elevated rivers
|
||||
RiverWaterLevel: 63
|
||||
|
||||
# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome
|
||||
RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Blocks | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Change this to generate something else than stone in the biome.
|
||||
StoneBlock: minecraft:stone
|
||||
|
||||
# Surface block, usually GRASS.
|
||||
SurfaceBlock: minecraft:grass
|
||||
|
||||
# Block from stone to surface, like dirt in most biomes.
|
||||
GroundBlock: minecraft:dirt
|
||||
|
||||
# Setting for biomes with more complex surface and ground blocks.
|
||||
# Each column in the world has a noise value from what appears to be -7 to 7.
|
||||
# Values near 0 are more common than values near -7 and 7. This setting is
|
||||
# used to change the surface block based on the noise value for the column.
|
||||
# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]]
|
||||
# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0
|
||||
# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0
|
||||
# gravel with stone just below and between 0.0 and 10.0 there's only dirt.
|
||||
# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock
|
||||
# and GroundBlock will never appear in this biome.
|
||||
|
||||
# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks
|
||||
# like the blocks found in the Mesa biomes.
|
||||
SurfaceAndGroundControl: minecraft:grass, minecraft:dirt, 1.0, minecraft:stone, minecraft:stone, 10.0
|
||||
|
||||
# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight])
|
||||
# Example :
|
||||
# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS)
|
||||
# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height
|
||||
ReplacedBlocks: None
|
||||
|
||||
################################
|
||||
# Water / Lava & Frozen States #
|
||||
################################
|
||||
|
||||
# Set this to false to use the "Water / Lava & Frozen States" settings of this biome.
|
||||
UseWorldWaterLevel: true
|
||||
|
||||
# Set water level. Every empty between this levels will be fill water or another block from WaterBlock.
|
||||
WaterLevelMax: 63
|
||||
|
||||
WaterLevelMin: 0
|
||||
|
||||
# Block used as water in WaterLevelMax
|
||||
WaterBlock: minecraft:water
|
||||
|
||||
# Block used as ice. Ice only spawns if the BiomeTemperture is low enough.
|
||||
IceBlock: minecraft:ice
|
||||
|
||||
# Block used as cooled or frozen lava.
|
||||
# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes
|
||||
CooledLavaBlock: minecraft:lava
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Visuals and weather | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Most of the settings here only have an effect on players with the client version of Terrain Control installed.
|
||||
# Biome temperature. Float value from 0.0 to 2.0.
|
||||
# When this value is around 0.2, snow will fall on mountain peaks above y=90.
|
||||
# When this value is around 0.1, the whole biome will be covered in snow and ice.
|
||||
# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly.
|
||||
BiomeTemperature: 0.1
|
||||
|
||||
# Biome wetness. Float value from 0.0 to 1.0.
|
||||
# If this biome is a custom biome, and this value is set to 0, no rain will fall.
|
||||
# On default biomes, this won't do anything except changing the grass and leaves colors slightly.
|
||||
BiomeWetness: 0.3
|
||||
|
||||
# Biome sky color.
|
||||
SkyColor: #7BA5FF
|
||||
|
||||
# Biome water color multiplier.
|
||||
WaterColor: #FFFFFF
|
||||
|
||||
# Biome grass color.
|
||||
GrassColor: #FFFFFF
|
||||
|
||||
# Whether the grass color is a multiplier.
|
||||
# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness.
|
||||
# If you set it to false, the grass color will be just this color.
|
||||
GrassColorIsMultiplier: true
|
||||
|
||||
# Biome foliage color.
|
||||
FoliageColor: #FFFFFF
|
||||
|
||||
# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details.
|
||||
FoliageColorIsMultiplier: true
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Resource queue | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This section control all resources spawning after terrain generation.
|
||||
# The resources will be placed in this order.
|
||||
|
||||
# Keep in mind that a high size, frequency or rarity might slow down terrain generation.
|
||||
|
||||
# Possible resources:
|
||||
# DoResourceInheritance(true|false)
|
||||
# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# CustomObject(Object[,AnotherObject[,...]])
|
||||
# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]])
|
||||
# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]
|
||||
# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....])
|
||||
# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# AboveWaterRes(BlockName,Frequency,Rarity)
|
||||
# Vines(Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
|
||||
# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
|
||||
# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]
|
||||
# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...])
|
||||
|
||||
# BlockName: must be the name of a block. May include block data, like "WOOL:1".
|
||||
# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All".
|
||||
# Frequency: number of attempts to place this resource in each chunk.
|
||||
# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass.
|
||||
# MinAltitude and MaxAltitude: height limits.
|
||||
# BlockSource: mean where or whereupon resource will be placed
|
||||
# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree -
|
||||
# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom -
|
||||
# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 -
|
||||
# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree)
|
||||
# DarkOak (from the roofed forest biome) - Acacia
|
||||
# You can also use your own custom objects, as long as they have set Tree to true in their settings.
|
||||
# TreeTypeChance: similar to Rarity. Example:
|
||||
# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance),
|
||||
# if that fails, it attempts to place Taiga2 (100% chance).
|
||||
# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip
|
||||
# or simply a BlockName
|
||||
# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike
|
||||
# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can
|
||||
# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn
|
||||
# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have
|
||||
# this biome in their spawnInBiome setting.
|
||||
|
||||
# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot.
|
||||
# Liquid resource: a one-block water or lava source
|
||||
# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks
|
||||
# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1).
|
||||
# CustomStructure resource: starts a BO3 structure in the chunk.
|
||||
|
||||
Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone)
|
||||
Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone)
|
||||
Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone)
|
||||
Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone)
|
||||
Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone)
|
||||
Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:emerald_ore,5,1,100.0,4,31,minecraft:stone)
|
||||
UnderGroundLake(25,60,2,5.0,0,49)
|
||||
Liquid(minecraft:water,20,100.0,8,128,minecraft:stone)
|
||||
Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone)
|
||||
SmallLake(minecraft:water,4,7.0,8,119)
|
||||
SmallLake(minecraft:lava,2,1.0,8,119)
|
||||
UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass)
|
||||
UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay)
|
||||
UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass)
|
||||
Dungeon(8,100.0,0,128)
|
||||
Tree(1,Taiga2,10,BigTree,1,Tree,9)
|
||||
Grass(Tallgrass,NotGrouped,10,100.0,minecraft:grass,minecraft:dirt)
|
||||
Plant(Dandelion,4,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass)
|
||||
CustomObject(UseWorld)
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Sapling resource | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# TerrainControl allows you to grow your custom objects from saplings, instead
|
||||
# of the vanilla trees. Add one or more Sapling functions here to override vanilla
|
||||
# spawning for that sapling.
|
||||
|
||||
# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....])
|
||||
# Works like Tree resource instead first parameter.
|
||||
|
||||
# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood
|
||||
# All - will make the tree spawn from all saplings, but not from mushrooms.
|
||||
# BigJungle - for when 4 jungle saplings grow at once.
|
||||
# RedMushroom/BrownMushroom - will only grow when bonemeal is used.
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Custom objects | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# These objects will spawn when using the UseBiome keyword.
|
||||
BiomeObjects:
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Structures | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Here you can change, enable or disable the stuctures.
|
||||
# If you have disabled the structure in the WorldConfig, it won't spawn,
|
||||
# regardless of these settings.
|
||||
# Disables strongholds for this biome. If there is no suitable biome nearby,
|
||||
# Minecraft will ignore this setting.
|
||||
StrongholdsEnabled: true
|
||||
|
||||
# Whether an Ocean Monument can be placed in this biome.
|
||||
OceanMonumentsEnabled: false
|
||||
|
||||
# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes.
|
||||
NetherFortressesEnabled: false
|
||||
|
||||
# Whether Woodland Mansions are enabled in this biome.
|
||||
MansionsEnabled: false
|
||||
|
||||
# The village type in this biome. Can be wood, sandstone or disabled.
|
||||
VillageType: disabled
|
||||
|
||||
# The mineshaft type in this biome. Can be normal, mesa or disabled.
|
||||
MineshaftType: normal
|
||||
|
||||
# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos.
|
||||
# Note that mineshafts will never spawn, regardless of this setting, if
|
||||
# MineshaftType was set to disabled
|
||||
MineshaftRarity: 1.0
|
||||
|
||||
# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled.
|
||||
RareBuildingType: disabled
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Mob spawning | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This is where you configure mob spawning. Mobs spawn in groups,
|
||||
# see http://minecraft.gamepedia.com/Spawn#Mob_spawning
|
||||
|
||||
# A mobgroups is made of four parts. They are mob, weight, min and max.
|
||||
# The mob is one of the Minecraft internal mob names.
|
||||
# See http://minecraft.gamepedia.com/Chunk_format#Mobs
|
||||
# The weight is used for a random selection. This is a positive integer.
|
||||
# The min is the minimum amount of mobs spawning as a group. This is a positive integer.
|
||||
# The max is the maximum amount of mobs spawning as a group. This is a positive integer.
|
||||
|
||||
# Mob groups are written to the config files in Json.
|
||||
# Json is a tree document format: http://en.wikipedia.org/wiki/JSON
|
||||
# Write a mobgroup like this: {"mob": "mobname", "weight": integer, "min": integer, "max": integer}
|
||||
# For example: {"mob": "Ocelot", "weight": 10, "min": 2, "max": 6}
|
||||
# For example: {"mob": "MushroomCow", "weight": 5, "min": 2, "max": 2}
|
||||
# A json list of mobgroups looks like this: [mobgroup, mobgroup, mobgroup...]
|
||||
# This would be an ampty list: []
|
||||
# You can validate your json here: http://jsonlint.com/
|
||||
|
||||
# There are four categories of mobs: monsters, creatures, water creatures and ambient creatures.
|
||||
# In custom biomes, you can add your own mobgroups in the lists below. In the vanilla biomes,
|
||||
# your changes are ignored.
|
||||
|
||||
# The monsters (skeletons, zombies, etc.) that spawn in this biome
|
||||
SpawnMonsters: [{"mob": "spider", "weight": 100, "min": 4, "max": 4}, {"mob": "zombie", "weight": 100, "min": 4, "max": 4}, {"mob": "skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "slime", "weight": 100, "min": 4, "max": 4}, {"mob": "enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "witch", "weight": 5, "min": 1, "max": 1}]
|
||||
|
||||
# The friendly creatures (cows, pigs, etc.) that spawn in this biome
|
||||
SpawnCreatures: [{"mob": "sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "pig", "weight": 10, "min": 4, "max": 4}, {"mob": "chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "cow", "weight": 8, "min": 4, "max": 4}]
|
||||
|
||||
# The water creatures (only squids in vanilla) that spawn in this biome
|
||||
SpawnWaterCreatures: [{"mob": "squid", "weight": 10, "min": 4, "max": 4}]
|
||||
|
||||
# The ambient creatures (only bats in vanila) that spawn in this biome
|
||||
SpawnAmbientCreatures: [{"mob": "bat", "weight": 10, "min": 8, "max": 8}]
|
||||
|
456
TerrainControl/worlds/world/WorldBiomes/Extreme Hills+ M.bc
Executable file
456
TerrainControl/worlds/world/WorldBiomes/Extreme Hills+ M.bc
Executable file
|
@ -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}]
|
||||
|
456
TerrainControl/worlds/world/WorldBiomes/Extreme Hills+.bc
Executable file
456
TerrainControl/worlds/world/WorldBiomes/Extreme Hills+.bc
Executable file
|
@ -0,0 +1,456 @@
|
|||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Biome Inheritance | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This should be the value of the biomeConfig you wish to extend.
|
||||
# The extended config will be loaded, at which point the configs included below
|
||||
# will overwrite any configs loaded from the extended config.
|
||||
BiomeExtends:
|
||||
|
||||
# When set to true, all resources of the parent biome (if any) will be copied
|
||||
# to the resources queue of this biome. If a resource in the parent biome looks
|
||||
# very similar to that of a child biome (for example, two ores of the same type)
|
||||
# it won't be copied.
|
||||
ResourceInheritance: true
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Biome placement | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth).
|
||||
# Higher numbers give a smaller biome, lower numbers a larger biome.
|
||||
# How this setting is used depends on the value of BiomeMode in the WorldConfig.
|
||||
# It will be used for:
|
||||
# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups
|
||||
# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal.
|
||||
# For biomes spawned as isles, borders or rivers other settings are available.
|
||||
# Isle biomes: BiomeSizeWhenIsle (see below)
|
||||
# Border biomes: BiomeSizeWhenBorder (see below)
|
||||
# River biomes: RiverSize (see WorldConfig)
|
||||
BiomeSize: 4
|
||||
|
||||
# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others.
|
||||
# Example for normal biome :
|
||||
# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes).
|
||||
# 50 rarity mean 1/11 chance than other
|
||||
# For isle biomes see the BiomeRarityWhenIsle setting below.
|
||||
# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome.
|
||||
BiomeRarity: 100
|
||||
|
||||
# The hexadecimal color value of this biome. Used in the output of the /tc map command,
|
||||
# and used in the input of BiomeMode: FromImage.
|
||||
BiomeColor: #507050
|
||||
|
||||
####################
|
||||
# Isle biomes only #
|
||||
####################
|
||||
|
||||
# To spawn a biome as an isle, you need to add it first to the
|
||||
# IsleBiomes list in the WorldConfig.
|
||||
|
||||
# List of biomes in which this biome will spawn as an isle.
|
||||
# For example, Mushroom Isles spawn inside the Ocean biome.
|
||||
IsleInBiome: Extreme Hills
|
||||
|
||||
# Size of this biome when spawned as an isle biome in BiomeMode: Normal.
|
||||
# Valid values range from 0 to GenerationDepth.
|
||||
# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going
|
||||
# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome.
|
||||
BiomeSizeWhenIsle: 6
|
||||
|
||||
# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal.
|
||||
BiomeRarityWhenIsle: 97
|
||||
|
||||
######################
|
||||
# Border biomes only #
|
||||
######################
|
||||
|
||||
# To spawn a biome as a border, you need to add it first to the
|
||||
# BorderBiomes list in the WorldConfig.
|
||||
|
||||
# List of biomes this biome can be a border of.
|
||||
# For example, the Beach biome is a border on the Ocean biome, so
|
||||
# it can spawn anywhere on the border of an ocean.
|
||||
BiomeIsBorder:
|
||||
|
||||
# List of biomes that cancel spawning of this biome.
|
||||
# For example, the Beach biome will never spawn next to an Extreme Hills biome.
|
||||
NotBorderNear:
|
||||
|
||||
# Size of this biome when spawned as a border biome in BiomeMode: Normal.
|
||||
# Valid values range from 0 to GenerationDepth.
|
||||
# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going
|
||||
# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome.
|
||||
BiomeSizeWhenBorder: 8
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Terrain height and volatility | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# BiomeHeight mean how much height will be added in terrain generation
|
||||
# It is double value from -10.0 to 10.0
|
||||
# Value 0.0 equivalent half of map height with all other default settings
|
||||
BiomeHeight: 1.0
|
||||
|
||||
# Biome volatility.
|
||||
BiomeVolatility: 0.5
|
||||
|
||||
# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting
|
||||
# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 .
|
||||
# So if two biomes next to each other have both a smooth radius of 2, the
|
||||
# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide.
|
||||
SmoothRadius: 2
|
||||
|
||||
# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation.
|
||||
# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative.
|
||||
MaxAverageHeight: 0.0
|
||||
|
||||
# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation.
|
||||
# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative.
|
||||
MaxAverageDepth: 0.0
|
||||
|
||||
# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes.
|
||||
# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler.
|
||||
Volatility1: 0.0
|
||||
|
||||
Volatility2: 0.0
|
||||
|
||||
# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain.
|
||||
VolatilityWeight1: 0.5
|
||||
|
||||
VolatilityWeight2: 0.45
|
||||
|
||||
# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height.
|
||||
DisableBiomeHeight: false
|
||||
|
||||
# List of custom height factors, 17 double entries, each controls about 7
|
||||
# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller
|
||||
# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height
|
||||
# Example:
|
||||
# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0
|
||||
# Makes empty layer above bedrock layer.
|
||||
CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Rivers | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# There are two different river systems - the standard one and the improved one.
|
||||
# See the ImprovedRivers settting in the WorldConfig. Both modes have different
|
||||
# river settings, so carefully read the headers to know which settings you can use.
|
||||
|
||||
########################
|
||||
# ImprovedRivers:false #
|
||||
########################
|
||||
|
||||
# Only available when ImprovedRivers is set to false in the WorldConfig.
|
||||
# Sets which biome is used as the river biome.
|
||||
RiverBiome: River
|
||||
|
||||
#######################
|
||||
# ImprovedRivers:true #
|
||||
#######################
|
||||
|
||||
# Only available when ImprovedRivers is set to true in the WorldConfig.
|
||||
|
||||
# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome
|
||||
RiverHeight: -1.0
|
||||
|
||||
# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome
|
||||
RiverVolatility: 0.3
|
||||
|
||||
# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome
|
||||
# Can be used to create elevated rivers
|
||||
RiverWaterLevel: 63
|
||||
|
||||
# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome
|
||||
RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Blocks | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Change this to generate something else than stone in the biome.
|
||||
StoneBlock: minecraft:stone
|
||||
|
||||
# Surface block, usually GRASS.
|
||||
SurfaceBlock: minecraft:grass
|
||||
|
||||
# Block from stone to surface, like dirt in most biomes.
|
||||
GroundBlock: minecraft:dirt
|
||||
|
||||
# Setting for biomes with more complex surface and ground blocks.
|
||||
# Each column in the world has a noise value from what appears to be -7 to 7.
|
||||
# Values near 0 are more common than values near -7 and 7. This setting is
|
||||
# used to change the surface block based on the noise value for the column.
|
||||
# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]]
|
||||
# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0
|
||||
# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0
|
||||
# gravel with stone just below and between 0.0 and 10.0 there's only dirt.
|
||||
# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock
|
||||
# and GroundBlock will never appear in this biome.
|
||||
|
||||
# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks
|
||||
# like the blocks found in the Mesa biomes.
|
||||
SurfaceAndGroundControl:
|
||||
|
||||
# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight])
|
||||
# Example :
|
||||
# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS)
|
||||
# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height
|
||||
ReplacedBlocks: None
|
||||
|
||||
################################
|
||||
# Water / Lava & Frozen States #
|
||||
################################
|
||||
|
||||
# Set this to false to use the "Water / Lava & Frozen States" settings of this biome.
|
||||
UseWorldWaterLevel: true
|
||||
|
||||
# Set water level. Every empty between this levels will be fill water or another block from WaterBlock.
|
||||
WaterLevelMax: 63
|
||||
|
||||
WaterLevelMin: 0
|
||||
|
||||
# Block used as water in WaterLevelMax
|
||||
WaterBlock: minecraft:water
|
||||
|
||||
# Block used as ice. Ice only spawns if the BiomeTemperture is low enough.
|
||||
IceBlock: minecraft:ice
|
||||
|
||||
# Block used as cooled or frozen lava.
|
||||
# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes
|
||||
CooledLavaBlock: minecraft:lava
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Visuals and weather | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Most of the settings here only have an effect on players with the client version of Terrain Control installed.
