Compare commits

...

123 commits

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

Thanks Obama.

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

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

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

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

I want to update the rest of the jobs with this basic premise with the intent to flood the market with goods that can be sold to other players. A boost to supply (by incentivising salable goods).
2018-07-08 15:41:26 -04:00
Chromachine 921bdc941d
Upload server config files (#28) 2018-07-01 16:22:50 +00:00
Chromachine f514fd10c5
Upload TC files for 'world'
And general TC config
TerrainControl
2018-07-01 00:27:55 +00:00
alisolarflare 23bbe677c0
Activate Dynamic Payment (@Treasurers)
Nerfs popular jobs, buffs unpopular jobs.
2018-06-30 14:09:13 -04:00
180 changed files with 51659 additions and 12060 deletions

0
.github/ISSUE_TEMPLATE.md vendored Normal file → Executable file
View file

0
.github/ISSUE_TEMPLATE/bug_report.md vendored Normal file → Executable file
View file

0
.github/ISSUE_TEMPLATE/feature_request.md vendored Normal file → Executable file
View file

7
.travis.yml Executable file
View 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
View 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

View file

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

File diff suppressed because it is too large Load diff

View file

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

View file

@ -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

View file

@ -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"

152
Chroma-Chat/config.yml Normal file
View 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)
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
View 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
View 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

View file

@ -1,45 +0,0 @@
configVersion: 15
language: en
enableEconomy: false
tutorial:
activated: false
dungeon: tutorial
startGroup: default
endgroup: player
sendFloorTitle: true
editCommandWhitelist: []
default: {}
chatEnabled: true
chatFormatGame: '&2[Game] %group_color%%player_name%: &r'
chatFormatGroup: '&2%group_color%[%group_name%] %player_name%: &r'
chatFormatSpy: '&2[Chat Spy] %player_name%: &r'
groupColorPriority:
- DARK_BLUE
- LIGHT_RED
- YELLOW
- LIGHT_GREEN
- PURPLE
- ORANGE
- WHITE
- BLACK
- LIGHT_BLUE
- DARK_GREEN
- DARK_RED
- LIGHT_GRAY
- CYAN
- MAGENTA
- DARK_GRAY
announcementInterval: 30.0
globalDeathMessagesDisabled: true
externalMobProviders: {}
resourcePacks: {}
maxInstances: 10
tweaksEnabled: false
secureMode:
enabled: false
openInventories: false
dropItems: false
checkInterval: 5.0
editCommandWhitelist: []
backupMode: ON_DISABLE_AND_SAVE
editPermissions: []

View file

@ -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

View file

@ -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: []

View file

@ -19,7 +19,7 @@ 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
@ -79,10 +79,10 @@ Logging:
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:
@ -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

View file

@ -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

View file

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

View file

@ -140,4 +140,9 @@ TownyWorldHeightLimits:
worldMin: -1
aboveTownSpawn: 96
worldMax: -1
luna:
underTownSpawn: 255
worldMin: -1
aboveTownSpawn: 96
worldMax: -1
DurabilityOverride: {}

View file

@ -127,9 +127,9 @@ vertCruiseSkipBlocks: 1
collisionExplosion: 0.0
detectionMultiplier: 10.0
underwaterDetectionMultiplier: 1.0
speed: 2.5
speed: 2.0
cruiseSkipBlocks: 4
cruiseSpeed: 0.5
cruiseSpeed: 0.75
fuelBurnRate: 2.0
sinkPercent: 99.0
overallSinkPercent: 60.0

View file

@ -85,13 +85,13 @@ forbiddenBlocks:
canFly: true
canCruise: true
cruiseSpeed: 2.0
cruiseSpeed: 1.0
maxHeightLimit: 200
maxHeightAboveGround: 50
collisionExplosion: 0.0
fuelBurnRate: 2.0
explodeOnCrash: 2.0
cruiseSkipBlocks: 1
cruiseSkipBlocks: 6
sinkSpeed: 4.0
overallSinkPercent: 97.0
detectionMultiplier: 20.0

View file

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

View file

@ -95,6 +95,8 @@ forbiddenBlocks:
canFly: true
canCruise: true
cruiseSkipBlocks: 5
cruiseSpeed: 1.0
maxHeightLimit: 200
maxHeightAboveGround: 50
collisionExplosion: 0.0

View file

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

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

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

@ -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: NORMAL
spawning: &id007
==: MVSpawnSettings
animals:
==: MVSpawnSubSettings
spawn: 'true'
spawnrate: '-1'
exceptions: []
monsters:
==: MVSpawnSubSettings
spawn: 'true'
spawnrate: '-1'
exceptions: []
entryfee: &id008
==: MVEntryFee
amount: '0.0'
currency: '-1'
hunger: 'true'
autoHeal: 'true'
adjustSpawn: 'false'
portalForm: ALL
gameMode: SURVIVAL
keepSpawnInMemory: 'false'
spawnLocation:
==: MVSpawnLocation
x: 1385.2648659554345
y: 71.04026167783364
z: -32.50617928137268
pitch: 90.0
yaw: 91.80102
autoLoad: 'true'
bedRespawn: 'true'
worldBlacklist: &id009 []
environment: NORMAL
seed: '7008642968894271479'
generator: TerrainControl
playerLimit: '-1'
allowFlight: 'true'
world_the_end:
==: MVWorld
hidden: 'false'
@ -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
@ -271,7 +271,7 @@ worlds:
adjustSpawn: 'true'
portalForm: ALL
gameMode: SURVIVAL
keepSpawnInMemory: 'true'
keepSpawnInMemory: 'false'
spawnLocation:
==: MVSpawnLocation
x: 0.0
@ -297,7 +297,7 @@ worlds:
scale: '1.0'
respawnWorld: ''
allowWeather: 'false'
difficulty: PEACEFUL
difficulty: NORMAL
spawning:
==: MVSpawnSettings
animals:
@ -319,7 +319,7 @@ worlds:
adjustSpawn: 'false'
portalForm: ALL
gameMode: CREATIVE
keepSpawnInMemory: 'true'
keepSpawnInMemory: 'false'
spawnLocation:
==: MVSpawnLocation
x: -99.94598490882755
@ -327,7 +327,7 @@ worlds:
z: 361.22998653715314
pitch: 26.886911
yaw: 2.6845398
autoLoad: 'true'
autoLoad: 'false'
bedRespawn: 'true'
worldBlacklist: []
environment: NORMAL
@ -345,7 +345,7 @@ worlds:
scale: '1.0'
respawnWorld: ''
allowWeather: 'false'
difficulty: EASY
difficulty: NORMAL
spawning:
==: MVSpawnSettings
animals:
@ -367,7 +367,7 @@ worlds:
adjustSpawn: 'true'
portalForm: ALL
gameMode: CREATIVE
keepSpawnInMemory: 'true'
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