|
||||
# Biome temperature. Float value from 0.0 to 2.0.
|
||||
# When this value is around 0.2, snow will fall on mountain peaks above y=90.
|
||||
# When this value is around 0.1, the whole biome will be covered in snow and ice.
|
||||
# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly.
|
||||
BiomeTemperature: 0.2
|
||||
|
||||
# Biome wetness. Float value from 0.0 to 1.0.
|
||||
# If this biome is a custom biome, and this value is set to 0, no rain will fall.
|
||||
# On default biomes, this won't do anything except changing the grass and leaves colors slightly.
|
||||
BiomeWetness: 0.3
|
||||
|
||||
# Biome sky color.
|
||||
SkyColor: #7BA5FF
|
||||
|
||||
# Biome water color multiplier.
|
||||
WaterColor: #FFFFFF
|
||||
|
||||
# Biome grass color.
|
||||
GrassColor: #FFFFFF
|
||||
|
||||
# Whether the grass color is a multiplier.
|
||||
# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness.
|
||||
# If you set it to false, the grass color will be just this color.
|
||||
GrassColorIsMultiplier: true
|
||||
|
||||
# Biome foliage color.
|
||||
FoliageColor: #FFFFFF
|
||||
|
||||
# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details.
|
||||
FoliageColorIsMultiplier: true
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Resource queue | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This section control all resources spawning after terrain generation.
|
||||
# The resources will be placed in this order.
|
||||
|
||||
# Keep in mind that a high size, frequency or rarity might slow down terrain generation.
|
||||
|
||||
# Possible resources:
|
||||
# DoResourceInheritance(true|false)
|
||||
# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# CustomObject(Object[,AnotherObject[,...]])
|
||||
# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]])
|
||||
# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]
|
||||
# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....])
|
||||
# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# AboveWaterRes(BlockName,Frequency,Rarity)
|
||||
# Vines(Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
|
||||
# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
|
||||
# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]
|
||||
# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...])
|
||||
|
||||
# BlockName: must be the name of a block. May include block data, like "WOOL:1".
|
||||
# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All".
|
||||
# Frequency: number of attempts to place this resource in each chunk.
|
||||
# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass.
|
||||
# MinAltitude and MaxAltitude: height limits.
|
||||
# BlockSource: mean where or whereupon resource will be placed
|
||||
# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree -
|
||||
# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom -
|
||||
# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 -
|
||||
# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree)
|
||||
# DarkOak (from the roofed forest biome) - Acacia
|
||||
# You can also use your own custom objects, as long as they have set Tree to true in their settings.
|
||||
# TreeTypeChance: similar to Rarity. Example:
|
||||
# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance),
|
||||
# if that fails, it attempts to place Taiga2 (100% chance).
|
||||
# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip
|
||||
# or simply a BlockName
|
||||
# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike
|
||||
# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can
|
||||
# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn
|
||||
# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have
|
||||
# this biome in their spawnInBiome setting.
|
||||
|
||||
# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot.
|
||||
# Liquid resource: a one-block water or lava source
|
||||
# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks
|
||||
# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1).
|
||||
# CustomStructure resource: starts a BO3 structure in the chunk.
|
||||
|
||||
Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone)
|
||||
Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone)
|
||||
Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone)
|
||||
Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone)
|
||||
Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone)
|
||||
Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:emerald_ore,5,1,100.0,4,31,minecraft:stone)
|
||||
UnderGroundLake(25,60,2,5.0,0,49)
|
||||
Liquid(minecraft:water,20,100.0,8,128,minecraft:stone)
|
||||
Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone)
|
||||
SmallLake(minecraft:water,4,7.0,8,119)
|
||||
SmallLake(minecraft:lava,2,1.0,8,119)
|
||||
UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass)
|
||||
UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay)
|
||||
UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass)
|
||||
Dungeon(8,100.0,0,128)
|
||||
Tree(1,Taiga2,66,BigTree,10,Tree,100)
|
||||
Grass(Tallgrass,NotGrouped,10,100.0,minecraft:grass,minecraft:dirt)
|
||||
Plant(Dandelion,4,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass)
|
||||
CustomObject(UseWorld)
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Sapling resource | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# TerrainControl allows you to grow your custom objects from saplings, instead
|
||||
# of the vanilla trees. Add one or more Sapling functions here to override vanilla
|
||||
# spawning for that sapling.
|
||||
|
||||
# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....])
|
||||
# Works like Tree resource instead first parameter.
|
||||
|
||||
# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood
|
||||
# All - will make the tree spawn from all saplings, but not from mushrooms.
|
||||
# BigJungle - for when 4 jungle saplings grow at once.
|
||||
# RedMushroom/BrownMushroom - will only grow when bonemeal is used.
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Custom objects | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# These objects will spawn when using the UseBiome keyword.
|
||||
BiomeObjects:
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Structures | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Here you can change, enable or disable the stuctures.
|
||||
# If you have disabled the structure in the WorldConfig, it won't spawn,
|
||||
# regardless of these settings.
|
||||
# Disables strongholds for this biome. If there is no suitable biome nearby,
|
||||
# Minecraft will ignore this setting.
|
||||
StrongholdsEnabled: true
|
||||
|
||||
# Whether an Ocean Monument can be placed in this biome.
|
||||
OceanMonumentsEnabled: false
|
||||
|
||||
# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes.
|
||||
NetherFortressesEnabled: false
|
||||
|
||||
# Whether Woodland Mansions are enabled in this biome.
|
||||
MansionsEnabled: false
|
||||
|
||||
# The village type in this biome. Can be wood, sandstone or disabled.
|
||||
VillageType: disabled
|
||||
|
||||
# The mineshaft type in this biome. Can be normal, mesa or disabled.
|
||||
MineshaftType: normal
|
||||
|
||||
# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos.
|
||||
# Note that mineshafts will never spawn, regardless of this setting, if
|
||||
# MineshaftType was set to disabled
|
||||
MineshaftRarity: 1.0
|
||||
|
||||
# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled.
|
||||
RareBuildingType: disabled
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Mob spawning | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# It's not possible to change mob spawns in vanilla biomes. These
|
||||
# are the values used by vanilla for this biome. They are read-only:
|
||||
# changes to this setting are ignored and overwritten.
|
||||
|
||||
# The monsters (skeletons, zombies, etc.) that spawn in this biome
|
||||
SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}]
|
||||
|
||||
# The friendly creatures (cows, pigs, etc.) that spawn in this biome
|
||||
SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:llama", "weight": 5, "min": 4, "max": 6}]
|
||||
|
||||
# The water creatures (only squids in vanilla) that spawn in this biome
|
||||
SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}]
|
||||
|
||||
# The ambient creatures (only bats in vanila) that spawn in this biome
|
||||
SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}]
|
||||
|
456
TerrainControl/worlds/world/WorldBiomes/Extreme Hills.bc
Executable file
456
TerrainControl/worlds/world/WorldBiomes/Extreme Hills.bc
Executable file
|
@ -0,0 +1,456 @@
|
|||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Biome Inheritance | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This should be the value of the biomeConfig you wish to extend.
|
||||
# The extended config will be loaded, at which point the configs included below
|
||||
# will overwrite any configs loaded from the extended config.
|
||||
BiomeExtends:
|
||||
|
||||
# When set to true, all resources of the parent biome (if any) will be copied
|
||||
# to the resources queue of this biome. If a resource in the parent biome looks
|
||||
# very similar to that of a child biome (for example, two ores of the same type)
|
||||
# it won't be copied.
|
||||
ResourceInheritance: true
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Biome placement | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth).
|
||||
# Higher numbers give a smaller biome, lower numbers a larger biome.
|
||||
# How this setting is used depends on the value of BiomeMode in the WorldConfig.
|
||||
# It will be used for:
|
||||
# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups
|
||||
# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal.
|
||||
# For biomes spawned as isles, borders or rivers other settings are available.
|
||||
# Isle biomes: BiomeSizeWhenIsle (see below)
|
||||
# Border biomes: BiomeSizeWhenBorder (see below)
|
||||
# River biomes: RiverSize (see WorldConfig)
|
||||
BiomeSize: 4
|
||||
|
||||
# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others.
|
||||
# Example for normal biome :
|
||||
# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes).
|
||||
# 50 rarity mean 1/11 chance than other
|
||||
# For isle biomes see the BiomeRarityWhenIsle setting below.
|
||||
# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome.
|
||||
BiomeRarity: 100
|
||||
|
||||
# The hexadecimal color value of this biome. Used in the output of the /tc map command,
|
||||
# and used in the input of BiomeMode: FromImage.
|
||||
BiomeColor: #606060
|
||||
|
||||
####################
|
||||
# Isle biomes only #
|
||||
####################
|
||||
|
||||
# To spawn a biome as an isle, you need to add it first to the
|
||||
# IsleBiomes list in the WorldConfig.
|
||||
|
||||
# List of biomes in which this biome will spawn as an isle.
|
||||
# For example, Mushroom Isles spawn inside the Ocean biome.
|
||||
IsleInBiome:
|
||||
|
||||
# Size of this biome when spawned as an isle biome in BiomeMode: Normal.
|
||||
# Valid values range from 0 to GenerationDepth.
|
||||
# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going
|
||||
# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome.
|
||||
BiomeSizeWhenIsle: 6
|
||||
|
||||
# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal.
|
||||
BiomeRarityWhenIsle: 97
|
||||
|
||||
######################
|
||||
# Border biomes only #
|
||||
######################
|
||||
|
||||
# To spawn a biome as a border, you need to add it first to the
|
||||
# BorderBiomes list in the WorldConfig.
|
||||
|
||||
# List of biomes this biome can be a border of.
|
||||
# For example, the Beach biome is a border on the Ocean biome, so
|
||||
# it can spawn anywhere on the border of an ocean.
|
||||
BiomeIsBorder:
|
||||
|
||||
# List of biomes that cancel spawning of this biome.
|
||||
# For example, the Beach biome will never spawn next to an Extreme Hills biome.
|
||||
NotBorderNear:
|
||||
|
||||
# Size of this biome when spawned as a border biome in BiomeMode: Normal.
|
||||
# Valid values range from 0 to GenerationDepth.
|
||||
# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going
|
||||
# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome.
|
||||
BiomeSizeWhenBorder: 8
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Terrain height and volatility | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# BiomeHeight mean how much height will be added in terrain generation
|
||||
# It is double value from -10.0 to 10.0
|
||||
# Value 0.0 equivalent half of map height with all other default settings
|
||||
BiomeHeight: 1.0
|
||||
|
||||
# Biome volatility.
|
||||
BiomeVolatility: 0.5
|
||||
|
||||
# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting
|
||||
# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 .
|
||||
# So if two biomes next to each other have both a smooth radius of 2, the
|
||||
# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide.
|
||||
SmoothRadius: 2
|
||||
|
||||
# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation.
|
||||
# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative.
|
||||
MaxAverageHeight: 0.0
|
||||
|
||||
# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation.
|
||||
# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative.
|
||||
MaxAverageDepth: 0.0
|
||||
|
||||
# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes.
|
||||
# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler.
|
||||
Volatility1: 0.0
|
||||
|
||||
Volatility2: 0.0
|
||||
|
||||
# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain.
|
||||
VolatilityWeight1: 0.5
|
||||
|
||||
VolatilityWeight2: 0.45
|
||||
|
||||
# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height.
|
||||
DisableBiomeHeight: false
|
||||
|
||||
# List of custom height factors, 17 double entries, each controls about 7
|
||||
# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller
|
||||
# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height
|
||||
# Example:
|
||||
# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0
|
||||
# Makes empty layer above bedrock layer.
|
||||
CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Rivers | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# There are two different river systems - the standard one and the improved one.
|
||||
# See the ImprovedRivers settting in the WorldConfig. Both modes have different
|
||||
# river settings, so carefully read the headers to know which settings you can use.
|
||||
|
||||
########################
|
||||
# ImprovedRivers:false #
|
||||
########################
|
||||
|
||||
# Only available when ImprovedRivers is set to false in the WorldConfig.
|
||||
# Sets which biome is used as the river biome.
|
||||
RiverBiome: River
|
||||
|
||||
#######################
|
||||
# ImprovedRivers:true #
|
||||
#######################
|
||||
|
||||
# Only available when ImprovedRivers is set to true in the WorldConfig.
|
||||
|
||||
# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome
|
||||
RiverHeight: -1.0
|
||||
|
||||
# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome
|
||||
RiverVolatility: 0.3
|
||||
|
||||
# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome
|
||||
# Can be used to create elevated rivers
|
||||
RiverWaterLevel: 63
|
||||
|
||||
# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome
|
||||
RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Blocks | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Change this to generate something else than stone in the biome.
|
||||
StoneBlock: minecraft:stone
|
||||
|
||||
# Surface block, usually GRASS.
|
||||
SurfaceBlock: minecraft:grass
|
||||
|
||||
# Block from stone to surface, like dirt in most biomes.
|
||||
GroundBlock: minecraft:dirt
|
||||
|
||||
# Setting for biomes with more complex surface and ground blocks.
|
||||
# Each column in the world has a noise value from what appears to be -7 to 7.
|
||||
# Values near 0 are more common than values near -7 and 7. This setting is
|
||||
# used to change the surface block based on the noise value for the column.
|
||||
# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]]
|
||||
# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0
|
||||
# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0
|
||||
# gravel with stone just below and between 0.0 and 10.0 there's only dirt.
|
||||
# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock
|
||||
# and GroundBlock will never appear in this biome.
|
||||
|
||||
# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks
|
||||
# like the blocks found in the Mesa biomes.
|
||||
SurfaceAndGroundControl: minecraft:grass, minecraft:dirt, 1.0, minecraft:stone, minecraft:stone, 10.0
|
||||
|
||||
# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight])
|
||||
# Example :
|
||||
# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS)
|
||||
# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height
|
||||
ReplacedBlocks: None
|
||||
|
||||
################################
|
||||
# Water / Lava & Frozen States #
|
||||
################################
|
||||
|
||||
# Set this to false to use the "Water / Lava & Frozen States" settings of this biome.
|
||||
UseWorldWaterLevel: true
|
||||
|
||||
# Set water level. Every empty between this levels will be fill water or another block from WaterBlock.
|
||||
WaterLevelMax: 63
|
||||
|
||||
WaterLevelMin: 0
|
||||
|
||||
# Block used as water in WaterLevelMax
|
||||
WaterBlock: minecraft:water
|
||||
|
||||
# Block used as ice. Ice only spawns if the BiomeTemperture is low enough.
|
||||
IceBlock: minecraft:ice
|
||||
|
||||
# Block used as cooled or frozen lava.
|
||||
# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes
|
||||
CooledLavaBlock: minecraft:lava
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Visuals and weather | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Most of the settings here only have an effect on players with the client version of Terrain Control installed.
|
||||
# Biome temperature. Float value from 0.0 to 2.0.
|
||||
# When this value is around 0.2, snow will fall on mountain peaks above y=90.
|
||||
# When this value is around 0.1, the whole biome will be covered in snow and ice.
|
||||
# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly.
|
||||
BiomeTemperature: 0.2
|
||||
|
||||
# Biome wetness. Float value from 0.0 to 1.0.
|
||||
# If this biome is a custom biome, and this value is set to 0, no rain will fall.
|
||||
# On default biomes, this won't do anything except changing the grass and leaves colors slightly.
|
||||
BiomeWetness: 0.3
|
||||
|
||||
# Biome sky color.
|
||||
SkyColor: #7BA5FF
|
||||
|
||||
# Biome water color multiplier.
|
||||
WaterColor: #FFFFFF
|
||||
|
||||
# Biome grass color.
|
||||
GrassColor: #FFFFFF
|
||||
|
||||
# Whether the grass color is a multiplier.
|
||||
# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness.
|
||||
# If you set it to false, the grass color will be just this color.
|
||||
GrassColorIsMultiplier: true
|
||||
|
||||
# Biome foliage color.
|
||||
FoliageColor: #FFFFFF
|
||||
|
||||
# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details.
|
||||
FoliageColorIsMultiplier: true
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Resource queue | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This section control all resources spawning after terrain generation.
|
||||
# The resources will be placed in this order.
|
||||
|
||||
# Keep in mind that a high size, frequency or rarity might slow down terrain generation.
|
||||
|
||||
# Possible resources:
|
||||
# DoResourceInheritance(true|false)
|
||||
# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# CustomObject(Object[,AnotherObject[,...]])
|
||||
# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]])
|
||||
# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]
|
||||
# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....])
|
||||
# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# AboveWaterRes(BlockName,Frequency,Rarity)
|
||||
# Vines(Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
|
||||
# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
|
||||
# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]
|
||||
# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...])
|
||||
|
||||
# BlockName: must be the name of a block. May include block data, like "WOOL:1".
|
||||
# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All".
|
||||
# Frequency: number of attempts to place this resource in each chunk.
|
||||
# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass.
|
||||
# MinAltitude and MaxAltitude: height limits.
|
||||
# BlockSource: mean where or whereupon resource will be placed
|
||||
# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree -
|
||||
# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom -
|
||||
# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 -
|
||||
# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree)
|
||||
# DarkOak (from the roofed forest biome) - Acacia
|
||||
# You can also use your own custom objects, as long as they have set Tree to true in their settings.
|
||||
# TreeTypeChance: similar to Rarity. Example:
|
||||
# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance),
|
||||
# if that fails, it attempts to place Taiga2 (100% chance).
|
||||
# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip
|
||||
# or simply a BlockName
|
||||
# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike
|
||||
# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can
|
||||
# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn
|
||||
# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have
|
||||
# this biome in their spawnInBiome setting.
|
||||
|
||||
# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot.
|
||||
# Liquid resource: a one-block water or lava source
|
||||
# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks
|
||||
# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1).
|
||||
# CustomStructure resource: starts a BO3 structure in the chunk.
|
||||
|
||||
Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone)
|
||||
Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone)
|
||||
Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone)
|
||||
Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone)
|
||||
Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone)
|
||||
Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:emerald_ore,5,1,100.0,4,31,minecraft:stone)
|
||||
UnderGroundLake(25,60,2,5.0,0,49)
|
||||
Liquid(minecraft:water,20,100.0,8,128,minecraft:stone)
|
||||
Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone)
|
||||
SmallLake(minecraft:water,4,7.0,8,119)
|
||||
SmallLake(minecraft:lava,2,1.0,8,119)
|
||||
UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass)
|
||||
UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay)
|
||||
UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass)
|
||||
Dungeon(8,100.0,0,128)
|
||||
Tree(1,Taiga2,10,BigTree,1,Tree,9)
|
||||
Grass(Tallgrass,NotGrouped,10,100.0,minecraft:grass,minecraft:dirt)
|
||||
Plant(Dandelion,4,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass)
|
||||
CustomObject(UseWorld)
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Sapling resource | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# TerrainControl allows you to grow your custom objects from saplings, instead
|
||||
# of the vanilla trees. Add one or more Sapling functions here to override vanilla
|
||||
# spawning for that sapling.
|
||||
|
||||
# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....])
|
||||
# Works like Tree resource instead first parameter.
|
||||
|
||||
# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood
|
||||
# All - will make the tree spawn from all saplings, but not from mushrooms.
|
||||
# BigJungle - for when 4 jungle saplings grow at once.
|
||||
# RedMushroom/BrownMushroom - will only grow when bonemeal is used.
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Custom objects | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# These objects will spawn when using the UseBiome keyword.
|
||||
BiomeObjects:
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Structures | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Here you can change, enable or disable the stuctures.
|
||||
# If you have disabled the structure in the WorldConfig, it won't spawn,
|
||||
# regardless of these settings.
|
||||
# Disables strongholds for this biome. If there is no suitable biome nearby,
|
||||
# Minecraft will ignore this setting.
|
||||
StrongholdsEnabled: true
|
||||
|
||||
# Whether an Ocean Monument can be placed in this biome.
|
||||
OceanMonumentsEnabled: false
|
||||
|
||||
# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes.
|
||||
NetherFortressesEnabled: false
|
||||
|
||||
# Whether Woodland Mansions are enabled in this biome.
|
||||
MansionsEnabled: false
|
||||
|
||||
# The village type in this biome. Can be wood, sandstone or disabled.
|
||||
VillageType: disabled
|
||||
|
||||
# The mineshaft type in this biome. Can be normal, mesa or disabled.
|
||||
MineshaftType: normal
|
||||
|
||||
# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos.
|
||||
# Note that mineshafts will never spawn, regardless of this setting, if
|
||||
# MineshaftType was set to disabled
|
||||
MineshaftRarity: 1.0
|
||||
|
||||
# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled.
|
||||
RareBuildingType: disabled
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Mob spawning | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# It's not possible to change mob spawns in vanilla biomes. These
|
||||
# are the values used by vanilla for this biome. They are read-only:
|
||||
# changes to this setting are ignored and overwritten.
|
||||
|
||||
# The monsters (skeletons, zombies, etc.) that spawn in this biome
|
||||
SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}]
|
||||
|
||||
# The friendly creatures (cows, pigs, etc.) that spawn in this biome
|
||||
SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:llama", "weight": 5, "min": 4, "max": 6}]
|
||||
|
||||
# The water creatures (only squids in vanilla) that spawn in this biome
|
||||
SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}]
|
||||
|
||||
# The ambient creatures (only bats in vanila) that spawn in this biome
|
||||
SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}]
|
||||
|
469
TerrainControl/worlds/world/WorldBiomes/Flower Forest.bc
Executable file
469
TerrainControl/worlds/world/WorldBiomes/Flower Forest.bc
Executable file
|
@ -0,0 +1,469 @@
|
|||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Biome Inheritance | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This should be the value of the biomeConfig you wish to extend.
|
||||
# The extended config will be loaded, at which point the configs included below
|
||||
# will overwrite any configs loaded from the extended config.
|
||||
BiomeExtends:
|
||||
|
||||
# When set to true, all resources of the parent biome (if any) will be copied
|
||||
# to the resources queue of this biome. If a resource in the parent biome looks
|
||||
# very similar to that of a child biome (for example, two ores of the same type)
|
||||
# it won't be copied.
|
||||
ResourceInheritance: true
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Biome placement | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth).
|
||||
# Higher numbers give a smaller biome, lower numbers a larger biome.
|
||||
# How this setting is used depends on the value of BiomeMode in the WorldConfig.
|
||||
# It will be used for:
|
||||
# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups
|
||||
# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal.
|
||||
# For biomes spawned as isles, borders or rivers other settings are available.
|
||||
# Isle biomes: BiomeSizeWhenIsle (see below)
|
||||
# Border biomes: BiomeSizeWhenBorder (see below)
|
||||
# River biomes: RiverSize (see WorldConfig)
|
||||
BiomeSize: 4
|
||||
|
||||
# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others.
|
||||
# Example for normal biome :
|
||||
# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes).
|
||||
# 50 rarity mean 1/11 chance than other
|
||||
# For isle biomes see the BiomeRarityWhenIsle setting below.
|
||||
# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome.
|
||||
BiomeRarity: 10
|
||||
|
||||
# The hexadecimal color value of this biome. Used in the output of the /tc map command,
|
||||
# and used in the input of BiomeMode: FromImage.
|
||||
BiomeColor: #2D8E49
|
||||
|
||||
####################
|
||||
# Isle biomes only #
|
||||
####################
|
||||
|
||||
# To spawn a biome as an isle, you need to add it first to the
|
||||
# IsleBiomes list in the WorldConfig.
|
||||
|
||||
# List of biomes in which this biome will spawn as an isle.
|
||||
# For example, Mushroom Isles spawn inside the Ocean biome.
|
||||
IsleInBiome: Plains
|
||||
|
||||
# Size of this biome when spawned as an isle biome in BiomeMode: Normal.
|
||||
# Valid values range from 0 to GenerationDepth.
|
||||
# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going
|
||||
# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome.
|
||||
BiomeSizeWhenIsle: 6
|
||||
|
||||
# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal.
|
||||
BiomeRarityWhenIsle: 96
|
||||
|
||||
######################
|
||||
# Border biomes only #
|
||||
######################
|
||||
|
||||
# To spawn a biome as a border, you need to add it first to the
|
||||
# BorderBiomes list in the WorldConfig.
|
||||
|
||||
# List of biomes this biome can be a border of.
|
||||
# For example, the Beach biome is a border on the Ocean biome, so
|
||||
# it can spawn anywhere on the border of an ocean.
|
||||
BiomeIsBorder:
|
||||
|
||||
# List of biomes that cancel spawning of this biome.
|
||||
# For example, the Beach biome will never spawn next to an Extreme Hills biome.
|
||||
NotBorderNear:
|
||||
|
||||
# Size of this biome when spawned as a border biome in BiomeMode: Normal.
|
||||
# Valid values range from 0 to GenerationDepth.
|
||||
# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going
|
||||
# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome.
|
||||
BiomeSizeWhenBorder: 8
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Terrain height and volatility | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# BiomeHeight mean how much height will be added in terrain generation
|
||||
# It is double value from -10.0 to 10.0
|
||||
# Value 0.0 equivalent half of map height with all other default settings
|
||||
BiomeHeight: 0.1
|
||||
|
||||
# Biome volatility.
|
||||
BiomeVolatility: 0.4
|
||||
|
||||
# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting
|
||||
# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 .
|
||||
# So if two biomes next to each other have both a smooth radius of 2, the
|
||||
# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide.
|
||||
SmoothRadius: 2
|
||||
|
||||
# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation.
|
||||
# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative.
|
||||
MaxAverageHeight: 0.0
|
||||
|
||||
# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation.
|
||||
# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative.
|
||||
MaxAverageDepth: 0.0
|
||||
|
||||
# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes.
|
||||
# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler.
|
||||
Volatility1: 0.0
|
||||
|
||||
Volatility2: 0.0
|
||||
|
||||
# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain.
|
||||
VolatilityWeight1: 0.5
|
||||
|
||||
VolatilityWeight2: 0.45
|
||||
|
||||
# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height.
|
||||
DisableBiomeHeight: false
|
||||
|
||||
# List of custom height factors, 17 double entries, each controls about 7
|
||||
# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller
|
||||
# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height
|
||||
# Example:
|
||||
# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0
|
||||
# Makes empty layer above bedrock layer.
|
||||
CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Rivers | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# There are two different river systems - the standard one and the improved one.
|
||||
# See the ImprovedRivers settting in the WorldConfig. Both modes have different
|
||||
# river settings, so carefully read the headers to know which settings you can use.
|
||||
|
||||
########################
|
||||
# ImprovedRivers:false #
|
||||
########################
|
||||
|
||||
# Only available when ImprovedRivers is set to false in the WorldConfig.
|
||||
# Sets which biome is used as the river biome.
|
||||
RiverBiome: River
|
||||
|
||||
#######################
|
||||
# ImprovedRivers:true #
|
||||
#######################
|
||||
|
||||
# Only available when ImprovedRivers is set to true in the WorldConfig.
|
||||
|
||||
# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome
|
||||
RiverHeight: -1.0
|
||||
|
||||
# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome
|
||||
RiverVolatility: 0.3
|
||||
|
||||
# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome
|
||||
# Can be used to create elevated rivers
|
||||
RiverWaterLevel: 63
|
||||
|
||||
# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome
|
||||
RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Blocks | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Change this to generate something else than stone in the biome.
|
||||
StoneBlock: minecraft:stone
|
||||
|
||||
# Surface block, usually GRASS.
|
||||
SurfaceBlock: minecraft:grass
|
||||
|
||||
# Block from stone to surface, like dirt in most biomes.
|
||||
GroundBlock: minecraft:dirt
|
||||
|
||||
# Setting for biomes with more complex surface and ground blocks.
|
||||
# Each column in the world has a noise value from what appears to be -7 to 7.
|
||||
# Values near 0 are more common than values near -7 and 7. This setting is
|
||||
# used to change the surface block based on the noise value for the column.
|
||||
# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]]
|
||||
# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0
|
||||
# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0
|
||||
# gravel with stone just below and between 0.0 and 10.0 there's only dirt.
|
||||
# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock
|
||||
# and GroundBlock will never appear in this biome.
|
||||
|
||||
# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks
|
||||
# like the blocks found in the Mesa biomes.
|
||||
SurfaceAndGroundControl:
|
||||
|
||||
# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight])
|
||||
# Example :
|
||||
# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS)
|
||||
# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height
|
||||
ReplacedBlocks: None
|
||||
|
||||
################################
|
||||
# Water / Lava & Frozen States #
|
||||
################################
|
||||
|
||||
# Set this to false to use the "Water / Lava & Frozen States" settings of this biome.
|
||||
UseWorldWaterLevel: true
|
||||
|
||||
# Set water level. Every empty between this levels will be fill water or another block from WaterBlock.
|
||||
WaterLevelMax: 63
|
||||
|
||||
WaterLevelMin: 0
|
||||
|
||||
# Block used as water in WaterLevelMax
|
||||
WaterBlock: minecraft:water
|
||||
|
||||
# Block used as ice. Ice only spawns if the BiomeTemperture is low enough.
|
||||
IceBlock: minecraft:ice
|
||||
|
||||
# Block used as cooled or frozen lava.
|
||||
# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes
|
||||
CooledLavaBlock: minecraft:lava
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Visuals and weather | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Most of the settings here only have an effect on players with the client version of Terrain Control installed.
|
||||
# Biome temperature. Float value from 0.0 to 2.0.
|
||||
# When this value is around 0.2, snow will fall on mountain peaks above y=90.
|
||||
# When this value is around 0.1, the whole biome will be covered in snow and ice.
|
||||
# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly.
|
||||
BiomeTemperature: 0.7
|
||||
|
||||
# Biome wetness. Float value from 0.0 to 1.0.
|
||||
# If this biome is a custom biome, and this value is set to 0, no rain will fall.
|
||||
# On default biomes, this won't do anything except changing the grass and leaves colors slightly.
|
||||
BiomeWetness: 0.8
|
||||
|
||||
# Biome sky color.
|
||||
SkyColor: #7BA5FF
|
||||
|
||||
# Biome water color multiplier.
|
||||
WaterColor: #FFFFFF
|
||||
|
||||
# Biome grass color.
|
||||
GrassColor: #FFFFFF
|
||||
|
||||
# Whether the grass color is a multiplier.
|
||||
# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness.
|
||||
# If you set it to false, the grass color will be just this color.
|
||||
GrassColorIsMultiplier: true
|
||||
|
||||
# Biome foliage color.
|
||||
FoliageColor: #FFFFFF
|
||||
|
||||
# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details.
|
||||
FoliageColorIsMultiplier: true
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Resource queue | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This section control all resources spawning after terrain generation.
|
||||
# The resources will be placed in this order.
|
||||
|
||||
# Keep in mind that a high size, frequency or rarity might slow down terrain generation.
|
||||
|
||||
# Possible resources:
|
||||
# DoResourceInheritance(true|false)
|
||||
# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# CustomObject(Object[,AnotherObject[,...]])
|
||||
# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]])
|
||||
# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]
|
||||
# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....])
|
||||
# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# AboveWaterRes(BlockName,Frequency,Rarity)
|
||||
# Vines(Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
|
||||
# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
|
||||
# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]
|
||||
# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...])
|
||||
|
||||
# BlockName: must be the name of a block. May include block data, like "WOOL:1".
|
||||
# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All".
|
||||
# Frequency: number of attempts to place this resource in each chunk.
|
||||
# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass.
|
||||
# MinAltitude and MaxAltitude: height limits.
|
||||
# BlockSource: mean where or whereupon resource will be placed
|
||||
# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree -
|
||||
# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom -
|
||||
# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 -
|
||||
# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree)
|
||||
# DarkOak (from the roofed forest biome) - Acacia
|
||||
# You can also use your own custom objects, as long as they have set Tree to true in their settings.
|
||||
# TreeTypeChance: similar to Rarity. Example:
|
||||
# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance),
|
||||
# if that fails, it attempts to place Taiga2 (100% chance).
|
||||
# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip
|
||||
# or simply a BlockName
|
||||
# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike
|
||||
# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can
|
||||
# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn
|
||||
# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have
|
||||
# this biome in their spawnInBiome setting.
|
||||
|
||||
# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot.
|
||||
# Liquid resource: a one-block water or lava source
|
||||
# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks
|
||||
# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1).
|
||||
# CustomStructure resource: starts a BO3 structure in the chunk.
|
||||
|
||||
Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone)
|
||||
Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone)
|
||||
Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone)
|
||||
Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone)
|
||||
Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone)
|
||||
Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone)
|
||||
UnderGroundLake(25,60,2,5.0,0,49)
|
||||
Liquid(minecraft:water,20,100.0,8,128,minecraft:stone)
|
||||
Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone)
|
||||
SmallLake(minecraft:water,4,7.0,8,119)
|
||||
SmallLake(minecraft:lava,2,1.0,8,119)
|
||||
UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass)
|
||||
UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay)
|
||||
UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass)
|
||||
Dungeon(8,100.0,0,128)
|
||||
Tree(10,Birch,20,Tree,100)
|
||||
Tree(1,BigTree,42)
|
||||
Grass(Tallgrass,NotGrouped,30,100.0,minecraft:grass,minecraft:dirt)
|
||||
Plant(Poppy,40,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(Lilac,6,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(RoseBush,6,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(Peony,6,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(OrangeTulip,80,25.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(RedTulip,80,25.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(WhiteTulip,80,25.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(PinkTulip,80,25.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(AzureBluet,1,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(Allium,1,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(OxeyeDaisy,1,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(RedMushroom,1,12.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(BrownMushroom,1,25.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass)
|
||||
Reed(minecraft:reeds,3,100.0,0,128,minecraft:grass,minecraft:dirt,minecraft:sand)
|
||||
CustomObject(UseWorld)
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Sapling resource | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# TerrainControl allows you to grow your custom objects from saplings, instead
|
||||
# of the vanilla trees. Add one or more Sapling functions here to override vanilla
|
||||
# spawning for that sapling.
|
||||
|
||||
# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....])
|
||||
# Works like Tree resource instead first parameter.
|
||||
|
||||
# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood
|
||||
# All - will make the tree spawn from all saplings, but not from mushrooms.
|
||||
# BigJungle - for when 4 jungle saplings grow at once.
|
||||
# RedMushroom/BrownMushroom - will only grow when bonemeal is used.
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Custom objects | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# These objects will spawn when using the UseBiome keyword.
|
||||
BiomeObjects:
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Structures | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Here you can change, enable or disable the stuctures.
|
||||
# If you have disabled the structure in the WorldConfig, it won't spawn,
|
||||
# regardless of these settings.
|
||||
# Disables strongholds for this biome. If there is no suitable biome nearby,
|
||||
# Minecraft will ignore this setting.
|
||||
StrongholdsEnabled: true
|
||||
|
||||
# Whether an Ocean Monument can be placed in this biome.
|
||||
OceanMonumentsEnabled: false
|
||||
|
||||
# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes.
|
||||
NetherFortressesEnabled: false
|
||||
|
||||
# Whether Woodland Mansions are enabled in this biome.
|
||||
MansionsEnabled: false
|
||||
|
||||
# The village type in this biome. Can be wood, sandstone or disabled.
|
||||
VillageType: disabled
|
||||
|
||||
# The mineshaft type in this biome. Can be normal, mesa or disabled.
|
||||
MineshaftType: normal
|
||||
|
||||
# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos.
|
||||
# Note that mineshafts will never spawn, regardless of this setting, if
|
||||
# MineshaftType was set to disabled
|
||||
MineshaftRarity: 1.0
|
||||
|
||||
# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled.
|
||||
RareBuildingType: disabled
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Mob spawning | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# It's not possible to change mob spawns in vanilla biomes. These
|
||||
# are the values used by vanilla for this biome. They are read-only:
|
||||
# changes to this setting are ignored and overwritten.
|
||||
|
||||
# The monsters (skeletons, zombies, etc.) that spawn in this biome
|
||||
SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}]
|
||||
|
||||
# The friendly creatures (cows, pigs, etc.) that spawn in this biome
|
||||
SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:rabbit", "weight": 4, "min": 2, "max": 3}]
|
||||
|
||||
# The water creatures (only squids in vanilla) that spawn in this biome
|
||||
SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}]
|
||||
|
||||
# The ambient creatures (only bats in vanila) that spawn in this biome
|
||||
SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}]
|
||||
|
487
TerrainControl/worlds/world/WorldBiomes/Forest Smooth.bc
Executable file
487
TerrainControl/worlds/world/WorldBiomes/Forest Smooth.bc
Executable 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}]
|
||||
|
463
TerrainControl/worlds/world/WorldBiomes/Forest.bc
Executable file
463
TerrainControl/worlds/world/WorldBiomes/Forest.bc
Executable file
|
@ -0,0 +1,463 @@
|
|||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Biome Inheritance | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This should be the value of the biomeConfig you wish to extend.