View file

@ -5,6 +5,7 @@ groups:
prefix: '[Newcomer]'
rank: '100'
permissions:
- chroma.command.*
- multiverse.portal.access.Plotworld
- essentials.motd
- movecraft.movecraft.*
@ -45,18 +46,6 @@ 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
@ -73,6 +62,9 @@ groups:
inheritance:
- default
permissions:
- thorpe.command.*
- jobs.maxfurnaces.19042
- jobs.maxbrewingstands.19042
- essentials.motd
- movecraft.*
- essentials.warp
@ -119,6 +111,7 @@ groups:
inheritance:
- trusted
permissions:
- worldguard.teleport.own.*
- essentials.sethome.multiple.builder
- essentials.bigtree
- essentials.fly
@ -145,6 +138,10 @@ groups:
- donator
- developer
permissions:
- -essentials.god
- libsdisguises.*
- plots.admin
- ChestShop.admin
- fawe.plotsquared.admin
- fawe.worldguard.member
- fawe.worldguard
@ -175,7 +172,6 @@ groups:
- townychat.*
- towny.*
- coreprotect.*
- plots.admin.*
options:
rank: '20'
admin:
@ -229,15 +225,11 @@ groups:
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:
@ -250,16 +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:
@ -281,7 +274,9 @@ users:
f48bf937-cb2f-4cae-ad75-c835ae563903:
options:
name: HasOkayInternet
group: []
group:
- diamond
- member
permissions: []
bd0c72e7-f5a6-49be-a407-ad69e72a3431:
group:
@ -290,9 +285,9 @@ users:
- developer
options:
name: NorbiPeti
permissions: []
80f097d0-bb18-444c-ba0a-8d8e0a923622:
group:
- gold
- member
- admin
- mod
@ -306,8 +301,9 @@ users:
- member
423ab9b6-5518-4fa2-afc3-31143f169a75:
options:
name: FlamingoJay
name: jarrxth
group:
- gold
- member
7ede6d55-357d-45d2-8dd1-613e287f174a:
options:
@ -360,12 +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
mod:
@ -382,6 +378,7 @@ users:
options:
name: FigyTuna
group:
- member
- admin
permissions: []
38865e2e-8582-4ef3-8142-59a222168b09:
@ -420,7 +417,7 @@ users:
- member
70696a72-45a3-424c-82ed-769df0c6802b:
options:
name: drox_stryder
name: cedricvh27
group:
- member
88ecfbb1-8756-4cf8-8b58-da72eda642a3:
@ -457,6 +454,7 @@ users:
- member
c9468bea-0b2a-4cb7-9469-3ea1040d38fd:
group:
- mod
- member
options:
name: UnsafestFlea3
@ -472,9 +470,13 @@ users:
name: TheShyPig
a37ac0d4-a6e9-4d4a-8531-d8de4d167edc:
group:
- developer
- mod
- member
options:
name: LadyVulcanOne
permissions:
- pex.*
cb93383c-d72b-4605-bdd2-c9c0b44e2b30:
group:
- member
@ -501,7 +503,7 @@ users:
name: Spike52055
e55c1999-b0f7-4112-ada2-a43ba1d8c661:
group:
- diamond
- developer
- member
options:
name: xxxxxsinxxxxx
@ -509,7 +511,7 @@ users:
group:
- member
options:
name: rastard
name: filthy_platypus
seleda:
group: []
6ec10875-d010-4d49-a56c-2c6db4b6c5eb:
@ -613,7 +615,7 @@ users:
group:
- member
options:
name: yTobi
name: Quankerstein
f23ecada-fd76-477d-80e5-d059d6fcf4a2:
group:
- member
@ -659,3 +661,435 @@ users:
- member
options:
name: Jackster03
cffc1536-35ac-44c7-b5a0-a85a2c5e1404:
group:
- member
options:
name: Koiiev
b10d87c6-d2e3-4307-8b3a-48365291aca7:
group:
- member
options:
name: RedsToad
9bb4dab3-6f1f-4e18-bda2-72bc9f0701a4:
group:
- member
options:
name: willnutdude9
6594d366-1c94-4856-8b5d-1261976ee773:
group:
- gold
- member
options:
name: yewhotookAPUSH
c6852596-a0dd-4920-95f8-7933eca750b7:
group:
- member
options:
name: TheNr24
fa4789ef-b51b-410e-81fa-862c1a325b3b:
group:
- member
options:
name: Undersea_Ellie
cbdc0fef-6aee-4562-9253-e322fb4e049e:
group:
- member
options:
name: moertymoertan
4c1cf4ce-784c-467b-9814-e6aaf3b466c0:
group:
- member
options:
name: Prop42
813917c1-bb5f-4e1d-9ddc-f634f6277d42:
group:
- member
options:
name: Vivian_Vitella
4f16c9a6-425a-46f7-84b9-a203cbad4e28:
group:
- member
options:
name: KingGroose
1dd482b1-7384-44b5-9c2f-040a4737f09a:
group:
- member
options:
name: RicketickYT
c44988c7-c4a0-405e-9914-4dd01c498326:
group:
- member
options:
name: LoreLord
6015cf23-d4ab-4714-a919-45848a6a176c:
group:
- member
options:
name: TheBeastGamer135
4a365988-bc38-4a1d-8847-c2423b898db7:
group:
- member
options:
name: DorpsGek2002
6ff7b27f-ce0e-4861-b6f8-4e5abab30cd7:
group:
- member
options:
name: tibothedog
c006ba14-91ac-4679-ba77-5b06165b8f5f:
group:
- member
options:
name: DapperThief
xxxxsinxxxx:
group: []
fcdad1b9-a92d-479c-a3e9-4890821876f6:
group:
- gold
- member
options:
name: Czyrix
worlds:
gold:
permissions: []
0097b618-d8f7-48b5-82d7-172ae17fbd5b:
group:
- member
options:
name: SlackerPlays
7c65701c-0be3-48ce-9335-4405b3822b2f:
group:
- member
options:
name: Rtasva
4893dc11-59fd-41f7-925e-c0496576f0a9:
group:
- member
options:
name: Rytho
8ba54766-a034-4a5d-a8c5-0995543c696d:
group:
- member
options:
name: MatterFluxxy
42847e0c-5b73-4084-9f22-507d722cdbd6:
group:
- member
options:
name: MrClod
8720521c-10cb-4b68-852c-69e70fa18dc1:
group:
- member
options:
name: Nate337
337c608d-1d82-4859-9fa2-bb542f5266ba:
group:
- member
options:
name: Prixxit
5923fed0-4209-49bf-81e6-ae28c22fefe4:
group:
- member
options:
name: escapeCharacter
ae862d29-f33d-479a-a6ad-2ce73d5506d7:
group:
- member
options:
name: mayskam1995
5ac57511-159b-4763-8957-cf1e8cb3b309:
group:
- member
options:
name: DJAronnsaei
acc22974-22ef-4cfd-8fa8-3a20b575b343:
group:
- member
options:
name: Tetdesu
f4ae30a1-2c94-4a0d-87dc-0373a08dba25:
group:
- member
options:
name: Bobbynaut
c917ed19-ce15-4899-94a7-3d7e62ed04a2:
group:
- member
options:
name: Enclasse
21f95712-8b67-498b-8576-56829b95a825:
group:
- member
options:
name: airmad
575e3ade-000a-4e89-8ef1-5967b03ec85f:
group:
- member
options:
name: Ivy_Maze
e829f6c3-0394-42dd-aca5-e8c4c6af0f39:
options:
name: skell123
permissions:
- member
51d9559f-64f2-4611-8aa2-be5085a261ee:
group:
- member
options:
name: Toiton
b7c4bbdf-2fdf-4534-a980-2ace8ba51eca:
group:
- member
options:
name: TheFeralGirl
c8f6c4a1-ff1a-4d3d-a7d5-1200df958d08:
group:
- member
options:
name: HELLO_IM_A_BEAR
faae79ae-968b-4f19-a14a-8cdbdeb3f5e8:
group:
- member
options:
name: Freddo3000
eaed0589-1a40-46bf-ae1e-7c94e995e723:
group:
- member
options:
name: Gecko998
cd0d5619-3346-4f8c-b55a-52c179491eff:
group:
- member
options:
name: NameinProgressTM
f37e35a6-4130-4689-b28a-63dd2c4cb66c:
group:
- member
options:
name: 123louis456
d76202d5-490a-4e9a-bfef-509585de9bcb:
group:
- member
options:
name: PersonPlayMC
47e05e6b-5443-42a4-9a06-b29ff6425ee2:
group:
- member
options:
name: Whistler1983
1020b02b-d411-4649-8c0f-e48422d8f2fb:
group:
- member
options:
name: BaDaBoomBa
a9a6dbaa-bbf7-4d61-bd88-500d80aacdc9:
group:
- member
options:
name: AJCxz
afc3366b-7a30-422e-90aa-56843902c0ad:
group:
- member
options:
name: yebu101
b522961f-8634-4d18-a3a7-d2d9995ba771:
options:
name: MintCCookie
group:
- member
6c5e2ed0-cbaa-48fd-85b2-646a5e72ac79:
group:
- member
options:
name: RomanStream849
60119c87-3eca-4c0f-b03f-cd0ae3cd1723:
group:
- member
options:
name: Net_ShadowHunter
8de5662e-3029-4881-9822-91f567ef6718:
group:
- member
options:
name: JeffOgre
317cb681-1d31-4008-a60f-a469fd32f36d:
group:
- member
options:
name: Nkashp
bef17bd4-b9e2-4cbc-94fd-be73ae982f7d:
group:
- member
options:
name: soFruity
50205f95-ad47-4d36-ba6c-aa22911f3c3b:
group:
- member
options:
name: JamesDaGFx
af7c1643-4f9e-4b04-8331-6af3c5185237:
group:
- member
options:
name: HasMerryInternet
2c333255-de9f-4799-ac43-fe412996d3a5:
group:
- member
options:
name: Startttttt
3e0ee1be-d1da-46ef-86f6-bff880e99c01:
group:
- member
options:
name: Bannor2
01ba2550-d695-4b1d-94c7-ef05cdce6d5d:
group:
- member
options:
name: I_B_boinkle
0e244a79-28a1-49ff-a015-a065ac7052d5:
group:
- member
options:
name: BrandynJ
e3775b5d-f71b-42ed-9f8e-5ac56f11a22d:
group:
- member
options:
name: Ninja_Gaiden1
56fb8e2d-a5e8-46af-a663-1d2894c06ab6:
group:
- member
options:
name: master_pvp15
7a76f6de-b318-4c1b-bd77-435d2d391234:
group:
- member
options:
name: FROOOOOOOOOOOOOG
e985a149-501f-4fc7-8fb6-e9bcd9e3d97f:
group:
- member
options:
name: Cosmic_Wendy
84150001-e84f-443e-bdba-26b5e44c2e24:
group:
- member
options:
name: Realmion
f6496248-de57-474c-b133-c24e34e056e7:
group:
- member
options:
name: gods_of_MC
39512899-2f6a-43f4-95f4-8818ba6d86d5:
group:
- member
options:
name: CrumblinSquirrlz
ac9d630f-aafb-4873-af7f-da657076c3a7:
group:
- member
options:
name: tanruss1
3bc4dec4-e83d-40c4-8bcf-449a88095942:
group:
- member
options:
name: Deoplo
a768c46d-45f3-4b9c-9b32-02c4fc427d3b:
group:
- member
options:
name: nadirmuki
2875cece-b356-4fab-8bad-2d4e34200bc6:
group:
- member
options:
name: CookieChiken
1486b04a-0136-4f5f-829d-be6fe456b580:
group:
- member
options:
name: CaptainRumbIy
49d0c635-d00c-426d-a153-23ab332363dd:
group:
- member
options:
name: TaffySwordsman
4e996119-6a52-4640-a136-1efcc6fc7e98:
group:
- member
options:
name: DerpyPanda27
f6a7ae21-9297-4219-a1a3-d09f7b077226:
group:
- member
options:
name: Death599
b867cc93-ae3d-4931-8fc9-e8cc66df24a7:
group:
- member
options:
name: faSpetru
1e4135f6-e789-4325-8822-6ff9208c3591:
group:
- member
options:
name: meaningoflife42
28419b54-c225-46ba-84d6-4a3de86a583d:
group:
- member
options:
name: GodsPotion
421195d4-1e52-410b-9516-49ac6b31bed0:
group:
- member
options:
name: MrsKawaiii
bf197c71-3725-48c9-9f33-fbf7a8583446:
group:
- member
options:
name: Dragonslayer271
7137de0e-f65e-46c6-acd5-675e194afec4:
group:
- member
options:
name: uzou
17847b6e-0496-4c61-82e3-830075888565:
group:
- member
options:
name: SomethingYuNique
65414a1f-4f5e-4db5-953d-0a24dc7acbd1:
group:
- member
options:
name: AtlanticMercyyy
5a80158a-2345-4179-8049-081c438b5581:
group:
- member
options:
name: MrSavagePlayZ
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