|
||||
# The extended config will be loaded, at which point the configs included below
|
||||
# will overwrite any configs loaded from the extended config.
|
||||
BiomeExtends:
|
||||
|
||||
# When set to true, all resources of the parent biome (if any) will be copied
|
||||
# to the resources queue of this biome. If a resource in the parent biome looks
|
||||
# very similar to that of a child biome (for example, two ores of the same type)
|
||||
# it won't be copied.
|
||||
ResourceInheritance: true
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Biome placement | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth).
|
||||
# Higher numbers give a smaller biome, lower numbers a larger biome.
|
||||
# How this setting is used depends on the value of BiomeMode in the WorldConfig.
|
||||
# It will be used for:
|
||||
# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups
|
||||
# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal.
|
||||
# For biomes spawned as isles, borders or rivers other settings are available.
|
||||
# Isle biomes: BiomeSizeWhenIsle (see below)
|
||||
# Border biomes: BiomeSizeWhenBorder (see below)
|
||||
# River biomes: RiverSize (see WorldConfig)
|
||||
BiomeSize: 4
|
||||
|
||||
# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others.
|
||||
# Example for normal biome :
|
||||
# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes).
|
||||
# 50 rarity mean 1/11 chance than other
|
||||
# For isle biomes see the BiomeRarityWhenIsle setting below.
|
||||
# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome.
|
||||
BiomeRarity: 100
|
||||
|
||||
# The hexadecimal color value of this biome. Used in the output of the /tc map command,
|
||||
# and used in the input of BiomeMode: FromImage.
|
||||
BiomeColor: #056621
|
||||
|
||||
####################
|
||||
# Isle biomes only #
|
||||
####################
|
||||
|
||||
# To spawn a biome as an isle, you need to add it first to the
|
||||
# IsleBiomes list in the WorldConfig.
|
||||
|
||||
# List of biomes in which this biome will spawn as an isle.
|
||||
# For example, Mushroom Isles spawn inside the Ocean biome.
|
||||
IsleInBiome: Plains
|
||||
|
||||
# Size of this biome when spawned as an isle biome in BiomeMode: Normal.
|
||||
# Valid values range from 0 to GenerationDepth.
|
||||
# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going
|
||||
# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome.
|
||||
BiomeSizeWhenIsle: 6
|
||||
|
||||
# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal.
|
||||
BiomeRarityWhenIsle: 96
|
||||
|
||||
######################
|
||||
# Border biomes only #
|
||||
######################
|
||||
|
||||
# To spawn a biome as a border, you need to add it first to the
|
||||
# BorderBiomes list in the WorldConfig.
|
||||
|
||||
# List of biomes this biome can be a border of.
|
||||
# For example, the Beach biome is a border on the Ocean biome, so
|
||||
# it can spawn anywhere on the border of an ocean.
|
||||
BiomeIsBorder:
|
||||
|
||||
# List of biomes that cancel spawning of this biome.
|
||||
# For example, the Beach biome will never spawn next to an Extreme Hills biome.
|
||||
NotBorderNear:
|
||||
|
||||
# Size of this biome when spawned as a border biome in BiomeMode: Normal.
|
||||
# Valid values range from 0 to GenerationDepth.
|
||||
# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going
|
||||
# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome.
|
||||
BiomeSizeWhenBorder: 8
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Terrain height and volatility | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# BiomeHeight mean how much height will be added in terrain generation
|
||||
# It is double value from -10.0 to 10.0
|
||||
# Value 0.0 equivalent half of map height with all other default settings
|
||||
BiomeHeight: 0.1
|
||||
|
||||
# Biome volatility.
|
||||
BiomeVolatility: 0.2
|
||||
|
||||
# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting
|
||||
# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 .
|
||||
# So if two biomes next to each other have both a smooth radius of 2, the
|
||||
# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide.
|
||||
SmoothRadius: 2
|
||||
|
||||
# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation.
|
||||
# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative.
|
||||
MaxAverageHeight: 0.0
|
||||
|
||||
# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation.
|
||||
# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative.
|
||||
MaxAverageDepth: 0.0
|
||||
|
||||
# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes.
|
||||
# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler.
|
||||
Volatility1: 0.0
|
||||
|
||||
Volatility2: 0.0
|
||||
|
||||
# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain.
|
||||
VolatilityWeight1: 0.5
|
||||
|
||||
VolatilityWeight2: 0.45
|
||||
|
||||
# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height.
|
||||
DisableBiomeHeight: false
|
||||
|
||||
# List of custom height factors, 17 double entries, each controls about 7
|
||||
# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller
|
||||
# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height
|
||||
# Example:
|
||||
# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0
|
||||
# Makes empty layer above bedrock layer.
|
||||
CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Rivers | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# There are two different river systems - the standard one and the improved one.
|
||||
# See the ImprovedRivers settting in the WorldConfig. Both modes have different
|
||||
# river settings, so carefully read the headers to know which settings you can use.
|
||||
|
||||
########################
|
||||
# ImprovedRivers:false #
|
||||
########################
|
||||
|
||||
# Only available when ImprovedRivers is set to false in the WorldConfig.
|
||||
# Sets which biome is used as the river biome.
|
||||
RiverBiome: River
|
||||
|
||||
#######################
|
||||
# ImprovedRivers:true #
|
||||
#######################
|
||||
|
||||
# Only available when ImprovedRivers is set to true in the WorldConfig.
|
||||
|
||||
# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome
|
||||
RiverHeight: -1.0
|
||||
|
||||
# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome
|
||||
RiverVolatility: 0.3
|
||||
|
||||
# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome
|
||||
# Can be used to create elevated rivers
|
||||
RiverWaterLevel: 63
|
||||
|
||||
# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome
|
||||
RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Blocks | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Change this to generate something else than stone in the biome.
|
||||
StoneBlock: minecraft:stone
|
||||
|
||||
# Surface block, usually GRASS.
|
||||
SurfaceBlock: minecraft:grass
|
||||
|
||||
# Block from stone to surface, like dirt in most biomes.
|
||||
GroundBlock: minecraft:dirt
|
||||
|
||||
# Setting for biomes with more complex surface and ground blocks.
|
||||
# Each column in the world has a noise value from what appears to be -7 to 7.
|
||||
# Values near 0 are more common than values near -7 and 7. This setting is
|
||||
# used to change the surface block based on the noise value for the column.
|
||||
# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]]
|
||||
# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0
|
||||
# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0
|
||||
# gravel with stone just below and between 0.0 and 10.0 there's only dirt.
|
||||
# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock
|
||||
# and GroundBlock will never appear in this biome.
|
||||
|
||||
# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks
|
||||
# like the blocks found in the Mesa biomes.
|
||||
SurfaceAndGroundControl:
|
||||
|
||||
# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight])
|
||||
# Example :
|
||||
# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS)
|
||||
# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height
|
||||
ReplacedBlocks: None
|
||||
|
||||
################################
|
||||
# Water / Lava & Frozen States #
|
||||
################################
|
||||
|
||||
# Set this to false to use the "Water / Lava & Frozen States" settings of this biome.
|
||||
UseWorldWaterLevel: true
|
||||
|
||||
# Set water level. Every empty between this levels will be fill water or another block from WaterBlock.
|
||||
WaterLevelMax: 63
|
||||
|
||||
WaterLevelMin: 0
|
||||
|
||||
# Block used as water in WaterLevelMax
|
||||
WaterBlock: minecraft:water
|
||||
|
||||
# Block used as ice. Ice only spawns if the BiomeTemperture is low enough.
|
||||
IceBlock: minecraft:ice
|
||||
|
||||
# Block used as cooled or frozen lava.
|
||||
# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes
|
||||
CooledLavaBlock: minecraft:lava
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Visuals and weather | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Most of the settings here only have an effect on players with the client version of Terrain Control installed.
|
||||
# Biome temperature. Float value from 0.0 to 2.0.
|
||||
# When this value is around 0.2, snow will fall on mountain peaks above y=90.
|
||||
# When this value is around 0.1, the whole biome will be covered in snow and ice.
|
||||
# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly.
|
||||
BiomeTemperature: 0.7
|
||||
|
||||
# Biome wetness. Float value from 0.0 to 1.0.
|
||||
# If this biome is a custom biome, and this value is set to 0, no rain will fall.
|
||||
# On default biomes, this won't do anything except changing the grass and leaves colors slightly.
|
||||
BiomeWetness: 0.8
|
||||
|
||||
# Biome sky color.
|
||||
SkyColor: #7BA5FF
|
||||
|
||||
# Biome water color multiplier.
|
||||
WaterColor: #FFFFFF
|
||||
|
||||
# Biome grass color.
|
||||
GrassColor: #FFFFFF
|
||||
|
||||
# Whether the grass color is a multiplier.
|
||||
# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness.
|
||||
# If you set it to false, the grass color will be just this color.
|
||||
GrassColorIsMultiplier: true
|
||||
|
||||
# Biome foliage color.
|
||||
FoliageColor: #FFFFFF
|
||||
|
||||
# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details.
|
||||
FoliageColorIsMultiplier: true
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Resource queue | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This section control all resources spawning after terrain generation.
|
||||
# The resources will be placed in this order.
|
||||
|
||||
# Keep in mind that a high size, frequency or rarity might slow down terrain generation.
|
||||
|
||||
# Possible resources:
|
||||
# DoResourceInheritance(true|false)
|
||||
# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# CustomObject(Object[,AnotherObject[,...]])
|
||||
# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]])
|
||||
# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]
|
||||
# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....])
|
||||
# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# AboveWaterRes(BlockName,Frequency,Rarity)
|
||||
# Vines(Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
|
||||
# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
|
||||
# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]
|
||||
# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...])
|
||||
|
||||
# BlockName: must be the name of a block. May include block data, like "WOOL:1".
|
||||
# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All".
|
||||
# Frequency: number of attempts to place this resource in each chunk.
|
||||
# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass.
|
||||
# MinAltitude and MaxAltitude: height limits.
|
||||
# BlockSource: mean where or whereupon resource will be placed
|
||||
# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree -
|
||||
# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom -
|
||||
# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 -
|
||||
# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree)
|
||||
# DarkOak (from the roofed forest biome) - Acacia
|
||||
# You can also use your own custom objects, as long as they have set Tree to true in their settings.
|
||||
# TreeTypeChance: similar to Rarity. Example:
|
||||
# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance),
|
||||
# if that fails, it attempts to place Taiga2 (100% chance).
|
||||
# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip
|
||||
# or simply a BlockName
|
||||
# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike
|
||||
# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can
|
||||
# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn
|
||||
# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have
|
||||
# this biome in their spawnInBiome setting.
|
||||
|
||||
# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot.
|
||||
# Liquid resource: a one-block water or lava source
|
||||
# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks
|
||||
# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1).
|
||||
# CustomStructure resource: starts a BO3 structure in the chunk.
|
||||
|
||||
Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone)
|
||||
Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone)
|
||||
Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone)
|
||||
Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone)
|
||||
Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone)
|
||||
Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone)
|
||||
UnderGroundLake(25,60,2,5.0,0,49)
|
||||
Liquid(minecraft:water,20,100.0,8,128,minecraft:stone)
|
||||
Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone)
|
||||
SmallLake(minecraft:water,4,7.0,8,119)
|
||||
SmallLake(minecraft:lava,2,1.0,8,119)
|
||||
UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass)
|
||||
UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay)
|
||||
UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass)
|
||||
Dungeon(8,100.0,0,128)
|
||||
Tree(10,Birch,20,Tree,100)
|
||||
Tree(1,BigTree,42)
|
||||
Grass(Tallgrass,NotGrouped,30,100.0,minecraft:grass,minecraft:dirt)
|
||||
Plant(Poppy,4,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(Lilac,2,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(RoseBush,2,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(Peony,2,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(RedMushroom,1,12.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(BrownMushroom,1,25.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass)
|
||||
Reed(minecraft:reeds,3,100.0,0,128,minecraft:grass,minecraft:dirt,minecraft:sand)
|
||||
CustomObject(UseWorld)
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Sapling resource | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# TerrainControl allows you to grow your custom objects from saplings, instead
|
||||
# of the vanilla trees. Add one or more Sapling functions here to override vanilla
|
||||
# spawning for that sapling.
|
||||
|
||||
# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....])
|
||||
# Works like Tree resource instead first parameter.
|
||||
|
||||
# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood
|
||||
# All - will make the tree spawn from all saplings, but not from mushrooms.
|
||||
# BigJungle - for when 4 jungle saplings grow at once.
|
||||
# RedMushroom/BrownMushroom - will only grow when bonemeal is used.
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Custom objects | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# These objects will spawn when using the UseBiome keyword.
|
||||
BiomeObjects:
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Structures | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Here you can change, enable or disable the stuctures.
|
||||
# If you have disabled the structure in the WorldConfig, it won't spawn,
|
||||
# regardless of these settings.
|
||||
# Disables strongholds for this biome. If there is no suitable biome nearby,
|
||||
# Minecraft will ignore this setting.
|
||||
StrongholdsEnabled: true
|
||||
|
||||
# Whether an Ocean Monument can be placed in this biome.
|
||||
OceanMonumentsEnabled: false
|
||||
|
||||
# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes.
|
||||
NetherFortressesEnabled: false
|
||||
|
||||
# Whether Woodland Mansions are enabled in this biome.
|
||||
MansionsEnabled: false
|
||||
|
||||
# The village type in this biome. Can be wood, sandstone or disabled.
|
||||
VillageType: disabled
|
||||
|
||||
# The mineshaft type in this biome. Can be normal, mesa or disabled.
|
||||
MineshaftType: normal
|
||||
|
||||
# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos.
|
||||
# Note that mineshafts will never spawn, regardless of this setting, if
|
||||
# MineshaftType was set to disabled
|
||||
MineshaftRarity: 1.0
|
||||
|
||||
# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled.
|
||||
RareBuildingType: disabled
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Mob spawning | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# It's not possible to change mob spawns in vanilla biomes. These
|
||||
# are the values used by vanilla for this biome. They are read-only:
|
||||
# changes to this setting are ignored and overwritten.
|
||||
|
||||
# The monsters (skeletons, zombies, etc.) that spawn in this biome
|
||||
SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}]
|
||||
|
||||
# The friendly creatures (cows, pigs, etc.) that spawn in this biome
|
||||
SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:wolf", "weight": 5, "min": 4, "max": 4}]
|
||||
|
||||
# The water creatures (only squids in vanilla) that spawn in this biome
|
||||
SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}]
|
||||
|
||||
# The ambient creatures (only bats in vanila) that spawn in this biome
|
||||
SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}]
|
||||
|
456
TerrainControl/worlds/world/WorldBiomes/ForestDry.bc
Executable file
456
TerrainControl/worlds/world/WorldBiomes/ForestDry.bc
Executable file
|
@ -0,0 +1,456 @@
|
|||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Biome Inheritance | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This should be the value of the biomeConfig you wish to extend.
|
||||
# The extended config will be loaded, at which point the configs included below
|
||||
# will overwrite any configs loaded from the extended config.
|
||||
BiomeExtends: Plains
|
||||
|
||||
# When set to true, all resources of the parent biome (if any) will be copied
|
||||
# to the resources queue of this biome. If a resource in the parent biome looks
|
||||
# very similar to that of a child biome (for example, two ores of the same type)
|
||||
# it won't be copied.
|
||||
ResourceInheritance: true
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Biome placement | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth).
|
||||
# Higher numbers give a smaller biome, lower numbers a larger biome.
|
||||
# How this setting is used depends on the value of BiomeMode in the WorldConfig.
|
||||
# It will be used for:
|
||||
# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups
|
||||
# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal.
|
||||
# For biomes spawned as isles, borders or rivers other settings are available.
|
||||
# Isle biomes: BiomeSizeWhenIsle (see below)
|
||||
# Border biomes: BiomeSizeWhenBorder (see below)
|
||||
# River biomes: RiverSize (see WorldConfig)
|
||||
BiomeSize: 4
|
||||
|
||||
# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others.
|
||||
# Example for normal biome :
|
||||
# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes).
|
||||
# 50 rarity mean 1/11 chance than other
|
||||
# For isle biomes see the BiomeRarityWhenIsle setting below.
|
||||
# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome.
|
||||
BiomeRarity: 100
|
||||
|
||||
# The hexadecimal color value of this biome. Used in the output of the /tc map command,
|
||||
# and used in the input of BiomeMode: FromImage.
|
||||
BiomeColor: #30680b
|
||||
|
||||
####################
|
||||
# Isle biomes only #
|
||||
####################
|
||||
|
||||
# To spawn a biome as an isle, you need to add it first to the
|
||||
# IsleBiomes list in the WorldConfig.
|
||||
|
||||
# List of biomes in which this biome will spawn as an isle.
|
||||
# For example, Mushroom Isles spawn inside the Ocean biome.
|
||||
IsleInBiome: Plains
|
||||
|
||||
# Size of this biome when spawned as an isle biome in BiomeMode: Normal.
|
||||
# Valid values range from 0 to GenerationDepth.
|
||||
# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going
|
||||
# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome.
|
||||
BiomeSizeWhenIsle: 6
|
||||
|
||||
# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal.
|
||||
BiomeRarityWhenIsle: 96
|
||||
|
||||
######################
|
||||
# Border biomes only #
|
||||
######################
|
||||
|
||||
# To spawn a biome as a border, you need to add it first to the
|
||||
# BorderBiomes list in the WorldConfig.
|
||||
|
||||
# List of biomes this biome can be a border of.
|
||||
# For example, the Beach biome is a border on the Ocean biome, so
|
||||
# it can spawn anywhere on the border of an ocean.
|
||||
BiomeIsBorder:
|
||||
|
||||
# List of biomes that cancel spawning of this biome.
|
||||
# For example, the Beach biome will never spawn next to an Extreme Hills biome.
|
||||
NotBorderNear:
|
||||
|
||||
# Size of this biome when spawned as a border biome in BiomeMode: Normal.
|
||||
# Valid values range from 0 to GenerationDepth.
|
||||
# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going
|
||||
# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome.
|
||||
BiomeSizeWhenBorder: 8
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Terrain height and volatility | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# BiomeHeight mean how much height will be added in terrain generation
|
||||
# It is double value from -10.0 to 10.0
|
||||
# Value 0.0 equivalent half of map height with all other default settings
|
||||
BiomeHeight: 0.1
|
||||
|
||||
# Biome volatility.
|
||||
BiomeVolatility: 0.2
|
||||
|
||||
# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting
|
||||
# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 .
|
||||
# So if two biomes next to each other have both a smooth radius of 2, the
|
||||
# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide.
|
||||
SmoothRadius: 2
|
||||
|
||||
# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation.
|
||||
# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative.
|
||||
MaxAverageHeight: 0.0
|
||||
|
||||
# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation.
|
||||
# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative.
|
||||
MaxAverageDepth: 0.0
|
||||
|
||||
# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes.
|
||||
# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler.
|
||||
Volatility1: 0.0
|
||||
|
||||
Volatility2: 0.0
|
||||
|
||||
# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain.
|
||||
VolatilityWeight1: 0.5
|
||||
|
||||
VolatilityWeight2: 0.45
|
||||
|
||||
# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height.
|
||||
DisableBiomeHeight: false
|
||||
|
||||
# List of custom height factors, 17 double entries, each controls about 7
|
||||
# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller
|
||||
# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height
|
||||
# Example:
|
||||
# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0
|
||||
# Makes empty layer above bedrock layer.
|
||||
CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Rivers | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# There are two different river systems - the standard one and the improved one.
|
||||
# See the ImprovedRivers settting in the WorldConfig. Both modes have different
|
||||
# river settings, so carefully read the headers to know which settings you can use.
|
||||
|
||||
########################
|
||||
# ImprovedRivers:false #
|
||||
########################
|
||||
|
||||
# Only available when ImprovedRivers is set to false in the WorldConfig.
|
||||
# Sets which biome is used as the river biome.
|
||||
RiverBiome: River
|
||||
|
||||
#######################
|
||||
# ImprovedRivers:true #
|
||||
#######################
|
||||
|
||||
# Only available when ImprovedRivers is set to true in the WorldConfig.
|
||||
|
||||
# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome
|
||||
RiverHeight: -1.0
|
||||
|
||||
# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome
|
||||
RiverVolatility: 0.3
|
||||
|
||||
# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome
|
||||
# Can be used to create elevated rivers
|
||||
RiverWaterLevel: 63
|
||||
|
||||
# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome
|
||||
RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Blocks | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Change this to generate something else than stone in the biome.
|
||||
StoneBlock: STONE
|
||||
|
||||
# Surface block, usually GRASS.
|
||||
SurfaceBlock: GRASS
|
||||
|
||||
# Block from stone to surface, like dirt in most biomes.
|
||||
GroundBlock: DIRT
|
||||
|
||||
# Setting for biomes with more complex surface and ground blocks.
|
||||
# Each column in the world has a noise value from what appears to be -7 to 7.
|
||||
# Values near 0 are more common than values near -7 and 7. This setting is
|
||||
# used to change the surface block based on the noise value for the column.
|
||||
# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]]
|
||||
# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0
|
||||
# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0
|
||||
# gravel with stone just below and between 0.0 and 10.0 there's only dirt.
|
||||
# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock
|
||||
# and GroundBlock will never appear in this biome.
|
||||
|
||||
# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks
|
||||
# like the blocks found in the Mesa biomes.
|
||||
SurfaceAndGroundControl:
|
||||
|
||||
# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight])
|
||||
# Example :
|
||||
# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS)
|
||||
# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height
|
||||
ReplacedBlocks: None
|
||||
|
||||
################################
|
||||
# Water / Lava & Frozen States #
|
||||
################################
|
||||
|
||||
# Set this to false to use the "Water / Lava & Frozen States" settings of this biome.
|
||||
UseWorldWaterLevel: true
|
||||
|
||||
# Set water level. Every empty between this levels will be fill water or another block from WaterBlock.
|
||||
WaterLevelMax: 63
|
||||
|
||||
WaterLevelMin: 0
|
||||
|
||||
# Block used as water in WaterLevelMax
|
||||
WaterBlock: STATIONARY_WATER
|
||||
|
||||
# Block used as ice. Ice only spawns if the BiomeTemperture is low enough.
|
||||
IceBlock: ICE
|
||||
|
||||
# Block used as cooled or frozen lava.
|
||||
# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes
|
||||
CooledLavaBlock: STATIONARY_LAVA
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Visuals and weather | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Most of the settings here only have an effect on players with the client version of Terrain Control installed.
|
||||
# Biome temperature. Float value from 0.0 to 2.0.
|
||||
# When this value is around 0.2, snow will fall on mountain peaks above y=90.
|
||||
# When this value is around 0.1, the whole biome will be covered in snow and ice.
|
||||
# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly.
|
||||
BiomeTemperature: 0.7
|
||||
|
||||
# Biome wetness. Float value from 0.0 to 1.0.
|
||||
# If this biome is a custom biome, and this value is set to 0, no rain will fall.
|
||||
# On default biomes, this won't do anything except changing the grass and leaves colors slightly.
|
||||
BiomeWetness: 0.8
|
||||
|
||||
# Biome sky color.
|
||||
SkyColor: #7BA5FF
|
||||
|
||||
# Biome water color multiplier.
|
||||
WaterColor: #FFFFFF
|
||||
|
||||
# Biome grass color.
|
||||
GrassColor: #FFFFFF
|
||||
|
||||
# Whether the grass color is a multiplier.
|
||||
# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness.
|
||||
# If you set it to false, the grass color will be just this color.
|
||||
GrassColorIsMultiplier: true
|
||||
|
||||
# Biome foliage color.
|
||||
FoliageColor: #FFFFFF
|
||||
|
||||
# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details.
|
||||
FoliageColorIsMultiplier: true
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Resource queue | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This section control all resources spawning after terrain generation.
|
||||
# The resources will be placed in this order.
|
||||
|
||||
# Keep in mind that a high size, frequency or rarity might slow down terrain generation.
|
||||
|
||||
# Possible resources:
|
||||
# DoResourceInheritance(true|false)
|
||||
# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# CustomObject(Object[,AnotherObject[,...]])
|
||||
# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]])
|
||||
# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]
|
||||
# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....])
|
||||
# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# AboveWaterRes(BlockName,Frequency,Rarity)
|
||||
# Vines(Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
|
||||
# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
|
||||
# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]
|
||||
# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...])
|
||||
|
||||
# BlockName: must be the name of a block. May include block data, like "WOOL:1".
|
||||
# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All".
|
||||
# Frequency: number of attempts to place this resource in each chunk.
|
||||
# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass.
|
||||
# MinAltitude and MaxAltitude: height limits.
|
||||
# BlockSource: mean where or whereupon resource will be placed
|
||||
# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree -
|
||||
# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom -
|
||||
# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 -
|
||||
# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree)
|
||||
# DarkOak (from the roofed forest biome) - Acacia
|
||||
# You can also use your own custom objects, as long as they have set Tree to true in their settings.
|
||||
# TreeTypeChance: similar to Rarity. Example:
|
||||
# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance),
|
||||
# if that fails, it attempts to place Taiga2 (100% chance).
|
||||
# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip
|
||||
# or simply a BlockName
|
||||
# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike
|
||||
# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can
|
||||
# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn
|
||||
# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have
|
||||
# this biome in their spawnInBiome setting.
|
||||
|
||||
# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot.
|
||||
# Liquid resource: a one-block water or lava source
|
||||
# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks
|
||||
# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1).
|
||||
# CustomStructure resource: starts a BO3 structure in the chunk.
|
||||
|
||||
Ore(DIRT,33,10,100.0,0,255,STONE)
|
||||
Ore(GRAVEL,33,8,100.0,0,255,STONE)
|
||||
Ore(STONE:1,33,10,100.0,0,79,STONE)
|
||||
Ore(STONE:3,33,10,100.0,0,79,STONE)
|
||||
Ore(STONE:5,33,10,100.0,0,79,STONE)
|
||||
Ore(COAL_ORE,17,20,100.0,0,127,STONE)
|
||||
Ore(IRON_ORE,9,20,100.0,0,63,STONE)
|
||||
Ore(GOLD_ORE,9,2,100.0,0,31,STONE)
|
||||
Ore(REDSTONE_ORE,8,8,100.0,0,15,STONE)
|
||||
Ore(DIAMOND_ORE,8,1,100.0,0,15,STONE)
|
||||
Ore(LAPIS_ORE,7,1,100.0,0,15,STONE)
|
||||
UnderGroundLake(25,60,2,5.0,0,49)
|
||||
Liquid(STATIONARY_WATER,20,100.0,8,128,STONE)
|
||||
Liquid(STATIONARY_LAVA,10,100.0,8,128,STONE)
|
||||
SmallLake(STATIONARY_WATER,4,7.0,8,119)
|
||||
SmallLake(STATIONARY_LAVA,2,1.0,8,119)
|
||||
UnderWaterOre(SAND,7,3,100.0,DIRT,GRASS)
|
||||
UnderWaterOre(CLAY,4,1,100.0,DIRT,CLAY)
|
||||
UnderWaterOre(GRAVEL,6,1,100.0,DIRT,GRASS)
|
||||
Dungeon(8,100.0,0,128)
|
||||
Tree(10,Birch,20,Tree,100)
|
||||
Grass(Tallgrass,NotGrouped,30,100.0,GRASS,DIRT)
|
||||
Plant(Poppy,4,100.0,0,128,GRASS,DIRT)
|
||||
Plant(Dandelion,2,100.0,0,128,GRASS,DIRT)
|
||||
Reed(SUGAR_CANE_BLOCK,3,100.0,0,128,GRASS,DIRT,SAND)
|
||||
CustomObject(UseWorld)
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Sapling resource | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# TerrainControl allows you to grow your custom objects from saplings, instead
|
||||
# of the vanilla trees. Add one or more Sapling functions here to override vanilla
|
||||
# spawning for that sapling.
|
||||
|
||||
# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....])
|
||||
# Works like Tree resource instead first parameter.
|
||||
|
||||
# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood
|
||||
# All - will make the tree spawn from all saplings, but not from mushrooms.
|
||||
# BigJungle - for when 4 jungle saplings grow at once.
|
||||
# RedMushroom/BrownMushroom - will only grow when bonemeal is used.
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Custom objects | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# These objects will spawn when using the UseBiome keyword.
|
||||
BiomeObjects:
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Structures | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Here you can change, enable or disable the stuctures.
|
||||
# If you have disabled the structure in the WorldConfig, it won't spawn,
|
||||
# regardless of these settings.
|
||||
# Disables strongholds for this biome. If there is no suitable biome nearby,
|
||||
# Minecraft will ignore this setting.
|
||||
StrongholdsEnabled: true
|
||||
|
||||
# Whether an Ocean Monument can be placed in this biome.
|
||||
OceanMonumentsEnabled: false
|
||||
|
||||
# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes.
|
||||
NetherFortressesEnabled: false
|
||||
|
||||
# Whether Woodland Mansions are enabled in this biome.
|
||||
MansionsEnabled: false
|
||||
|
||||
# The village type in this biome. Can be wood, sandstone or disabled.
|
||||
VillageType: disabled
|
||||
|
||||
# The mineshaft type in this biome. Can be normal, mesa or disabled.
|
||||
MineshaftType: normal
|
||||
|
||||
# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos.
|
||||
# Note that mineshafts will never spawn, regardless of this setting, if
|
||||
# MineshaftType was set to disabled
|
||||
MineshaftRarity: 1.0
|
||||
|
||||
# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled.
|
||||
RareBuildingType: disabled
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Mob spawning | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# It's not possible to change mob spawns in vanilla biomes. These
|
||||
# are the values used by vanilla for this biome. They are read-only:
|
||||
# changes to this setting are ignored and overwritten.
|
||||
|
||||
# The monsters (skeletons, zombies, etc.) that spawn in this biome
|
||||
SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}]
|
||||
|
||||
# The friendly creatures (cows, pigs, etc.) that spawn in this biome
|
||||
SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:wolf", "weight": 5, "min": 4, "max": 4}]
|
||||
|
||||
# The water creatures (only squids in vanilla) that spawn in this biome
|
||||
SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}]
|
||||
|
||||
# The ambient creatures (only bats in vanila) that spawn in this biome
|
||||
SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}]
|
||||
|
488
TerrainControl/worlds/world/WorldBiomes/ForestDry.bc.inherited
Executable file
488
TerrainControl/worlds/world/WorldBiomes/ForestDry.bc.inherited
Executable 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}]
|
||||
|
462
TerrainControl/worlds/world/WorldBiomes/ForestHills.bc
Executable file
462
TerrainControl/worlds/world/WorldBiomes/ForestHills.bc
Executable file
|
@ -0,0 +1,462 @@
|
|||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Biome Inheritance | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This should be the value of the biomeConfig you wish to extend.
|
||||
# The extended config will be loaded, at which point the configs included below
|
||||
# will overwrite any configs loaded from the extended config.
|
||||
BiomeExtends:
|
||||
|
||||
# When set to true, all resources of the parent biome (if any) will be copied
|
||||
# to the resources queue of this biome. If a resource in the parent biome looks
|
||||
# very similar to that of a child biome (for example, two ores of the same type)
|
||||
# it won't be copied.
|
||||
ResourceInheritance: true
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Biome placement | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth).
|
||||
# Higher numbers give a smaller biome, lower numbers a larger biome.
|
||||
# How this setting is used depends on the value of BiomeMode in the WorldConfig.
|
||||
# It will be used for:
|
||||
# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups
|
||||
# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal.
|
||||
# For biomes spawned as isles, borders or rivers other settings are available.
|
||||
# Isle biomes: BiomeSizeWhenIsle (see below)
|
||||
# Border biomes: BiomeSizeWhenBorder (see below)
|
||||
# River biomes: RiverSize (see WorldConfig)
|
||||
BiomeSize: 4
|
||||
|
||||
# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others.
|
||||
# Example for normal biome :
|
||||
# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes).
|
||||
# 50 rarity mean 1/11 chance than other
|
||||
# For isle biomes see the BiomeRarityWhenIsle setting below.
|
||||
# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome.
|
||||
BiomeRarity: 100
|
||||
|
||||
# The hexadecimal color value of this biome. Used in the output of the /tc map command,
|
||||
# and used in the input of BiomeMode: FromImage.
|
||||
BiomeColor: #22551C
|
||||
|
||||
####################
|
||||
# Isle biomes only #
|
||||
####################
|
||||
|
||||
# To spawn a biome as an isle, you need to add it first to the
|
||||
# IsleBiomes list in the WorldConfig.
|
||||
|
||||
# List of biomes in which this biome will spawn as an isle.
|
||||
# For example, Mushroom Isles spawn inside the Ocean biome.
|
||||
IsleInBiome: Plains, Forest
|
||||
|
||||
# Size of this biome when spawned as an isle biome in BiomeMode: Normal.
|
||||
# Valid values range from 0 to GenerationDepth.
|
||||
# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going
|
||||
# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome.
|
||||
BiomeSizeWhenIsle: 6
|
||||
|
||||
# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal.
|
||||
BiomeRarityWhenIsle: 97
|
||||
|
||||
######################
|
||||
# Border biomes only #
|
||||
######################
|
||||
|
||||
# To spawn a biome as a border, you need to add it first to the
|
||||
# BorderBiomes list in the WorldConfig.
|
||||
|
||||
# List of biomes this biome can be a border of.
|
||||
# For example, the Beach biome is a border on the Ocean biome, so
|
||||
# it can spawn anywhere on the border of an ocean.
|
||||
BiomeIsBorder:
|
||||
|
||||
# List of biomes that cancel spawning of this biome.
|
||||
# For example, the Beach biome will never spawn next to an Extreme Hills biome.
|
||||
NotBorderNear:
|
||||
|
||||
# Size of this biome when spawned as a border biome in BiomeMode: Normal.
|
||||
# Valid values range from 0 to GenerationDepth.
|
||||
# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going
|
||||
# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome.
|
||||
BiomeSizeWhenBorder: 8
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Terrain height and volatility | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# BiomeHeight mean how much height will be added in terrain generation
|
||||
# It is double value from -10.0 to 10.0
|
||||
# Value 0.0 equivalent half of map height with all other default settings
|
||||
BiomeHeight: 0.45
|
||||
|
||||
# Biome volatility.
|
||||
BiomeVolatility: 0.3
|
||||
|
||||
# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting
|
||||
# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 .
|
||||
# So if two biomes next to each other have both a smooth radius of 2, the
|
||||
# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide.
|
||||
SmoothRadius: 2
|
||||
|
||||
# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation.
|
||||
# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative.
|
||||
MaxAverageHeight: 0.0
|
||||
|
||||
# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation.
|
||||
# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative.
|
||||
MaxAverageDepth: 0.0
|
||||
|
||||
# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes.
|
||||
# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler.
|
||||
Volatility1: 0.0
|
||||
|
||||
Volatility2: 0.0
|
||||
|
||||
# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain.
|
||||
VolatilityWeight1: 0.5
|
||||
|
||||
VolatilityWeight2: 0.45
|
||||
|
||||
# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height.
|
||||
DisableBiomeHeight: false
|
||||
|
||||
# List of custom height factors, 17 double entries, each controls about 7
|
||||
# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller
|
||||
# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height
|
||||
# Example:
|
||||
# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0
|
||||
# Makes empty layer above bedrock layer.
|
||||
CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Rivers | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# There are two different river systems - the standard one and the improved one.
|
||||
# See the ImprovedRivers settting in the WorldConfig. Both modes have different
|
||||
# river settings, so carefully read the headers to know which settings you can use.
|
||||
|
||||
########################
|
||||
# ImprovedRivers:false #
|
||||
########################
|
||||
|
||||
# Only available when ImprovedRivers is set to false in the WorldConfig.
|
||||
# Sets which biome is used as the river biome.
|
||||
RiverBiome: River
|
||||
|
||||
#######################
|
||||
# ImprovedRivers:true #
|
||||
#######################
|
||||
|
||||
# Only available when ImprovedRivers is set to true in the WorldConfig.
|
||||
|
||||
# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome
|
||||
RiverHeight: -1.0
|
||||
|
||||
# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome
|
||||
RiverVolatility: 0.3
|
||||
|
||||
# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome
|
||||
# Can be used to create elevated rivers
|
||||
RiverWaterLevel: 63
|
||||
|
||||
# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome
|
||||
RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Blocks | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Change this to generate something else than stone in the biome.
|
||||
StoneBlock: minecraft:stone
|
||||
|
||||
# Surface block, usually GRASS.
|
||||
SurfaceBlock: minecraft:grass
|
||||
|
||||
# Block from stone to surface, like dirt in most biomes.
|
||||
GroundBlock: minecraft:dirt
|
||||
|
||||
# Setting for biomes with more complex surface and ground blocks.
|
||||
# Each column in the world has a noise value from what appears to be -7 to 7.
|
||||
# Values near 0 are more common than values near -7 and 7. This setting is
|
||||
# used to change the surface block based on the noise value for the column.
|
||||
# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]]
|
||||
# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0
|
||||
# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0
|
||||
# gravel with stone just below and between 0.0 and 10.0 there's only dirt.
|
||||
# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock
|
||||
# and GroundBlock will never appear in this biome.
|
||||
|
||||
# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks
|
||||
# like the blocks found in the Mesa biomes.
|
||||
SurfaceAndGroundControl:
|
||||
|
||||
# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight])
|
||||
# Example :
|
||||
# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS)
|
||||
# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height
|
||||
ReplacedBlocks: None
|
||||
|
||||
################################
|
||||
# Water / Lava & Frozen States #
|
||||
################################
|
||||
|
||||
# Set this to false to use the "Water / Lava & Frozen States" settings of this biome.
|
||||
UseWorldWaterLevel: true
|
||||
|
||||
# Set water level. Every empty between this levels will be fill water or another block from WaterBlock.
|
||||
WaterLevelMax: 63
|
||||
|
||||
WaterLevelMin: 0
|
||||
|
||||
# Block used as water in WaterLevelMax
|
||||
WaterBlock: minecraft:water
|
||||
|
||||
# Block used as ice. Ice only spawns if the BiomeTemperture is low enough.
|
||||
IceBlock: minecraft:ice
|
||||
|
||||
# Block used as cooled or frozen lava.
|
||||
# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes
|
||||
CooledLavaBlock: minecraft:lava
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Visuals and weather | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Most of the settings here only have an effect on players with the client version of Terrain Control installed.