View file

@ -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'

View file

@ -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: "23 Jul 2018 00:00:00 GMT"
build: "https://ci.athion.net/job/PlotSquared/2017"
commit: "https://github.com/IntellectualSites/PlotSquared/commit/79e1ea9"
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

Binary file not shown.

View file

@ -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: '-'

View file

@ -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'

View file

@ -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: '-'

View file

@ -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'

View file

@ -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<><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<><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<><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<><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<><EFBFBD>ڵ<EFBFBD>Ƥ<EFBFBD><C6A4><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
cannot_buy_own: "$2<><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<><EFBFBD><E2B2BB>һ<EFBFBD><D2BB><EFBFBD><EFBFBD>Ч<EFBFBD><D0A7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><><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<><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<><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<><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><EFBFBD><E8B6A8><EFBFBD><EFBFBD>"
not_valid_block_list_header: "$2<><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<><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<><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><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<><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<><EFBFBD><E3B1BB><EFBFBD><EFBFBD><EBB5BD>Ⱥ: $2%s"
cluster_removed: "$1<><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<><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<><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<><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<><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<><EFBFBD><E3B2BB>Ϊ<EFBFBD>Լ<EFBFBD><D4BC><EFBFBD>Ƥ<EFBFBD><C6A4><EFBFBD><EFBFBD>"
rating_not_owned: "$2<><EFBFBD><E3B2BB>Ϊ<EFBFBD><CEAA><EFBFBD>õ<EFBFBD>Ƥ<EFBFBD><C6A4><EFBFBD><EFBFBD>"
cannot_afford_plot: "$2<><32>û<EFBFBD><C3BB><EFBFBD><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: <><D3B5><EFBFBD><EFBFBD> %s"
title_left_plot: "<22><><EFBFBD><EFBFBD><EBBFAA> %s"
title_left_plot_sub: <><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><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<><EFBFBD>ܷ<EFBFBD><DCB7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ĵ<EFBFBD>Ƥ<EFBFBD><C6A4><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
cant_claim_more_plots_num: "$2<><EFBFBD><E3B2BB>һ<EFBFBD><D2BB><EFBFBD><EFBFBD>ȡ $1%s $2<><32><EFBFBD>Ƥ"
you_be_denied: "$2<><EFBFBD>ܽ<EFBFBD><DCBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƥ"
no_perm_merge: "$2<><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<><EFBFBD>ڵ<EFBFBD>Ƥ<EFBFBD><C6A4>"
not_valid_plot_world: "$2<><EFBFBD><E2B2BB>һ<EFBFBD><D2BB><EFBFBD><EFBFBD>Ч<EFBFBD><D0A7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><><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<><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<><EFBFBD><E2B2BB>һ<EFBFBD><D2BB><EFBFBD><EFBFBD>Ч<EFBFBD>ķ<EFBFBD><C4B7><EFBFBD>."
not_valid_number: "$2<><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><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: "-"

View file

@ -1,6 +0,0 @@
version: PlotSquared-18.6.23-79e1ea9-2017
color:
'3': '8'
'4': '3'
'1': '6'
'2': '7'

46
Server/bukkit.yml Executable file
View 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
View 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
View 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
View 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
View 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
View 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
View 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
View 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
View 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
View 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

View file

@ -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}

View file

@ -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

View 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

Binary file not shown.