|
||||
# Biome temperature. Float value from 0.0 to 2.0.
|
||||
# When this value is around 0.2, snow will fall on mountain peaks above y=90.
|
||||
# When this value is around 0.1, the whole biome will be covered in snow and ice.
|
||||
# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly.
|
||||
BiomeTemperature: 0.7
|
||||
|
||||
# Biome wetness. Float value from 0.0 to 1.0.
|
||||
# If this biome is a custom biome, and this value is set to 0, no rain will fall.
|
||||
# On default biomes, this won't do anything except changing the grass and leaves colors slightly.
|
||||
BiomeWetness: 0.8
|
||||
|
||||
# Biome sky color.
|
||||
SkyColor: #7BA5FF
|
||||
|
||||
# Biome water color multiplier.
|
||||
WaterColor: #FFFFFF
|
||||
|
||||
# Biome grass color.
|
||||
GrassColor: #FFFFFF
|
||||
|
||||
# Whether the grass color is a multiplier.
|
||||
# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness.
|
||||
# If you set it to false, the grass color will be just this color.
|
||||
GrassColorIsMultiplier: true
|
||||
|
||||
# Biome foliage color.
|
||||
FoliageColor: #FFFFFF
|
||||
|
||||
# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details.
|
||||
FoliageColorIsMultiplier: true
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Resource queue | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This section control all resources spawning after terrain generation.
|
||||
# The resources will be placed in this order.
|
||||
|
||||
# Keep in mind that a high size, frequency or rarity might slow down terrain generation.
|
||||
|
||||
# Possible resources:
|
||||
# DoResourceInheritance(true|false)
|
||||
# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# CustomObject(Object[,AnotherObject[,...]])
|
||||
# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]])
|
||||
# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]
|
||||
# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....])
|
||||
# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# AboveWaterRes(BlockName,Frequency,Rarity)
|
||||
# Vines(Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
|
||||
# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
|
||||
# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]
|
||||
# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...])
|
||||
|
||||
# BlockName: must be the name of a block. May include block data, like "WOOL:1".
|
||||
# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All".
|
||||
# Frequency: number of attempts to place this resource in each chunk.
|
||||
# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass.
|
||||
# MinAltitude and MaxAltitude: height limits.
|
||||
# BlockSource: mean where or whereupon resource will be placed
|
||||
# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree -
|
||||
# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom -
|
||||
# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 -
|
||||
# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree)
|
||||
# DarkOak (from the roofed forest biome) - Acacia
|
||||
# You can also use your own custom objects, as long as they have set Tree to true in their settings.
|
||||
# TreeTypeChance: similar to Rarity. Example:
|
||||
# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance),
|
||||
# if that fails, it attempts to place Taiga2 (100% chance).
|
||||
# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip
|
||||
# or simply a BlockName
|
||||
# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike
|
||||
# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can
|
||||
# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn
|
||||
# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have
|
||||
# this biome in their spawnInBiome setting.
|
||||
|
||||
# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot.
|
||||
# Liquid resource: a one-block water or lava source
|
||||
# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks
|
||||
# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1).
|
||||
# CustomStructure resource: starts a BO3 structure in the chunk.
|
||||
|
||||
Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone)
|
||||
Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone)
|
||||
Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone)
|
||||
Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone)
|
||||
Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone)
|
||||
Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone)
|
||||
UnderGroundLake(25,60,2,5.0,0,49)
|
||||
Liquid(minecraft:water,20,100.0,8,128,minecraft:stone)
|
||||
Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone)
|
||||
SmallLake(minecraft:water,4,7.0,8,119)
|
||||
SmallLake(minecraft:lava,2,1.0,8,119)
|
||||
UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass)
|
||||
UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay)
|
||||
UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass)
|
||||
Dungeon(8,100.0,0,128)
|
||||
Tree(10,Birch,20,Tree,100)
|
||||
Grass(Tallgrass,NotGrouped,15,100.0,minecraft:grass,minecraft:dirt)
|
||||
Plant(Poppy,4,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(Lilac,2,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(RoseBush,2,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(Peony,2,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(RedMushroom,1,12.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(BrownMushroom,1,25.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass)
|
||||
Reed(minecraft:reeds,3,100.0,0,128,minecraft:grass,minecraft:dirt,minecraft:sand)
|
||||
CustomObject(UseWorld)
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Sapling resource | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# TerrainControl allows you to grow your custom objects from saplings, instead
|
||||
# of the vanilla trees. Add one or more Sapling functions here to override vanilla
|
||||
# spawning for that sapling.
|
||||
|
||||
# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....])
|
||||
# Works like Tree resource instead first parameter.
|
||||
|
||||
# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood
|
||||
# All - will make the tree spawn from all saplings, but not from mushrooms.
|
||||
# BigJungle - for when 4 jungle saplings grow at once.
|
||||
# RedMushroom/BrownMushroom - will only grow when bonemeal is used.
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Custom objects | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# These objects will spawn when using the UseBiome keyword.
|
||||
BiomeObjects:
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Structures | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Here you can change, enable or disable the stuctures.
|
||||
# If you have disabled the structure in the WorldConfig, it won't spawn,
|
||||
# regardless of these settings.
|
||||
# Disables strongholds for this biome. If there is no suitable biome nearby,
|
||||
# Minecraft will ignore this setting.
|
||||
StrongholdsEnabled: true
|
||||
|
||||
# Whether an Ocean Monument can be placed in this biome.
|
||||
OceanMonumentsEnabled: false
|
||||
|
||||
# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes.
|
||||
NetherFortressesEnabled: false
|
||||
|
||||
# Whether Woodland Mansions are enabled in this biome.
|
||||
MansionsEnabled: false
|
||||
|
||||
# The village type in this biome. Can be wood, sandstone or disabled.
|
||||
VillageType: disabled
|
||||
|
||||
# The mineshaft type in this biome. Can be normal, mesa or disabled.
|
||||
MineshaftType: normal
|
||||
|
||||
# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos.
|
||||
# Note that mineshafts will never spawn, regardless of this setting, if
|
||||
# MineshaftType was set to disabled
|
||||
MineshaftRarity: 1.0
|
||||
|
||||
# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled.
|
||||
RareBuildingType: disabled
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Mob spawning | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# It's not possible to change mob spawns in vanilla biomes. These
|
||||
# are the values used by vanilla for this biome. They are read-only:
|
||||
# changes to this setting are ignored and overwritten.
|
||||
|
||||
# The monsters (skeletons, zombies, etc.) that spawn in this biome
|
||||
SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}]
|
||||
|
||||
# The friendly creatures (cows, pigs, etc.) that spawn in this biome
|
||||
SpawnCreatures: [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "minecraft:cow", "weight": 8, "min": 4, "max": 4}, {"mob": "minecraft:wolf", "weight": 5, "min": 4, "max": 4}]
|
||||
|
||||
# The water creatures (only squids in vanilla) that spawn in this biome
|
||||
SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}]
|
||||
|
||||
# The ambient creatures (only bats in vanila) that spawn in this biome
|
||||
SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}]
|
||||
|
481
TerrainControl/worlds/world/WorldBiomes/ForestHillsMesa.bc
Executable file
481
TerrainControl/worlds/world/WorldBiomes/ForestHillsMesa.bc
Executable file
|
@ -0,0 +1,481 @@
|
|||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Biome Inheritance | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This should be the value of the biomeConfig you wish to extend.
|
||||
# The extended config will be loaded, at which point the configs included below
|
||||
# will overwrite any configs loaded from the extended config.
|
||||
BiomeExtends:
|
||||
|
||||
# When set to true, all resources of the parent biome (if any) will be copied
|
||||
# to the resources queue of this biome. If a resource in the parent biome looks
|
||||
# very similar to that of a child biome (for example, two ores of the same type)
|
||||
# it won't be copied.
|
||||
ResourceInheritance: true
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Biome placement | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth).
|
||||
# Higher numbers give a smaller biome, lower numbers a larger biome.
|
||||
# How this setting is used depends on the value of BiomeMode in the WorldConfig.
|
||||
# It will be used for:
|
||||
# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups
|
||||
# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal.
|
||||
# For biomes spawned as isles, borders or rivers other settings are available.
|
||||
# Isle biomes: BiomeSizeWhenIsle (see below)
|
||||
# Border biomes: BiomeSizeWhenBorder (see below)
|
||||
# River biomes: RiverSize (see WorldConfig)
|
||||
BiomeSize: 4
|
||||
|
||||
# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others.
|
||||
# Example for normal biome :
|
||||
# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes).
|
||||
# 50 rarity mean 1/11 chance than other
|
||||
# For isle biomes see the BiomeRarityWhenIsle setting below.
|
||||
# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome.
|
||||
BiomeRarity: 100
|
||||
|
||||
# The hexadecimal color value of this biome. Used in the output of the /tc map command,
|
||||
# and used in the input of BiomeMode: FromImage.
|
||||
BiomeColor: #4B5A22
|
||||
|
||||
# Replace this biome to specified after the terrain is generated.
|
||||
# This will make the world files contain the id of the specified biome, instead of the id of this biome.
|
||||
# This will cause saplings, colors and mob spawning work as in specified biome.
|
||||
ReplaceToBiomeName: Plains
|
||||
|
||||
####################
|
||||
# Isle biomes only #
|
||||
####################
|
||||
|
||||
# To spawn a biome as an isle, you need to add it first to the
|
||||
# IsleBiomes list in the WorldConfig.
|
||||
|
||||
# List of biomes in which this biome will spawn as an isle.
|
||||
# For example, Mushroom Isles spawn inside the Ocean biome.
|
||||
IsleInBiome: Plains, Forest
|
||||
|
||||
# Size of this biome when spawned as an isle biome in BiomeMode: Normal.
|
||||
# Valid values range from 0 to GenerationDepth.
|
||||
# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going
|
||||
# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome.
|
||||
BiomeSizeWhenIsle: 6
|
||||
|
||||
# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal.
|
||||
BiomeRarityWhenIsle: 97
|
||||
|
||||
######################
|
||||
# Border biomes only #
|
||||
######################
|
||||
|
||||
# To spawn a biome as a border, you need to add it first to the
|
||||
# BorderBiomes list in the WorldConfig.
|
||||
|
||||
# List of biomes this biome can be a border of.
|
||||
# For example, the Beach biome is a border on the Ocean biome, so
|
||||
# it can spawn anywhere on the border of an ocean.
|
||||
BiomeIsBorder:
|
||||
|
||||
# List of biomes that cancel spawning of this biome.
|
||||
# For example, the Beach biome will never spawn next to an Extreme Hills biome.
|
||||
NotBorderNear:
|
||||
|
||||
# Size of this biome when spawned as a border biome in BiomeMode: Normal.
|
||||
# Valid values range from 0 to GenerationDepth.
|
||||
# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going
|
||||
# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome.
|
||||
BiomeSizeWhenBorder: 8
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Terrain height and volatility | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# BiomeHeight mean how much height will be added in terrain generation
|
||||
# It is double value from -10.0 to 10.0
|
||||
# Value 0.0 equivalent half of map height with all other default settings
|
||||
BiomeHeight: 0.45
|
||||
|
||||
# Biome volatility.
|
||||
BiomeVolatility: 0.3
|
||||
|
||||
# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting
|
||||
# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 .
|
||||
# So if two biomes next to each other have both a smooth radius of 2, the
|
||||
# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide.
|
||||
SmoothRadius: 2
|
||||
|
||||
# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation.
|
||||
# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative.
|
||||
MaxAverageHeight: 0.0
|
||||
|
||||
# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation.
|
||||
# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative.
|
||||
MaxAverageDepth: 0.0
|
||||
|
||||
# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes.
|
||||
# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler.
|
||||
Volatility1: 0.0
|
||||
|
||||
Volatility2: 0.0
|
||||
|
||||
# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain.
|
||||
VolatilityWeight1: 0.5
|
||||
|
||||
VolatilityWeight2: 0.45
|
||||
|
||||
# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height.
|
||||
DisableBiomeHeight: false
|
||||
|
||||
# List of custom height factors, 17 double entries, each controls about 7
|
||||
# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller
|
||||
# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height
|
||||
# Example:
|
||||
# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0
|
||||
# Makes empty layer above bedrock layer.
|
||||
CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Rivers | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# There are two different river systems - the standard one and the improved one.
|
||||
# See the ImprovedRivers settting in the WorldConfig. Both modes have different
|
||||
# river settings, so carefully read the headers to know which settings you can use.
|
||||
|
||||
########################
|
||||
# ImprovedRivers:false #
|
||||
########################
|
||||
|
||||
# Only available when ImprovedRivers is set to false in the WorldConfig.
|
||||
# Sets which biome is used as the river biome.
|
||||
RiverBiome: River
|
||||
|
||||
#######################
|
||||
# ImprovedRivers:true #
|
||||
#######################
|
||||
|
||||
# Only available when ImprovedRivers is set to true in the WorldConfig.
|
||||
|
||||
# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome
|
||||
RiverHeight: -1.0
|
||||
|
||||
# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome
|
||||
RiverVolatility: 0.3
|
||||
|
||||
# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome
|
||||
# Can be used to create elevated rivers
|
||||
RiverWaterLevel: 63
|
||||
|
||||
# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome
|
||||
RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Blocks | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Change this to generate something else than stone in the biome.
|
||||
StoneBlock: minecraft:stone
|
||||
|
||||
# Surface block, usually GRASS.
|
||||
SurfaceBlock: minecraft:grass
|
||||
|
||||
# Block from stone to surface, like dirt in most biomes.
|
||||
GroundBlock: minecraft:dirt
|
||||
|
||||
# Setting for biomes with more complex surface and ground blocks.
|
||||
# Each column in the world has a noise value from what appears to be -7 to 7.
|
||||
# Values near 0 are more common than values near -7 and 7. This setting is
|
||||
# used to change the surface block based on the noise value for the column.
|
||||
# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]]
|
||||
# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0
|
||||
# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0
|
||||
# gravel with stone just below and between 0.0 and 10.0 there's only dirt.
|
||||
# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock
|
||||
# and GroundBlock will never appear in this biome.
|
||||
|
||||
# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks
|
||||
# like the blocks found in the Mesa biomes.
|
||||
SurfaceAndGroundControl:
|
||||
|
||||
# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight])
|
||||
# Example :
|
||||
# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS)
|
||||
# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height
|
||||
ReplacedBlocks: None
|
||||
|
||||
################################
|
||||
# Water / Lava & Frozen States #
|
||||
################################
|
||||
|
||||
# Set this to false to use the "Water / Lava & Frozen States" settings of this biome.
|
||||
UseWorldWaterLevel: true
|
||||
|
||||
# Set water level. Every empty between this levels will be fill water or another block from WaterBlock.
|
||||
WaterLevelMax: 63
|
||||
|
||||
WaterLevelMin: 0
|
||||
|
||||
# Block used as water in WaterLevelMax
|
||||
WaterBlock: minecraft:water
|
||||
|
||||
# Block used as ice. Ice only spawns if the BiomeTemperture is low enough.
|
||||
IceBlock: minecraft:ice
|
||||
|
||||
# Block used as cooled or frozen lava.
|
||||
# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes
|
||||
CooledLavaBlock: minecraft:lava
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Visuals and weather | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Most of the settings here only have an effect on players with the client version of Terrain Control installed.
|
||||
# Biome temperature. Float value from 0.0 to 2.0.
|
||||
# When this value is around 0.2, snow will fall on mountain peaks above y=90.
|
||||
# When this value is around 0.1, the whole biome will be covered in snow and ice.
|
||||
# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly.
|
||||
BiomeTemperature: 0.7
|
||||
|
||||
# Biome wetness. Float value from 0.0 to 1.0.
|
||||
# If this biome is a custom biome, and this value is set to 0, no rain will fall.
|
||||
# On default biomes, this won't do anything except changing the grass and leaves colors slightly.
|
||||
BiomeWetness: 0.8
|
||||
|
||||
# Biome sky color.
|
||||
SkyColor: #7BA5FF
|
||||
|
||||
# Biome water color multiplier.
|
||||
WaterColor: #FFFFFF
|
||||
|
||||
# Biome grass color.
|
||||
GrassColor: #FFFFFF
|
||||
|
||||
# Whether the grass color is a multiplier.
|
||||
# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness.
|
||||
# If you set it to false, the grass color will be just this color.
|
||||
GrassColorIsMultiplier: true
|
||||
|
||||
# Biome foliage color.
|
||||
FoliageColor: #FFFFFF
|
||||
|
||||
# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details.
|
||||
FoliageColorIsMultiplier: true
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Resource queue | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This section control all resources spawning after terrain generation.
|
||||
# The resources will be placed in this order.
|
||||
|
||||
# Keep in mind that a high size, frequency or rarity might slow down terrain generation.
|
||||
|
||||
# Possible resources:
|
||||
# DoResourceInheritance(true|false)
|
||||
# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# CustomObject(Object[,AnotherObject[,...]])
|
||||
# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]])
|
||||
# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]
|
||||
# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....])
|
||||
# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# AboveWaterRes(BlockName,Frequency,Rarity)
|
||||
# Vines(Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
|
||||
# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
|
||||
# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]
|
||||
# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...])
|
||||
|
||||
# BlockName: must be the name of a block. May include block data, like "WOOL:1".
|
||||
# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All".
|
||||
# Frequency: number of attempts to place this resource in each chunk.
|
||||
# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass.
|
||||
# MinAltitude and MaxAltitude: height limits.
|
||||
# BlockSource: mean where or whereupon resource will be placed
|
||||
# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree -
|
||||
# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom -
|
||||
# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 -
|
||||
# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree)
|
||||
# DarkOak (from the roofed forest biome) - Acacia
|
||||
# You can also use your own custom objects, as long as they have set Tree to true in their settings.
|
||||
# TreeTypeChance: similar to Rarity. Example:
|
||||
# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance),
|
||||
# if that fails, it attempts to place Taiga2 (100% chance).
|
||||
# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip
|
||||
# or simply a BlockName
|
||||
# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike
|
||||
# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can
|
||||
# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn
|
||||
# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have
|
||||
# this biome in their spawnInBiome setting.
|
||||
|
||||
# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot.
|
||||
# Liquid resource: a one-block water or lava source
|
||||
# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks
|
||||
# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1).
|
||||
# CustomStructure resource: starts a BO3 structure in the chunk.
|
||||
|
||||
Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone)
|
||||
Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone)
|
||||
Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone)
|
||||
Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone)
|
||||
Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone)
|
||||
Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone)
|
||||
UnderGroundLake(25,60,2,5.0,0,49)
|
||||
Liquid(minecraft:water,20,100.0,8,128,minecraft:stone)
|
||||
Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone)
|
||||
SmallLake(minecraft:water,4,7.0,8,119)
|
||||
SmallLake(minecraft:lava,2,1.0,8,119)
|
||||
UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass)
|
||||
UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay)
|
||||
UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass)
|
||||
Dungeon(8,100.0,0,128)
|
||||
Tree(10,Tree,100)
|
||||
Grass(Tallgrass,NotGrouped,15,100.0,minecraft:grass,minecraft:dirt)
|
||||
Plant(Poppy,4,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(RedMushroom,1,12.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(BrownMushroom,1,25.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
CustomObject(UseWorld)
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Sapling resource | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# TerrainControl allows you to grow your custom objects from saplings, instead
|
||||
# of the vanilla trees. Add one or more Sapling functions here to override vanilla
|
||||
# spawning for that sapling.
|
||||
|
||||
# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....])
|
||||
# Works like Tree resource instead first parameter.
|
||||
|
||||
# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood
|
||||
# All - will make the tree spawn from all saplings, but not from mushrooms.
|
||||
# BigJungle - for when 4 jungle saplings grow at once.
|
||||
# RedMushroom/BrownMushroom - will only grow when bonemeal is used.
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Custom objects | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# These objects will spawn when using the UseBiome keyword.
|
||||
BiomeObjects:
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Structures | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Here you can change, enable or disable the stuctures.
|
||||
# If you have disabled the structure in the WorldConfig, it won't spawn,
|
||||
# regardless of these settings.
|
||||
# Disables strongholds for this biome. If there is no suitable biome nearby,
|
||||
# Minecraft will ignore this setting.
|
||||
StrongholdsEnabled: true
|
||||
|
||||
# Whether an Ocean Monument can be placed in this biome.
|
||||
OceanMonumentsEnabled: false
|
||||
|
||||
# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes.
|
||||
NetherFortressesEnabled: false
|
||||
|
||||
# Whether Woodland Mansions are enabled in this biome.
|
||||
MansionsEnabled: false
|
||||
|
||||
# The village type in this biome. Can be wood, sandstone or disabled.
|
||||
VillageType: disabled
|
||||
|
||||
# The mineshaft type in this biome. Can be normal, mesa or disabled.
|
||||
MineshaftType: normal
|
||||
|
||||
# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos.
|
||||
# Note that mineshafts will never spawn, regardless of this setting, if
|
||||
# MineshaftType was set to disabled
|
||||
MineshaftRarity: 1.0
|
||||
|
||||
# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled.
|
||||
RareBuildingType: disabled
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Mob spawning | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This is where you configure mob spawning. Mobs spawn in groups,
|
||||
# see http://minecraft.gamepedia.com/Spawn#Mob_spawning
|
||||
|
||||
# A mobgroups is made of four parts. They are mob, weight, min and max.
|
||||
# The mob is one of the Minecraft internal mob names.
|
||||
# See http://minecraft.gamepedia.com/Chunk_format#Mobs
|
||||
# The weight is used for a random selection. This is a positive integer.
|
||||
# The min is the minimum amount of mobs spawning as a group. This is a positive integer.
|
||||
# The max is the maximum amount of mobs spawning as a group. This is a positive integer.
|
||||
|
||||
# Mob groups are written to the config files in Json.
|
||||
# Json is a tree document format: http://en.wikipedia.org/wiki/JSON
|
||||
# Write a mobgroup like this: {"mob": "mobname", "weight": integer, "min": integer, "max": integer}
|
||||
# For example: {"mob": "Ocelot", "weight": 10, "min": 2, "max": 6}
|
||||
# For example: {"mob": "MushroomCow", "weight": 5, "min": 2, "max": 2}
|
||||
# A json list of mobgroups looks like this: [mobgroup, mobgroup, mobgroup...]
|
||||
# This would be an ampty list: []
|
||||
# You can validate your json here: http://jsonlint.com/
|
||||
|
||||
# There are four categories of mobs: monsters, creatures, water creatures and ambient creatures.
|
||||
# In custom biomes, you can add your own mobgroups in the lists below. In the vanilla biomes,
|
||||
# your changes are ignored.
|
||||
|
||||
# The monsters (skeletons, zombies, etc.) that spawn in this biome
|
||||
SpawnMonsters: [{"mob": "spider", "weight": 100, "min": 4, "max": 4}, {"mob": "zombie", "weight": 100, "min": 4, "max": 4}, {"mob": "skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "slime", "weight": 100, "min": 4, "max": 4}, {"mob": "enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "witch", "weight": 5, "min": 1, "max": 1}]
|
||||
|
||||
# The friendly creatures (cows, pigs, etc.) that spawn in this biome
|
||||
SpawnCreatures: [{"mob": "sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "pig", "weight": 10, "min": 4, "max": 4}, {"mob": "chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "cow", "weight": 8, "min": 4, "max": 4}]
|
||||
|
||||
# The water creatures (only squids in vanilla) that spawn in this biome
|
||||
SpawnWaterCreatures: [{"mob": "squid", "weight": 10, "min": 4, "max": 4}]
|
||||
|
||||
# The ambient creatures (only bats in vanila) that spawn in this biome
|
||||
SpawnAmbientCreatures: [{"mob": "bat", "weight": 10, "min": 8, "max": 8}]
|
||||
|
479
TerrainControl/worlds/world/WorldBiomes/ForestMesa.bc
Executable file
479
TerrainControl/worlds/world/WorldBiomes/ForestMesa.bc
Executable file
|
@ -0,0 +1,479 @@
|
|||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Biome Inheritance | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This should be the value of the biomeConfig you wish to extend.
|
||||
# The extended config will be loaded, at which point the configs included below
|
||||
# will overwrite any configs loaded from the extended config.
|
||||
BiomeExtends:
|
||||
|
||||
# When set to true, all resources of the parent biome (if any) will be copied
|
||||
# to the resources queue of this biome. If a resource in the parent biome looks
|
||||
# very similar to that of a child biome (for example, two ores of the same type)
|
||||
# it won't be copied.
|
||||
ResourceInheritance: true
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Biome placement | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth).
|
||||
# Higher numbers give a smaller biome, lower numbers a larger biome.
|
||||
# How this setting is used depends on the value of BiomeMode in the WorldConfig.
|
||||
# It will be used for:
|
||||
# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups
|
||||
# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal.
|
||||
# For biomes spawned as isles, borders or rivers other settings are available.
|
||||
# Isle biomes: BiomeSizeWhenIsle (see below)
|
||||
# Border biomes: BiomeSizeWhenBorder (see below)
|
||||
# River biomes: RiverSize (see WorldConfig)
|
||||
BiomeSize: 4
|
||||
|
||||
# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others.
|
||||
# Example for normal biome :
|
||||
# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes).
|
||||
# 50 rarity mean 1/11 chance than other
|
||||
# For isle biomes see the BiomeRarityWhenIsle setting below.
|
||||
# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome.
|
||||
BiomeRarity: 100
|
||||
|
||||
# The hexadecimal color value of this biome. Used in the output of the /tc map command,
|
||||
# and used in the input of BiomeMode: FromImage.
|
||||
BiomeColor: #546621
|
||||
|
||||
# Replace this biome to specified after the terrain is generated.
|
||||
# This will make the world files contain the id of the specified biome, instead of the id of this biome.
|
||||
# This will cause saplings, colors and mob spawning work as in specified biome.
|
||||
ReplaceToBiomeName: Plains
|
||||
|
||||
####################
|
||||
# Isle biomes only #
|
||||
####################
|
||||
|
||||
# To spawn a biome as an isle, you need to add it first to the
|
||||
# IsleBiomes list in the WorldConfig.
|
||||
|
||||
# List of biomes in which this biome will spawn as an isle.
|
||||
# For example, Mushroom Isles spawn inside the Ocean biome.
|
||||
IsleInBiome: Plains
|
||||
|
||||
# Size of this biome when spawned as an isle biome in BiomeMode: Normal.
|
||||
# Valid values range from 0 to GenerationDepth.
|
||||
# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going
|
||||
# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome.
|
||||
BiomeSizeWhenIsle: 6
|
||||
|
||||
# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal.
|
||||
BiomeRarityWhenIsle: 96
|
||||
|
||||
######################
|
||||
# Border biomes only #
|
||||
######################
|
||||
|
||||
# To spawn a biome as a border, you need to add it first to the
|
||||
# BorderBiomes list in the WorldConfig.
|
||||
|
||||
# List of biomes this biome can be a border of.
|
||||
# For example, the Beach biome is a border on the Ocean biome, so
|
||||
# it can spawn anywhere on the border of an ocean.
|
||||
BiomeIsBorder:
|
||||
|
||||
# List of biomes that cancel spawning of this biome.
|
||||
# For example, the Beach biome will never spawn next to an Extreme Hills biome.
|
||||
NotBorderNear:
|
||||
|
||||
# Size of this biome when spawned as a border biome in BiomeMode: Normal.
|
||||
# Valid values range from 0 to GenerationDepth.
|
||||
# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going
|
||||
# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome.
|
||||
BiomeSizeWhenBorder: 8
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Terrain height and volatility | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# BiomeHeight mean how much height will be added in terrain generation
|
||||
# It is double value from -10.0 to 10.0
|
||||
# Value 0.0 equivalent half of map height with all other default settings
|
||||
BiomeHeight: 0.1
|
||||
|
||||
# Biome volatility.
|
||||
BiomeVolatility: 0.2
|
||||
|
||||
# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting
|
||||
# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 .
|
||||
# So if two biomes next to each other have both a smooth radius of 2, the
|
||||
# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide.
|
||||
SmoothRadius: 2
|
||||
|
||||
# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation.
|
||||
# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative.
|
||||
MaxAverageHeight: 0.0
|
||||
|
||||
# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation.
|
||||
# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative.
|
||||
MaxAverageDepth: 0.0
|
||||
|
||||
# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes.
|
||||
# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler.
|
||||
Volatility1: 0.0
|
||||
|
||||
Volatility2: 0.0
|
||||
|
||||
# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain.
|
||||
VolatilityWeight1: 0.5
|
||||
|
||||
VolatilityWeight2: 0.45
|
||||
|
||||
# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height.
|
||||
DisableBiomeHeight: false
|
||||
|
||||
# List of custom height factors, 17 double entries, each controls about 7
|
||||
# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller
|
||||
# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height
|
||||
# Example:
|
||||
# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0
|
||||
# Makes empty layer above bedrock layer.
|
||||
CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Rivers | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# There are two different river systems - the standard one and the improved one.
|
||||
# See the ImprovedRivers settting in the WorldConfig. Both modes have different
|
||||
# river settings, so carefully read the headers to know which settings you can use.
|
||||
|
||||
########################
|
||||
# ImprovedRivers:false #
|
||||
########################
|
||||
|
||||
# Only available when ImprovedRivers is set to false in the WorldConfig.
|
||||
# Sets which biome is used as the river biome.
|
||||
RiverBiome: River
|
||||
|
||||
#######################
|
||||
# ImprovedRivers:true #
|
||||
#######################
|
||||
|
||||
# Only available when ImprovedRivers is set to true in the WorldConfig.
|
||||
|
||||
# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome
|
||||
RiverHeight: -1.0
|
||||
|
||||
# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome
|
||||
RiverVolatility: 0.3
|
||||
|
||||
# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome
|
||||
# Can be used to create elevated rivers
|
||||
RiverWaterLevel: 63
|
||||
|
||||
# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome
|
||||
RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Blocks | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Change this to generate something else than stone in the biome.
|
||||
StoneBlock: minecraft:stone
|
||||
|
||||
# Surface block, usually GRASS.
|
||||
SurfaceBlock: minecraft:grass
|
||||
|
||||
# Block from stone to surface, like dirt in most biomes.
|
||||
GroundBlock: minecraft:dirt
|
||||
|
||||
# Setting for biomes with more complex surface and ground blocks.
|
||||
# Each column in the world has a noise value from what appears to be -7 to 7.
|
||||
# Values near 0 are more common than values near -7 and 7. This setting is
|
||||
# used to change the surface block based on the noise value for the column.
|
||||
# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]]
|
||||
# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0
|
||||
# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0
|
||||
# gravel with stone just below and between 0.0 and 10.0 there's only dirt.
|
||||
# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock
|
||||
# and GroundBlock will never appear in this biome.
|
||||
|
||||
# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks
|
||||
# like the blocks found in the Mesa biomes.
|
||||
SurfaceAndGroundControl:
|
||||
|
||||
# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight])
|
||||
# Example :
|
||||
# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS)
|
||||
# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height
|
||||
ReplacedBlocks: None
|
||||
|
||||
################################
|
||||
# Water / Lava & Frozen States #
|
||||
################################
|
||||
|
||||
# Set this to false to use the "Water / Lava & Frozen States" settings of this biome.
|
||||
UseWorldWaterLevel: true
|
||||
|
||||
# Set water level. Every empty between this levels will be fill water or another block from WaterBlock.
|
||||
WaterLevelMax: 63
|
||||
|
||||
WaterLevelMin: 0
|
||||
|
||||
# Block used as water in WaterLevelMax
|
||||
WaterBlock: minecraft:water
|
||||
|
||||
# Block used as ice. Ice only spawns if the BiomeTemperture is low enough.
|
||||
IceBlock: minecraft:ice
|
||||
|
||||
# Block used as cooled or frozen lava.
|
||||
# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes
|
||||
CooledLavaBlock: minecraft:lava
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Visuals and weather | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Most of the settings here only have an effect on players with the client version of Terrain Control installed.
|
||||
# Biome temperature. Float value from 0.0 to 2.0.
|
||||
# When this value is around 0.2, snow will fall on mountain peaks above y=90.
|
||||
# When this value is around 0.1, the whole biome will be covered in snow and ice.
|
||||
# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly.
|
||||
BiomeTemperature: 0.7
|
||||
|
||||
# Biome wetness. Float value from 0.0 to 1.0.
|
||||
# If this biome is a custom biome, and this value is set to 0, no rain will fall.
|
||||
# On default biomes, this won't do anything except changing the grass and leaves colors slightly.
|
||||
BiomeWetness: 0.8
|
||||
|
||||
# Biome sky color.
|
||||
SkyColor: #7BA5FF
|
||||
|
||||
# Biome water color multiplier.
|
||||
WaterColor: #FFFFFF
|
||||
|
||||
# Biome grass color.
|
||||
GrassColor: #FFFFFF
|
||||
|
||||
# Whether the grass color is a multiplier.
|
||||
# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness.
|
||||
# If you set it to false, the grass color will be just this color.
|
||||
GrassColorIsMultiplier: true
|
||||
|
||||
# Biome foliage color.
|
||||
FoliageColor: #FFFFFF
|
||||
|
||||
# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details.
|
||||
FoliageColorIsMultiplier: true
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Resource queue | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This section control all resources spawning after terrain generation.
|
||||
# The resources will be placed in this order.
|
||||
|
||||
# Keep in mind that a high size, frequency or rarity might slow down terrain generation.
|
||||
|
||||
# Possible resources:
|
||||
# DoResourceInheritance(true|false)
|
||||
# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# CustomObject(Object[,AnotherObject[,...]])
|
||||
# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]])
|
||||
# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]
|
||||
# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....])
|
||||
# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# AboveWaterRes(BlockName,Frequency,Rarity)
|
||||
# Vines(Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
|
||||
# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
|
||||
# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]
|
||||
# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...])
|
||||
|
||||
# BlockName: must be the name of a block. May include block data, like "WOOL:1".
|
||||
# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All".
|
||||
# Frequency: number of attempts to place this resource in each chunk.
|
||||
# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass.
|
||||
# MinAltitude and MaxAltitude: height limits.
|
||||
# BlockSource: mean where or whereupon resource will be placed
|
||||
# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree -
|
||||
# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom -
|
||||
# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 -
|
||||
# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree)
|
||||
# DarkOak (from the roofed forest biome) - Acacia
|
||||
# You can also use your own custom objects, as long as they have set Tree to true in their settings.
|
||||
# TreeTypeChance: similar to Rarity. Example:
|
||||
# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance),
|
||||
# if that fails, it attempts to place Taiga2 (100% chance).
|
||||
# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip
|
||||
# or simply a BlockName
|
||||
# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike
|
||||
# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can
|
||||
# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn
|
||||
# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have
|
||||
# this biome in their spawnInBiome setting.
|
||||
|
||||
# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot.
|
||||
# Liquid resource: a one-block water or lava source
|
||||
# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks
|
||||
# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1).
|
||||
# CustomStructure resource: starts a BO3 structure in the chunk.
|
||||
|
||||
Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone)
|
||||
Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone)
|
||||
Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone)
|
||||
Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone)
|
||||
Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone)
|
||||
Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone)
|
||||
UnderGroundLake(25,60,2,5.0,0,49)
|
||||
Liquid(minecraft:water,20,100.0,8,128,minecraft:stone)
|
||||
Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone)
|
||||
SmallLake(minecraft:water,4,7.0,8,119)
|
||||
SmallLake(minecraft:lava,2,1.0,8,119)
|
||||
UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass)
|
||||
UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay)
|
||||
UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass)
|
||||
Dungeon(8,100.0,0,128)
|
||||
Tree(10,Tree,100)
|
||||
Grass(Tallgrass,NotGrouped,30,100.0,minecraft:grass,minecraft:dirt)
|
||||
Plant(Poppy,4,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
CustomObject(UseWorld)
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Sapling resource | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# TerrainControl allows you to grow your custom objects from saplings, instead
|
||||
# of the vanilla trees. Add one or more Sapling functions here to override vanilla
|
||||
# spawning for that sapling.
|
||||
|
||||
# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....])
|
||||
# Works like Tree resource instead first parameter.
|
||||
|
||||
# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood
|
||||
# All - will make the tree spawn from all saplings, but not from mushrooms.
|
||||
# BigJungle - for when 4 jungle saplings grow at once.
|
||||
# RedMushroom/BrownMushroom - will only grow when bonemeal is used.
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Custom objects | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# These objects will spawn when using the UseBiome keyword.
|
||||
BiomeObjects:
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Structures | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Here you can change, enable or disable the stuctures.