View 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}]

View 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}]

View 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}]

View 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}]

View 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}]

View 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}]

View 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}]

View 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}]

View 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}]

View 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}]

View 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}]

View 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}]

View 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}]

View 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}]

View 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}]

View 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}]

View 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}]

View 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}]

View 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}]

View 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}]

View 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}]

View 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}]

View file

@ -0,0 +1,487 @@
#######################################################################
# +-----------------------------------------------------------------+ #
# | Biome Inheritance | #
# +-----------------------------------------------------------------+ #
#######################################################################
# This should be the value of the biomeConfig you wish to extend.
# The extended config will be loaded, at which point the configs included below
# will overwrite any configs loaded from the extended config.
BiomeExtends:
# When set to true, all resources of the parent biome (if any) will be copied
# to the resources queue of this biome. If a resource in the parent biome looks
# very similar to that of a child biome (for example, two ores of the same type)
# it won't be copied.
ResourceInheritance: true
#######################################################################
# +-----------------------------------------------------------------+ #
# | Biome placement | #
# +-----------------------------------------------------------------+ #
#######################################################################
# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth).
# Higher numbers give a smaller biome, lower numbers a larger biome.
# How this setting is used depends on the value of BiomeMode in the WorldConfig.
# It will be used for:
# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups
# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal.
# For biomes spawned as isles, borders or rivers other settings are available.
# Isle biomes: BiomeSizeWhenIsle (see below)
# Border biomes: BiomeSizeWhenBorder (see below)
# River biomes: RiverSize (see WorldConfig)
BiomeSize: 4
# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others.
# Example for normal biome :
# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes).
# 50 rarity mean 1/11 chance than other
# For isle biomes see the BiomeRarityWhenIsle setting below.
# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome.
BiomeRarity: 100
# The hexadecimal color value of this biome. Used in the output of the /tc map command,
# and used in the input of BiomeMode: FromImage.
BiomeColor: #076D24
# Replace this biome to specified after the terrain is generated.
# This will make the world files contain the id of the specified biome, instead of the id of this biome.
# This will cause saplings, colors and mob spawning work as in specified biome.
ReplaceToBiomeName: Forest
####################
# Isle biomes only #
####################
# To spawn a biome as an isle, you need to add it first to the
# IsleBiomes list in the WorldConfig.
# List of biomes in which this biome will spawn as an isle.
# For example, Mushroom Isles spawn inside the Ocean biome.
IsleInBiome: Plains
# Size of this biome when spawned as an isle biome in BiomeMode: Normal.
# Valid values range from 0 to GenerationDepth.
# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going
# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome.
BiomeSizeWhenIsle: 6
# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal.
BiomeRarityWhenIsle: 96
######################
# Border biomes only #
######################
# To spawn a biome as a border, you need to add it first to the
# BorderBiomes list in the WorldConfig.
# List of biomes this biome can be a border of.
# For example, the Beach biome is a border on the Ocean biome, so
# it can spawn anywhere on the border of an ocean.
BiomeIsBorder:
# List of biomes that cancel spawning of this biome.
# For example, the Beach biome will never spawn next to an Extreme Hills biome.
NotBorderNear:
# Size of this biome when spawned as a border biome in BiomeMode: Normal.
# Valid values range from 0 to GenerationDepth.
# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going
# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome.
BiomeSizeWhenBorder: 8
#######################################################################
# +-----------------------------------------------------------------+ #
# | Terrain height and volatility | #
# +-----------------------------------------------------------------+ #
#######################################################################
# BiomeHeight mean how much height will be added in terrain generation
# It is double value from -10.0 to 10.0
# Value 0.0 equivalent half of map height with all other default settings
BiomeHeight: 0.1
# Biome volatility.
BiomeVolatility: 0.05
# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting
# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 .
# So if two biomes next to each other have both a smooth radius of 2, the
# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide.
SmoothRadius: 2
# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation.
# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative.
MaxAverageHeight: 0.0
# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation.
# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative.
MaxAverageDepth: 0.0
# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes.
# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler.
Volatility1: 0.0
Volatility2: 0.0
# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain.
VolatilityWeight1: 0.5
VolatilityWeight2: 0.45
# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height.
DisableBiomeHeight: false
# List of custom height factors, 17 double entries, each controls about 7
# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller
# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height
# Example:
# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0
# Makes empty layer above bedrock layer.
CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
#######################################################################
# +-----------------------------------------------------------------+ #
# | Rivers | #
# +-----------------------------------------------------------------+ #
#######################################################################
# There are two different river systems - the standard one and the improved one.
# See the ImprovedRivers settting in the WorldConfig. Both modes have different
# river settings, so carefully read the headers to know which settings you can use.
########################
# ImprovedRivers:false #
########################
# Only available when ImprovedRivers is set to false in the WorldConfig.
# Sets which biome is used as the river biome.
RiverBiome: River
#######################
# ImprovedRivers:true #
#######################
# Only available when ImprovedRivers is set to true in the WorldConfig.
# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome
RiverHeight: -1.0
# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome
RiverVolatility: 0.3
# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome
# Can be used to create elevated rivers
RiverWaterLevel: 63
# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome
RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
#######################################################################
# +-----------------------------------------------------------------+ #
# | Blocks | #
# +-----------------------------------------------------------------+ #
#######################################################################
# Change this to generate something else than stone in the biome.
StoneBlock: minecraft:stone
# Surface block, usually GRASS.
SurfaceBlock: minecraft:grass
# Block from stone to surface, like dirt in most biomes.
GroundBlock: minecraft:dirt
# Setting for biomes with more complex surface and ground blocks.
# Each column in the world has a noise value from what appears to be -7 to 7.
# Values near 0 are more common than values near -7 and 7. This setting is
# used to change the surface block based on the noise value for the column.
# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]]
# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0
# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0
# gravel with stone just below and between 0.0 and 10.0 there's only dirt.
# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock
# and GroundBlock will never appear in this biome.
# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks
# like the blocks found in the Mesa biomes.
SurfaceAndGroundControl:
# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight])
# Example :
# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS)
# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height
ReplacedBlocks: None
################################
# Water / Lava & Frozen States #
################################
# Set this to false to use the "Water / Lava & Frozen States" settings of this biome.
UseWorldWaterLevel: true
# Set water level. Every empty between this levels will be fill water or another block from WaterBlock.
WaterLevelMax: 63
WaterLevelMin: 0
# Block used as water in WaterLevelMax
WaterBlock: minecraft:water
# Block used as ice. Ice only spawns if the BiomeTemperture is low enough.
IceBlock: minecraft:ice
# Block used as cooled or frozen lava.
# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes
CooledLavaBlock: minecraft:lava
#######################################################################
# +-----------------------------------------------------------------+ #
# | Visuals and weather | #
# +-----------------------------------------------------------------+ #
#######################################################################
# Most of the settings here only have an effect on players with the client version of Terrain Control installed.
# Biome temperature. Float value from 0.0 to 2.0.
# When this value is around 0.2, snow will fall on mountain peaks above y=90.
# When this value is around 0.1, the whole biome will be covered in snow and ice.
# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly.
BiomeTemperature: 0.7
# Biome wetness. Float value from 0.0 to 1.0.
# If this biome is a custom biome, and this value is set to 0, no rain will fall.
# On default biomes, this won't do anything except changing the grass and leaves colors slightly.
BiomeWetness: 0.8
# Biome sky color.
SkyColor: #7BA5FF
# Biome water color multiplier.
WaterColor: #FFFFFF
# Biome grass color.
GrassColor: #FFFFFF
# Whether the grass color is a multiplier.
# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness.
# If you set it to false, the grass color will be just this color.
GrassColorIsMultiplier: true
# Biome foliage color.
FoliageColor: #FFFFFF
# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details.
FoliageColorIsMultiplier: true
#######################################################################
# +-----------------------------------------------------------------+ #
# | Resource queue | #
# +-----------------------------------------------------------------+ #
#######################################################################
# This section control all resources spawning after terrain generation.
# The resources will be placed in this order.
# Keep in mind that a high size, frequency or rarity might slow down terrain generation.
# Possible resources:
# DoResourceInheritance(true|false)
# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude)
# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude)
# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude)
# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
# CustomObject(Object[,AnotherObject[,...]])
# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]])
# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]
# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....])
# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
# AboveWaterRes(BlockName,Frequency,Rarity)
# Vines(Frequency,Rarity,MinAltitude,MaxAltitude)
# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]
# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...])
# BlockName: must be the name of a block. May include block data, like "WOOL:1".
# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All".
# Frequency: number of attempts to place this resource in each chunk.
# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass.
# MinAltitude and MaxAltitude: height limits.
# BlockSource: mean where or whereupon resource will be placed
# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree -
# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom -
# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 -
# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree)
# DarkOak (from the roofed forest biome) - Acacia
# You can also use your own custom objects, as long as they have set Tree to true in their settings.
# TreeTypeChance: similar to Rarity. Example:
# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance),
# if that fails, it attempts to place Taiga2 (100% chance).
# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip
# or simply a BlockName
# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike
# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can
# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn
# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have
# this biome in their spawnInBiome setting.
# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot.
# Liquid resource: a one-block water or lava source
# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks
# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1).
# CustomStructure resource: starts a BO3 structure in the chunk.
Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone)
Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone)
Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone)
Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone)
Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone)
Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone)
Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone)
Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone)
Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone)
Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone)
Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone)
UnderGroundLake(25,60,2,5.0,0,49)
Liquid(minecraft:water,20,100.0,8,128,minecraft:stone)
Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone)
SmallLake(minecraft:water,4,7.0,8,119)
SmallLake(minecraft:lava,2,1.0,8,119)
UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass)
UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay)
UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass)
Dungeon(8,100.0,0,128)
Tree(10,Birch,20,Tree,100)
Tree(1,BigTree,42)
Grass(Tallgrass,NotGrouped,60,100.0,minecraft:grass,minecraft:dirt)
Plant(Poppy,4,100.0,0,128,minecraft:grass,minecraft:dirt)
Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt)
Plant(Lilac,2,100.0,0,128,minecraft:grass,minecraft:dirt)
Plant(RoseBush,2,100.0,0,128,minecraft:grass,minecraft:dirt)
Plant(Peony,2,100.0,0,128,minecraft:grass,minecraft:dirt)
Plant(RedMushroom,1,12.0,0,128,minecraft:grass,minecraft:dirt)
Plant(BrownMushroom,1,25.0,0,128,minecraft:grass,minecraft:dirt)
Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass)
Reed(minecraft:reeds,3,100.0,0,128,minecraft:grass,minecraft:dirt,minecraft:sand)
CustomObject(UseWorld)
#######################################################################
# +-----------------------------------------------------------------+ #
# | Sapling resource | #
# +-----------------------------------------------------------------+ #
#######################################################################
# TerrainControl allows you to grow your custom objects from saplings, instead
# of the vanilla trees. Add one or more Sapling functions here to override vanilla
# spawning for that sapling.
# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....])
# Works like Tree resource instead first parameter.
# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood
# All - will make the tree spawn from all saplings, but not from mushrooms.
# BigJungle - for when 4 jungle saplings grow at once.
# RedMushroom/BrownMushroom - will only grow when bonemeal is used.
#######################################################################
# +-----------------------------------------------------------------+ #
# | Custom objects | #
# +-----------------------------------------------------------------+ #
#######################################################################
# These objects will spawn when using the UseBiome keyword.
BiomeObjects:
#######################################################################
# +-----------------------------------------------------------------+ #
# | Structures | #
# +-----------------------------------------------------------------+ #
#######################################################################
# Here you can change, enable or disable the stuctures.
# If you have disabled the structure in the WorldConfig, it won't spawn,
# regardless of these settings.
# Disables strongholds for this biome. If there is no suitable biome nearby,
# Minecraft will ignore this setting.
StrongholdsEnabled: true
# Whether an Ocean Monument can be placed in this biome.
OceanMonumentsEnabled: false
# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes.
NetherFortressesEnabled: false
# Whether Woodland Mansions are enabled in this biome.
MansionsEnabled: false
# The village type in this biome. Can be wood, sandstone or disabled.
VillageType: disabled
# The mineshaft type in this biome. Can be normal, mesa or disabled.
MineshaftType: normal
# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos.
# Note that mineshafts will never spawn, regardless of this setting, if
# MineshaftType was set to disabled
MineshaftRarity: 1.0
# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled.
RareBuildingType: disabled
#######################################################################
# +-----------------------------------------------------------------+ #
# | Mob spawning | #
# +-----------------------------------------------------------------+ #
#######################################################################
# This is where you configure mob spawning. Mobs spawn in groups,
# see http://minecraft.gamepedia.com/Spawn#Mob_spawning
# A mobgroups is made of four parts. They are mob, weight, min and max.
# The mob is one of the Minecraft internal mob names.
# See http://minecraft.gamepedia.com/Chunk_format#Mobs
# The weight is used for a random selection. This is a positive integer.
# The min is the minimum amount of mobs spawning as a group. This is a positive integer.
# The max is the maximum amount of mobs spawning as a group. This is a positive integer.
# Mob groups are written to the config files in Json.
# Json is a tree document format: http://en.wikipedia.org/wiki/JSON
# Write a mobgroup like this: {"mob": "mobname", "weight": integer, "min": integer, "max": integer}
# For example: {"mob": "Ocelot", "weight": 10, "min": 2, "max": 6}
# For example: {"mob": "MushroomCow", "weight": 5, "min": 2, "max": 2}
# A json list of mobgroups looks like this: [mobgroup, mobgroup, mobgroup...]
# This would be an ampty list: []
# You can validate your json here: http://jsonlint.com/
# There are four categories of mobs: monsters, creatures, water creatures and ambient creatures.
# In custom biomes, you can add your own mobgroups in the lists below. In the vanilla biomes,
# your changes are ignored.
# The monsters (skeletons, zombies, etc.) that spawn in this biome
SpawnMonsters: [{"mob": "spider", "weight": 100, "min": 4, "max": 4}, {"mob": "zombie", "weight": 100, "min": 4, "max": 4}, {"mob": "skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "slime", "weight": 100, "min": 4, "max": 4}, {"mob": "enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "witch", "weight": 5, "min": 1, "max": 1}]
# The friendly creatures (cows, pigs, etc.) that spawn in this biome
SpawnCreatures: [{"mob": "sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "pig", "weight": 10, "min": 4, "max": 4}, {"mob": "chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "cow", "weight": 8, "min": 4, "max": 4}]
# The water creatures (only squids in vanilla) that spawn in this biome
SpawnWaterCreatures: [{"mob": "squid", "weight": 10, "min": 4, "max": 4}]
# The ambient creatures (only bats in vanila) that spawn in this biome
SpawnAmbientCreatures: [{"mob": "bat", "weight": 10, "min": 8, "max": 8}]