|
||||
# If you have disabled the structure in the WorldConfig, it won't spawn,
|
||||
# regardless of these settings.
|
||||
# Disables strongholds for this biome. If there is no suitable biome nearby,
|
||||
# Minecraft will ignore this setting.
|
||||
StrongholdsEnabled: true
|
||||
|
||||
# Whether an Ocean Monument can be placed in this biome.
|
||||
OceanMonumentsEnabled: false
|
||||
|
||||
# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes.
|
||||
NetherFortressesEnabled: false
|
||||
|
||||
# Whether Woodland Mansions are enabled in this biome.
|
||||
MansionsEnabled: false
|
||||
|
||||
# The village type in this biome. Can be wood, sandstone or disabled.
|
||||
VillageType: disabled
|
||||
|
||||
# The mineshaft type in this biome. Can be normal, mesa or disabled.
|
||||
MineshaftType: normal
|
||||
|
||||
# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos.
|
||||
# Note that mineshafts will never spawn, regardless of this setting, if
|
||||
# MineshaftType was set to disabled
|
||||
MineshaftRarity: 1.0
|
||||
|
||||
# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled.
|
||||
RareBuildingType: disabled
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Mob spawning | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This is where you configure mob spawning. Mobs spawn in groups,
|
||||
# see http://minecraft.gamepedia.com/Spawn#Mob_spawning
|
||||
|
||||
# A mobgroups is made of four parts. They are mob, weight, min and max.
|
||||
# The mob is one of the Minecraft internal mob names.
|
||||
# See http://minecraft.gamepedia.com/Chunk_format#Mobs
|
||||
# The weight is used for a random selection. This is a positive integer.
|
||||
# The min is the minimum amount of mobs spawning as a group. This is a positive integer.
|
||||
# The max is the maximum amount of mobs spawning as a group. This is a positive integer.
|
||||
|
||||
# Mob groups are written to the config files in Json.
|
||||
# Json is a tree document format: http://en.wikipedia.org/wiki/JSON
|
||||
# Write a mobgroup like this: {"mob": "mobname", "weight": integer, "min": integer, "max": integer}
|
||||
# For example: {"mob": "Ocelot", "weight": 10, "min": 2, "max": 6}
|
||||
# For example: {"mob": "MushroomCow", "weight": 5, "min": 2, "max": 2}
|
||||
# A json list of mobgroups looks like this: [mobgroup, mobgroup, mobgroup...]
|
||||
# This would be an ampty list: []
|
||||
# You can validate your json here: http://jsonlint.com/
|
||||
|
||||
# There are four categories of mobs: monsters, creatures, water creatures and ambient creatures.
|
||||
# In custom biomes, you can add your own mobgroups in the lists below. In the vanilla biomes,
|
||||
# your changes are ignored.
|
||||
|
||||
# The monsters (skeletons, zombies, etc.) that spawn in this biome
|
||||
SpawnMonsters: [{"mob": "spider", "weight": 100, "min": 4, "max": 4}, {"mob": "zombie", "weight": 100, "min": 4, "max": 4}, {"mob": "skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "slime", "weight": 100, "min": 4, "max": 4}, {"mob": "enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "witch", "weight": 5, "min": 1, "max": 1}]
|
||||
|
||||
# The friendly creatures (cows, pigs, etc.) that spawn in this biome
|
||||
SpawnCreatures: [{"mob": "sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "pig", "weight": 10, "min": 4, "max": 4}, {"mob": "chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "cow", "weight": 8, "min": 4, "max": 4}]
|
||||
|
||||
# The water creatures (only squids in vanilla) that spawn in this biome
|
||||
SpawnWaterCreatures: [{"mob": "squid", "weight": 10, "min": 4, "max": 4}]
|
||||
|
||||
# The ambient creatures (only bats in vanila) that spawn in this biome
|
||||
SpawnAmbientCreatures: [{"mob": "bat", "weight": 10, "min": 8, "max": 8}]
|
||||
|
455
TerrainControl/worlds/world/WorldBiomes/FrozenOcean.bc
Executable file
455
TerrainControl/worlds/world/WorldBiomes/FrozenOcean.bc
Executable file
|
@ -0,0 +1,455 @@
|
|||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Biome Inheritance | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This should be the value of the biomeConfig you wish to extend.
|
||||
# The extended config will be loaded, at which point the configs included below
|
||||
# will overwrite any configs loaded from the extended config.
|
||||
BiomeExtends:
|
||||
|
||||
# When set to true, all resources of the parent biome (if any) will be copied
|
||||
# to the resources queue of this biome. If a resource in the parent biome looks
|
||||
# very similar to that of a child biome (for example, two ores of the same type)
|
||||
# it won't be copied.
|
||||
ResourceInheritance: true
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Biome placement | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth).
|
||||
# Higher numbers give a smaller biome, lower numbers a larger biome.
|
||||
# How this setting is used depends on the value of BiomeMode in the WorldConfig.
|
||||
# It will be used for:
|
||||
# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups
|
||||
# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal.
|
||||
# For biomes spawned as isles, borders or rivers other settings are available.
|
||||
# Isle biomes: BiomeSizeWhenIsle (see below)
|
||||
# Border biomes: BiomeSizeWhenBorder (see below)
|
||||
# River biomes: RiverSize (see WorldConfig)
|
||||
BiomeSize: 4
|
||||
|
||||
# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others.
|
||||
# Example for normal biome :
|
||||
# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes).
|
||||
# 50 rarity mean 1/11 chance than other
|
||||
# For isle biomes see the BiomeRarityWhenIsle setting below.
|
||||
# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome.
|
||||
BiomeRarity: 100
|
||||
|
||||
# The hexadecimal color value of this biome. Used in the output of the /tc map command,
|
||||
# and used in the input of BiomeMode: FromImage.
|
||||
BiomeColor: #9090A0
|
||||
|
||||
####################
|
||||
# Isle biomes only #
|
||||
####################
|
||||
|
||||
# To spawn a biome as an isle, you need to add it first to the
|
||||
# IsleBiomes list in the WorldConfig.
|
||||
|
||||
# List of biomes in which this biome will spawn as an isle.
|
||||
# For example, Mushroom Isles spawn inside the Ocean biome.
|
||||
IsleInBiome:
|
||||
|
||||
# Size of this biome when spawned as an isle biome in BiomeMode: Normal.
|
||||
# Valid values range from 0 to GenerationDepth.
|
||||
# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going
|
||||
# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome.
|
||||
BiomeSizeWhenIsle: 6
|
||||
|
||||
# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal.
|
||||
BiomeRarityWhenIsle: 97
|
||||
|
||||
######################
|
||||
# Border biomes only #
|
||||
######################
|
||||
|
||||
# To spawn a biome as a border, you need to add it first to the
|
||||
# BorderBiomes list in the WorldConfig.
|
||||
|
||||
# List of biomes this biome can be a border of.
|
||||
# For example, the Beach biome is a border on the Ocean biome, so
|
||||
# it can spawn anywhere on the border of an ocean.
|
||||
BiomeIsBorder:
|
||||
|
||||
# List of biomes that cancel spawning of this biome.
|
||||
# For example, the Beach biome will never spawn next to an Extreme Hills biome.
|
||||
NotBorderNear:
|
||||
|
||||
# Size of this biome when spawned as a border biome in BiomeMode: Normal.
|
||||
# Valid values range from 0 to GenerationDepth.
|
||||
# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going
|
||||
# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome.
|
||||
BiomeSizeWhenBorder: 8
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Terrain height and volatility | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# BiomeHeight mean how much height will be added in terrain generation
|
||||
# It is double value from -10.0 to 10.0
|
||||
# Value 0.0 equivalent half of map height with all other default settings
|
||||
BiomeHeight: -1.0
|
||||
|
||||
# Biome volatility.
|
||||
BiomeVolatility: 0.1
|
||||
|
||||
# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting
|
||||
# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 .
|
||||
# So if two biomes next to each other have both a smooth radius of 2, the
|
||||
# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide.
|
||||
SmoothRadius: 2
|
||||
|
||||
# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation.
|
||||
# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative.
|
||||
MaxAverageHeight: 0.0
|
||||
|
||||
# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation.
|
||||
# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative.
|
||||
MaxAverageDepth: 0.0
|
||||
|
||||
# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes.
|
||||
# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler.
|
||||
Volatility1: 0.0
|
||||
|
||||
Volatility2: 0.0
|
||||
|
||||
# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain.
|
||||
VolatilityWeight1: 0.5
|
||||
|
||||
VolatilityWeight2: 0.45
|
||||
|
||||
# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height.
|
||||
DisableBiomeHeight: false
|
||||
|
||||
# List of custom height factors, 17 double entries, each controls about 7
|
||||
# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller
|
||||
# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height
|
||||
# Example:
|
||||
# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0
|
||||
# Makes empty layer above bedrock layer.
|
||||
CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Rivers | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# There are two different river systems - the standard one and the improved one.
|
||||
# See the ImprovedRivers settting in the WorldConfig. Both modes have different
|
||||
# river settings, so carefully read the headers to know which settings you can use.
|
||||
|
||||
########################
|
||||
# ImprovedRivers:false #
|
||||
########################
|
||||
|
||||
# Only available when ImprovedRivers is set to false in the WorldConfig.
|
||||
# Sets which biome is used as the river biome.
|
||||
RiverBiome:
|
||||
|
||||
#######################
|
||||
# ImprovedRivers:true #
|
||||
#######################
|
||||
|
||||
# Only available when ImprovedRivers is set to true in the WorldConfig.
|
||||
|
||||
# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome
|
||||
RiverHeight: -1.0
|
||||
|
||||
# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome
|
||||
RiverVolatility: 0.3
|
||||
|
||||
# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome
|
||||
# Can be used to create elevated rivers
|
||||
RiverWaterLevel: 63
|
||||
|
||||
# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome
|
||||
RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Blocks | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Change this to generate something else than stone in the biome.
|
||||
StoneBlock: minecraft:stone
|
||||
|
||||
# Surface block, usually GRASS.
|
||||
SurfaceBlock: minecraft:grass
|
||||
|
||||
# Block from stone to surface, like dirt in most biomes.
|
||||
GroundBlock: minecraft:dirt
|
||||
|
||||
# Setting for biomes with more complex surface and ground blocks.
|
||||
# Each column in the world has a noise value from what appears to be -7 to 7.
|
||||
# Values near 0 are more common than values near -7 and 7. This setting is
|
||||
# used to change the surface block based on the noise value for the column.
|
||||
# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]]
|
||||
# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0
|
||||
# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0
|
||||
# gravel with stone just below and between 0.0 and 10.0 there's only dirt.
|
||||
# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock
|
||||
# and GroundBlock will never appear in this biome.
|
||||
|
||||
# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks
|
||||
# like the blocks found in the Mesa biomes.
|
||||
SurfaceAndGroundControl:
|
||||
|
||||
# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight])
|
||||
# Example :
|
||||
# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS)
|
||||
# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height
|
||||
ReplacedBlocks: None
|
||||
|
||||
################################
|
||||
# Water / Lava & Frozen States #
|
||||
################################
|
||||
|
||||
# Set this to false to use the "Water / Lava & Frozen States" settings of this biome.
|
||||
UseWorldWaterLevel: true
|
||||
|
||||
# Set water level. Every empty between this levels will be fill water or another block from WaterBlock.
|
||||
WaterLevelMax: 63
|
||||
|
||||
WaterLevelMin: 0
|
||||
|
||||
# Block used as water in WaterLevelMax
|
||||
WaterBlock: minecraft:water
|
||||
|
||||
# Block used as ice. Ice only spawns if the BiomeTemperture is low enough.
|
||||
IceBlock: minecraft:ice
|
||||
|
||||
# Block used as cooled or frozen lava.
|
||||
# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes
|
||||
CooledLavaBlock: minecraft:lava
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Visuals and weather | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Most of the settings here only have an effect on players with the client version of Terrain Control installed.
|
||||
# Biome temperature. Float value from 0.0 to 2.0.
|
||||
# When this value is around 0.2, snow will fall on mountain peaks above y=90.
|
||||
# When this value is around 0.1, the whole biome will be covered in snow and ice.
|
||||
# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly.
|
||||
BiomeTemperature: 0.0
|
||||
|
||||
# Biome wetness. Float value from 0.0 to 1.0.
|
||||
# If this biome is a custom biome, and this value is set to 0, no rain will fall.
|
||||
# On default biomes, this won't do anything except changing the grass and leaves colors slightly.
|
||||
BiomeWetness: 0.5
|
||||
|
||||
# Biome sky color.
|
||||
SkyColor: #7BA5FF
|
||||
|
||||
# Biome water color multiplier.
|
||||
WaterColor: #FFFFFF
|
||||
|
||||
# Biome grass color.
|
||||
GrassColor: #FFFFFF
|
||||
|
||||
# Whether the grass color is a multiplier.
|
||||
# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness.
|
||||
# If you set it to false, the grass color will be just this color.
|
||||
GrassColorIsMultiplier: true
|
||||
|
||||
# Biome foliage color.
|
||||
FoliageColor: #FFFFFF
|
||||
|
||||
# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details.
|
||||
FoliageColorIsMultiplier: true
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Resource queue | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# This section control all resources spawning after terrain generation.
|
||||
# The resources will be placed in this order.
|
||||
|
||||
# Keep in mind that a high size, frequency or rarity might slow down terrain generation.
|
||||
|
||||
# Possible resources:
|
||||
# DoResourceInheritance(true|false)
|
||||
# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# CustomObject(Object[,AnotherObject[,...]])
|
||||
# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]])
|
||||
# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]
|
||||
# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....])
|
||||
# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
|
||||
# AboveWaterRes(BlockName,Frequency,Rarity)
|
||||
# Vines(Frequency,Rarity,MinAltitude,MaxAltitude)
|
||||
# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
|
||||
# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
|
||||
# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]
|
||||
# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...])
|
||||
|
||||
# BlockName: must be the name of a block. May include block data, like "WOOL:1".
|
||||
# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All".
|
||||
# Frequency: number of attempts to place this resource in each chunk.
|
||||
# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass.
|
||||
# MinAltitude and MaxAltitude: height limits.
|
||||
# BlockSource: mean where or whereupon resource will be placed
|
||||
# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree -
|
||||
# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom -
|
||||
# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 -
|
||||
# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree)
|
||||
# DarkOak (from the roofed forest biome) - Acacia
|
||||
# You can also use your own custom objects, as long as they have set Tree to true in their settings.
|
||||
# TreeTypeChance: similar to Rarity. Example:
|
||||
# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance),
|
||||
# if that fails, it attempts to place Taiga2 (100% chance).
|
||||
# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip
|
||||
# or simply a BlockName
|
||||
# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike
|
||||
# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can
|
||||
# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn
|
||||
# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have
|
||||
# this biome in their spawnInBiome setting.
|
||||
|
||||
# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot.
|
||||
# Liquid resource: a one-block water or lava source
|
||||
# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks
|
||||
# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1).
|
||||
# CustomStructure resource: starts a BO3 structure in the chunk.
|
||||
|
||||
Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone)
|
||||
Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone)
|
||||
Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone)
|
||||
Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone)
|
||||
Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone)
|
||||
Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone)
|
||||
Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone)
|
||||
Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone)
|
||||
UnderGroundLake(25,60,2,5.0,0,49)
|
||||
Liquid(minecraft:water,20,100.0,8,128,minecraft:stone)
|
||||
Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone)
|
||||
SmallLake(minecraft:water,4,7.0,8,119)
|
||||
SmallLake(minecraft:lava,2,1.0,8,119)
|
||||
UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass)
|
||||
UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay)
|
||||
UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass)
|
||||
Dungeon(8,100.0,0,128)
|
||||
Tree(1,BigTree,1,Tree,9)
|
||||
Grass(Tallgrass,NotGrouped,10,100.0,minecraft:grass,minecraft:dirt)
|
||||
Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt)
|
||||
Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass)
|
||||
CustomObject(UseWorld)
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Sapling resource | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# TerrainControl allows you to grow your custom objects from saplings, instead
|
||||
# of the vanilla trees. Add one or more Sapling functions here to override vanilla
|
||||
# spawning for that sapling.
|
||||
|
||||
# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....])
|
||||
# Works like Tree resource instead first parameter.
|
||||
|
||||
# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood
|
||||
# All - will make the tree spawn from all saplings, but not from mushrooms.
|
||||
# BigJungle - for when 4 jungle saplings grow at once.
|
||||
# RedMushroom/BrownMushroom - will only grow when bonemeal is used.
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Custom objects | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# These objects will spawn when using the UseBiome keyword.
|
||||
BiomeObjects:
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Structures | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# Here you can change, enable or disable the stuctures.
|
||||
# If you have disabled the structure in the WorldConfig, it won't spawn,
|
||||
# regardless of these settings.
|
||||
# Disables strongholds for this biome. If there is no suitable biome nearby,
|
||||
# Minecraft will ignore this setting.
|
||||
StrongholdsEnabled: false
|
||||
|
||||
# Whether an Ocean Monument can be placed in this biome.
|
||||
OceanMonumentsEnabled: true
|
||||
|
||||
# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes.
|
||||
NetherFortressesEnabled: false
|
||||
|
||||
# Whether Woodland Mansions are enabled in this biome.
|
||||
MansionsEnabled: false
|
||||
|
||||
# The village type in this biome. Can be wood, sandstone or disabled.
|
||||
VillageType: disabled
|
||||
|
||||
# The mineshaft type in this biome. Can be normal, mesa or disabled.
|
||||
MineshaftType: normal
|
||||
|
||||
# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos.
|
||||
# Note that mineshafts will never spawn, regardless of this setting, if
|
||||
# MineshaftType was set to disabled
|
||||
MineshaftRarity: 1.0
|
||||
|
||||
# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled.
|
||||
RareBuildingType: disabled
|
||||
|
||||
|
||||
#######################################################################
|
||||
# +-----------------------------------------------------------------+ #
|
||||
# | Mob spawning | #
|
||||
# +-----------------------------------------------------------------+ #
|
||||
#######################################################################
|
||||
|
||||
# It's not possible to change mob spawns in vanilla biomes. These
|
||||
# are the values used by vanilla for this biome. They are read-only:
|
||||
# changes to this setting are ignored and overwritten.
|
||||
|
||||
# The monsters (skeletons, zombies, etc.) that spawn in this biome
|
||||
SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}]
|
||||
|
||||
# The friendly creatures (cows, pigs, etc.) that spawn in this biome
|
||||
SpawnCreatures: []
|
||||
|
||||
# The water creatures (only squids in vanilla) that spawn in this biome
|
||||
SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}]
|
||||
|
||||
# The ambient creatures (only bats in vanila) that spawn in this biome
|
||||
SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}]
|
||||
|
Some files were not shown because too many files have changed in this diff Show more
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Reference in a new issue