View 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}]

View 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}]

View file

@ -0,0 +1,488 @@
#######################################################################
# +-----------------------------------------------------------------+ #
# | Biome Inheritance | #
# +-----------------------------------------------------------------+ #
#######################################################################
# This should be the value of the biomeConfig you wish to extend.
# The extended config will be loaded, at which point the configs included below
# will overwrite any configs loaded from the extended config.
BiomeExtends: Plains
# When set to true, all resources of the parent biome (if any) will be copied
# to the resources queue of this biome. If a resource in the parent biome looks
# very similar to that of a child biome (for example, two ores of the same type)
# it won't be copied.
ResourceInheritance: true
#######################################################################
# +-----------------------------------------------------------------+ #
# | Biome placement | #
# +-----------------------------------------------------------------+ #
#######################################################################
# Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth).
# Higher numbers give a smaller biome, lower numbers a larger biome.
# How this setting is used depends on the value of BiomeMode in the WorldConfig.
# It will be used for:
# - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups
# - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal.
# For biomes spawned as isles, borders or rivers other settings are available.
# Isle biomes: BiomeSizeWhenIsle (see below)
# Border biomes: BiomeSizeWhenBorder (see below)
# River biomes: RiverSize (see WorldConfig)
BiomeSize: 4
# Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others.
# Example for normal biome :
# 100 rarity mean 1/6 chance than other ( with 6 default normal biomes).
# 50 rarity mean 1/11 chance than other
# For isle biomes see the BiomeRarityWhenIsle setting below.
# Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome.
BiomeRarity: 100
# The hexadecimal color value of this biome. Used in the output of the /tc map command,
# and used in the input of BiomeMode: FromImage.
BiomeColor: #30680B
# Replace this biome to specified after the terrain is generated.
# This will make the world files contain the id of the specified biome, instead of the id of this biome.
# This will cause saplings, colors and mob spawning work as in specified biome.
ReplaceToBiomeName:
####################
# Isle biomes only #
####################
# To spawn a biome as an isle, you need to add it first to the
# IsleBiomes list in the WorldConfig.
# List of biomes in which this biome will spawn as an isle.
# For example, Mushroom Isles spawn inside the Ocean biome.
IsleInBiome: Plains
# Size of this biome when spawned as an isle biome in BiomeMode: Normal.
# Valid values range from 0 to GenerationDepth.
# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going
# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome.
BiomeSizeWhenIsle: 6
# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal.
BiomeRarityWhenIsle: 96
######################
# Border biomes only #
######################
# To spawn a biome as a border, you need to add it first to the
# BorderBiomes list in the WorldConfig.
# List of biomes this biome can be a border of.
# For example, the Beach biome is a border on the Ocean biome, so
# it can spawn anywhere on the border of an ocean.
BiomeIsBorder:
# List of biomes that cancel spawning of this biome.
# For example, the Beach biome will never spawn next to an Extreme Hills biome.
NotBorderNear:
# Size of this biome when spawned as a border biome in BiomeMode: Normal.
# Valid values range from 0 to GenerationDepth.
# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going
# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome.
BiomeSizeWhenBorder: 8
#######################################################################
# +-----------------------------------------------------------------+ #
# | Terrain height and volatility | #
# +-----------------------------------------------------------------+ #
#######################################################################
# BiomeHeight mean how much height will be added in terrain generation
# It is double value from -10.0 to 10.0
# Value 0.0 equivalent half of map height with all other default settings
BiomeHeight: 0.1
# Biome volatility.
BiomeVolatility: 0.2
# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting
# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 .
# So if two biomes next to each other have both a smooth radius of 2, the
# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide.
SmoothRadius: 2
# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation.
# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative.
MaxAverageHeight: 0.0
# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation.
# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative.
MaxAverageDepth: 0.0
# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes.
# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler.
Volatility1: 0.0
Volatility2: 0.0
# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain.
VolatilityWeight1: 0.5
VolatilityWeight2: 0.45
# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height.
DisableBiomeHeight: false
# List of custom height factors, 17 double entries, each controls about 7
# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller
# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height
# Example:
# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0
# Makes empty layer above bedrock layer.
CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
#######################################################################
# +-----------------------------------------------------------------+ #
# | Rivers | #
# +-----------------------------------------------------------------+ #
#######################################################################
# There are two different river systems - the standard one and the improved one.
# See the ImprovedRivers settting in the WorldConfig. Both modes have different
# river settings, so carefully read the headers to know which settings you can use.
########################
# ImprovedRivers:false #
########################
# Only available when ImprovedRivers is set to false in the WorldConfig.
# Sets which biome is used as the river biome.
RiverBiome: River
#######################
# ImprovedRivers:true #
#######################
# Only available when ImprovedRivers is set to true in the WorldConfig.
# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome
RiverHeight: -1.0
# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome
RiverVolatility: 0.3
# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome
# Can be used to create elevated rivers
RiverWaterLevel: 63
# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome
RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
#######################################################################
# +-----------------------------------------------------------------+ #
# | Blocks | #
# +-----------------------------------------------------------------+ #
#######################################################################
# Change this to generate something else than stone in the biome.
StoneBlock: minecraft:stone
# Surface block, usually GRASS.
SurfaceBlock: minecraft:grass
# Block from stone to surface, like dirt in most biomes.
GroundBlock: minecraft:dirt
# Setting for biomes with more complex surface and ground blocks.
# Each column in the world has a noise value from what appears to be -7 to 7.
# Values near 0 are more common than values near -7 and 7. This setting is
# used to change the surface block based on the noise value for the column.
# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]]
# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0
# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0
# gravel with stone just below and between 0.0 and 10.0 there's only dirt.
# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock
# and GroundBlock will never appear in this biome.
# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks
# like the blocks found in the Mesa biomes.
SurfaceAndGroundControl:
# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight])
# Example :
# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS)
# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height
ReplacedBlocks: None
################################
# Water / Lava & Frozen States #
################################
# Set this to false to use the "Water / Lava & Frozen States" settings of this biome.
UseWorldWaterLevel: true
# Set water level. Every empty between this levels will be fill water or another block from WaterBlock.
WaterLevelMax: 63
WaterLevelMin: 0
# Block used as water in WaterLevelMax
WaterBlock: minecraft:water
# Block used as ice. Ice only spawns if the BiomeTemperture is low enough.
IceBlock: minecraft:ice
# Block used as cooled or frozen lava.
# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes
CooledLavaBlock: minecraft:lava
#######################################################################
# +-----------------------------------------------------------------+ #
# | Visuals and weather | #
# +-----------------------------------------------------------------+ #
#######################################################################
# Most of the settings here only have an effect on players with the client version of Terrain Control installed.
# Biome temperature. Float value from 0.0 to 2.0.
# When this value is around 0.2, snow will fall on mountain peaks above y=90.
# When this value is around 0.1, the whole biome will be covered in snow and ice.
# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly.
BiomeTemperature: 0.7
# Biome wetness. Float value from 0.0 to 1.0.
# If this biome is a custom biome, and this value is set to 0, no rain will fall.
# On default biomes, this won't do anything except changing the grass and leaves colors slightly.
BiomeWetness: 0.8
# Biome sky color.
SkyColor: #7BA5FF
# Biome water color multiplier.
WaterColor: #FFFFFF
# Biome grass color.
GrassColor: #FFFFFF
# Whether the grass color is a multiplier.
# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness.
# If you set it to false, the grass color will be just this color.
GrassColorIsMultiplier: true
# Biome foliage color.
FoliageColor: #FFFFFF
# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details.
FoliageColorIsMultiplier: true
#######################################################################
# +-----------------------------------------------------------------+ #
# | Resource queue | #
# +-----------------------------------------------------------------+ #
#######################################################################
# This section control all resources spawning after terrain generation.
# The resources will be placed in this order.
# Keep in mind that a high size, frequency or rarity might slow down terrain generation.
# Possible resources:
# DoResourceInheritance(true|false)
# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude)
# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude)
# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude)
# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
# CustomObject(Object[,AnotherObject[,...]])
# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]])
# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]
# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....])
# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
# AboveWaterRes(BlockName,Frequency,Rarity)
# Vines(Frequency,Rarity,MinAltitude,MaxAltitude)
# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]
# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...])
# BlockName: must be the name of a block. May include block data, like "WOOL:1".
# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All".
# Frequency: number of attempts to place this resource in each chunk.
# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass.
# MinAltitude and MaxAltitude: height limits.
# BlockSource: mean where or whereupon resource will be placed
# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree -
# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom -
# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 -
# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree)
# DarkOak (from the roofed forest biome) - Acacia
# You can also use your own custom objects, as long as they have set Tree to true in their settings.
# TreeTypeChance: similar to Rarity. Example:
# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance),
# if that fails, it attempts to place Taiga2 (100% chance).
# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip
# or simply a BlockName
# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike
# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can
# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn
# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have
# this biome in their spawnInBiome setting.
# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot.
# Liquid resource: a one-block water or lava source
# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks
# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1).
# CustomStructure resource: starts a BO3 structure in the chunk.
Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone)
Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone)
Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone)
Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone)
Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone)
Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone)
Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone)
Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone)
Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone)
Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone)
Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone)
UnderGroundLake(25,60,2,5.0,0,49)
Liquid(minecraft:water,20,100.0,8,128,minecraft:stone)
Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone)
SmallLake(minecraft:water,4,7.0,8,119)
SmallLake(minecraft:lava,2,1.0,8,119)
UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass)
UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay)
UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass)
Dungeon(8,100.0,0,128)
Tree(10,Birch,20,Tree,100)
Grass(Tallgrass,NotGrouped,30,100.0,minecraft:grass,minecraft:dirt)
Plant(Poppy,4,100.0,0,128,minecraft:grass,minecraft:dirt)
Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt)
Reed(minecraft:reeds,3,100.0,0,128,minecraft:grass,minecraft:dirt,minecraft:sand)
CustomObject(UseWorld)
Grass(DoubleTallgrass,Grouped,10,15.0,minecraft:grass,minecraft:dirt)
Plant(OrangeTulip,3,25.0,0,128,minecraft:grass,minecraft:dirt)
Plant(RedTulip,3,25.0,0,128,minecraft:grass,minecraft:dirt)
Plant(WhiteTulip,3,25.0,0,128,minecraft:grass,minecraft:dirt)
Plant(PinkTulip,3,25.0,0,128,minecraft:grass,minecraft:dirt)
Plant(AzureBluet,3,100.0,0,128,minecraft:grass,minecraft:dirt)
Plant(OxeyeDaisy,3,100.0,0,128,minecraft:grass,minecraft:dirt)
Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass)
#######################################################################
# +-----------------------------------------------------------------+ #
# | Sapling resource | #
# +-----------------------------------------------------------------+ #
#######################################################################
# TerrainControl allows you to grow your custom objects from saplings, instead
# of the vanilla trees. Add one or more Sapling functions here to override vanilla
# spawning for that sapling.
# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....])
# Works like Tree resource instead first parameter.
# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood
# All - will make the tree spawn from all saplings, but not from mushrooms.
# BigJungle - for when 4 jungle saplings grow at once.
# RedMushroom/BrownMushroom - will only grow when bonemeal is used.
#######################################################################
# +-----------------------------------------------------------------+ #
# | Custom objects | #
# +-----------------------------------------------------------------+ #
#######################################################################
# These objects will spawn when using the UseBiome keyword.
BiomeObjects:
#######################################################################
# +-----------------------------------------------------------------+ #
# | Structures | #
# +-----------------------------------------------------------------+ #
#######################################################################
# Here you can change, enable or disable the stuctures.
# If you have disabled the structure in the WorldConfig, it won't spawn,
# regardless of these settings.
# Disables strongholds for this biome. If there is no suitable biome nearby,
# Minecraft will ignore this setting.
StrongholdsEnabled: true
# Whether an Ocean Monument can be placed in this biome.
OceanMonumentsEnabled: false
# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes.
NetherFortressesEnabled: false
# Whether Woodland Mansions are enabled in this biome.
MansionsEnabled: false
# The village type in this biome. Can be wood, sandstone or disabled.
VillageType: disabled
# The mineshaft type in this biome. Can be normal, mesa or disabled.
MineshaftType: normal
# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos.
# Note that mineshafts will never spawn, regardless of this setting, if
# MineshaftType was set to disabled
MineshaftRarity: 1.0
# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled.
RareBuildingType: disabled
#######################################################################
# +-----------------------------------------------------------------+ #
# | Mob spawning | #
# +-----------------------------------------------------------------+ #
#######################################################################
# This is where you configure mob spawning. Mobs spawn in groups,
# see http://minecraft.gamepedia.com/Spawn#Mob_spawning
# A mobgroups is made of four parts. They are mob, weight, min and max.
# The mob is one of the Minecraft internal mob names.
# See http://minecraft.gamepedia.com/Chunk_format#Mobs
# The weight is used for a random selection. This is a positive integer.
# The min is the minimum amount of mobs spawning as a group. This is a positive integer.
# The max is the maximum amount of mobs spawning as a group. This is a positive integer.
# Mob groups are written to the config files in Json.
# Json is a tree document format: http://en.wikipedia.org/wiki/JSON
# Write a mobgroup like this: {"mob": "mobname", "weight": integer, "min": integer, "max": integer}
# For example: {"mob": "Ocelot", "weight": 10, "min": 2, "max": 6}
# For example: {"mob": "MushroomCow", "weight": 5, "min": 2, "max": 2}
# A json list of mobgroups looks like this: [mobgroup, mobgroup, mobgroup...]
# This would be an ampty list: []
# You can validate your json here: http://jsonlint.com/
# There are four categories of mobs: monsters, creatures, water creatures and ambient creatures.
# In custom biomes, you can add your own mobgroups in the lists below. In the vanilla biomes,
# your changes are ignored.
# The monsters (skeletons, zombies, etc.) that spawn in this biome
SpawnMonsters: [{"mob": "spider", "weight": 100, "min": 4, "max": 4}, {"mob": "zombie", "weight": 100, "min": 4, "max": 4}, {"mob": "skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "slime", "weight": 100, "min": 4, "max": 4}, {"mob": "enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "witch", "weight": 5, "min": 1, "max": 1}]
# The friendly creatures (cows, pigs, etc.) that spawn in this biome
SpawnCreatures: [{"mob": "sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "pig", "weight": 10, "min": 4, "max": 4}, {"mob": "chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "cow", "weight": 8, "min": 4, "max": 4}]
# The water creatures (only squids in vanilla) that spawn in this biome
SpawnWaterCreatures: [{"mob": "squid", "weight": 10, "min": 4, "max": 4}]
# The ambient creatures (only bats in vanila) that spawn in this biome
SpawnAmbientCreatures: [{"mob": "bat", "weight": 10, "min": 8, "max": 8}]

View 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}]

View 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}]

View 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}]

View 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}]

View 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: #A0A0FF
####################
# Isle biomes only #
####################
# To spawn a biome as an isle, you need to add it first to the
# IsleBiomes list in the WorldConfig.
# List of biomes in which this biome will spawn as an isle.
# For example, Mushroom Isles spawn inside the Ocean biome.
IsleInBiome:
# Size of this biome when spawned as an isle biome in BiomeMode: Normal.
# Valid values range from 0 to GenerationDepth.
# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going
# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome.
BiomeSizeWhenIsle: 6
# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal.
BiomeRarityWhenIsle: 97
######################
# Border biomes only #
######################
# To spawn a biome as a border, you need to add it first to the
# BorderBiomes list in the WorldConfig.
# List of biomes this biome can be a border of.
# For example, the Beach biome is a border on the Ocean biome, so
# it can spawn anywhere on the border of an ocean.
BiomeIsBorder:
# List of biomes that cancel spawning of this biome.
# For example, the Beach biome will never spawn next to an Extreme Hills biome.
NotBorderNear:
# Size of this biome when spawned as a border biome in BiomeMode: Normal.
# Valid values range from 0 to GenerationDepth.
# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going
# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome.
BiomeSizeWhenBorder: 8
#######################################################################
# +-----------------------------------------------------------------+ #
# | Terrain height and volatility | #
# +-----------------------------------------------------------------+ #
#######################################################################
# BiomeHeight mean how much height will be added in terrain generation
# It is double value from -10.0 to 10.0
# Value 0.0 equivalent half of map height with all other default settings
BiomeHeight: -0.5
# Biome volatility.
BiomeVolatility: 0.0
# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting
# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 .
# So if two biomes next to each other have both a smooth radius of 2, the
# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide.
SmoothRadius: 2
# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation.
# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative.
MaxAverageHeight: 0.0
# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation.
# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative.
MaxAverageDepth: 0.0
# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes.
# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler.
Volatility1: 0.0
Volatility2: 0.0
# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain.
VolatilityWeight1: 0.5
VolatilityWeight2: 0.45
# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height.
DisableBiomeHeight: false
# List of custom height factors, 17 double entries, each controls about 7
# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller
# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height
# Example:
# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0
# Makes empty layer above bedrock layer.
CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
#######################################################################
# +-----------------------------------------------------------------+ #
# | Rivers | #
# +-----------------------------------------------------------------+ #
#######################################################################
# There are two different river systems - the standard one and the improved one.
# See the ImprovedRivers settting in the WorldConfig. Both modes have different
# river settings, so carefully read the headers to know which settings you can use.
########################
# ImprovedRivers:false #
########################
# Only available when ImprovedRivers is set to false in the WorldConfig.
# Sets which biome is used as the river biome.
RiverBiome: River
#######################
# ImprovedRivers:true #
#######################
# Only available when ImprovedRivers is set to true in the WorldConfig.
# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome
RiverHeight: -1.0
# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome
RiverVolatility: 0.3
# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome
# Can be used to create elevated rivers
RiverWaterLevel: 63
# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome
RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
#######################################################################
# +-----------------------------------------------------------------+ #
# | Blocks | #
# +-----------------------------------------------------------------+ #
#######################################################################
# Change this to generate something else than stone in the biome.
StoneBlock: minecraft:stone
# Surface block, usually GRASS.
SurfaceBlock: minecraft:grass
# Block from stone to surface, like dirt in most biomes.
GroundBlock: minecraft:dirt
# Setting for biomes with more complex surface and ground blocks.
# Each column in the world has a noise value from what appears to be -7 to 7.
# Values near 0 are more common than values near -7 and 7. This setting is
# used to change the surface block based on the noise value for the column.
# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]]
# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0
# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0
# gravel with stone just below and between 0.0 and 10.0 there's only dirt.
# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock
# and GroundBlock will never appear in this biome.
# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks
# like the blocks found in the Mesa biomes.
SurfaceAndGroundControl:
# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight])
# Example :
# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS)
# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height
ReplacedBlocks: None
################################
# Water / Lava & Frozen States #
################################
# Set this to false to use the "Water / Lava & Frozen States" settings of this biome.
UseWorldWaterLevel: true
# Set water level. Every empty between this levels will be fill water or another block from WaterBlock.
WaterLevelMax: 63
WaterLevelMin: 0
# Block used as water in WaterLevelMax
WaterBlock: minecraft:water
# Block used as ice. Ice only spawns if the BiomeTemperture is low enough.
IceBlock: minecraft:ice
# Block used as cooled or frozen lava.
# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes
CooledLavaBlock: minecraft:lava
#######################################################################
# +-----------------------------------------------------------------+ #
# | Visuals and weather | #
# +-----------------------------------------------------------------+ #
#######################################################################
# Most of the settings here only have an effect on players with the client version of Terrain Control installed.
# Biome temperature. Float value from 0.0 to 2.0.
# When this value is around 0.2, snow will fall on mountain peaks above y=90.
# When this value is around 0.1, the whole biome will be covered in snow and ice.
# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly.
BiomeTemperature: 0.0
# Biome wetness. Float value from 0.0 to 1.0.
# If this biome is a custom biome, and this value is set to 0, no rain will fall.
# On default biomes, this won't do anything except changing the grass and leaves colors slightly.
BiomeWetness: 0.5
# Biome sky color.
SkyColor: #7BA5FF
# Biome water color multiplier.
WaterColor: #FFFFFF
# Biome grass color.
GrassColor: #FFFFFF
# Whether the grass color is a multiplier.
# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness.
# If you set it to false, the grass color will be just this color.
GrassColorIsMultiplier: true
# Biome foliage color.
FoliageColor: #FFFFFF
# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details.
FoliageColorIsMultiplier: true
#######################################################################
# +-----------------------------------------------------------------+ #
# | Resource queue | #
# +-----------------------------------------------------------------+ #
#######################################################################
# This section control all resources spawning after terrain generation.
# The resources will be placed in this order.
# Keep in mind that a high size, frequency or rarity might slow down terrain generation.
# Possible resources:
# DoResourceInheritance(true|false)
# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude)
# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude)
# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude)
# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
# CustomObject(Object[,AnotherObject[,...]])
# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]])
# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]
# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....])
# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
# AboveWaterRes(BlockName,Frequency,Rarity)
# Vines(Frequency,Rarity,MinAltitude,MaxAltitude)
# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]
# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...])
# BlockName: must be the name of a block. May include block data, like "WOOL:1".
# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All".
# Frequency: number of attempts to place this resource in each chunk.
# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass.
# MinAltitude and MaxAltitude: height limits.
# BlockSource: mean where or whereupon resource will be placed
# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree -
# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom -
# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 -
# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree)
# DarkOak (from the roofed forest biome) - Acacia
# You can also use your own custom objects, as long as they have set Tree to true in their settings.
# TreeTypeChance: similar to Rarity. Example:
# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance),
# if that fails, it attempts to place Taiga2 (100% chance).
# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip
# or simply a BlockName
# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike
# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can
# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn
# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have
# this biome in their spawnInBiome setting.
# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot.
# Liquid resource: a one-block water or lava source
# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks
# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1).
# CustomStructure resource: starts a BO3 structure in the chunk.
Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone)
Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone)
Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone)
Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone)
Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone)
Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone)
Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone)
Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone)
Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone)
Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone)
Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone)
UnderGroundLake(25,60,2,5.0,0,49)
Liquid(minecraft:water,20,100.0,8,128,minecraft:stone)
Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone)
SmallLake(minecraft:water,4,7.0,8,119)
SmallLake(minecraft:lava,2,1.0,8,119)
UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass)
UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay)
UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass)
Dungeon(8,100.0,0,128)
Grass(Tallgrass,NotGrouped,10,100.0,minecraft:grass,minecraft:dirt)
Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt)
Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass)
CustomObject(UseWorld)
#######################################################################
# +-----------------------------------------------------------------+ #
# | Sapling resource | #
# +-----------------------------------------------------------------+ #
#######################################################################
# TerrainControl allows you to grow your custom objects from saplings, instead
# of the vanilla trees. Add one or more Sapling functions here to override vanilla
# spawning for that sapling.
# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....])
# Works like Tree resource instead first parameter.
# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood
# All - will make the tree spawn from all saplings, but not from mushrooms.
# BigJungle - for when 4 jungle saplings grow at once.
# RedMushroom/BrownMushroom - will only grow when bonemeal is used.
#######################################################################
# +-----------------------------------------------------------------+ #
# | Custom objects | #
# +-----------------------------------------------------------------+ #
#######################################################################
# These objects will spawn when using the UseBiome keyword.
BiomeObjects:
#######################################################################
# +-----------------------------------------------------------------+ #
# | Structures | #
# +-----------------------------------------------------------------+ #
#######################################################################
# Here you can change, enable or disable the stuctures.
# If you have disabled the structure in the WorldConfig, it won't spawn,
# regardless of these settings.
# Disables strongholds for this biome. If there is no suitable biome nearby,
# Minecraft will ignore this setting.
StrongholdsEnabled: false
# Whether an Ocean Monument can be placed in this biome.
OceanMonumentsEnabled: true
# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes.
NetherFortressesEnabled: false
# Whether Woodland Mansions are enabled in this biome.
MansionsEnabled: false
# The village type in this biome. Can be wood, sandstone or disabled.
VillageType: disabled
# The mineshaft type in this biome. Can be normal, mesa or disabled.
MineshaftType: normal
# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos.
# Note that mineshafts will never spawn, regardless of this setting, if
# MineshaftType was set to disabled
MineshaftRarity: 1.0
# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled.
RareBuildingType: disabled
#######################################################################
# +-----------------------------------------------------------------+ #
# | Mob spawning | #
# +-----------------------------------------------------------------+ #
#######################################################################
# It's not possible to change mob spawns in vanilla biomes. These
# are the values used by vanilla for this biome. They are read-only:
# changes to this setting are ignored and overwritten.
# The monsters (skeletons, zombies, etc.) that spawn in this biome
SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}]
# The friendly creatures (cows, pigs, etc.) that spawn in this biome
SpawnCreatures: []
# The water creatures (only squids in vanilla) that spawn in this biome
SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}]
# The ambient creatures (only bats in vanila) that spawn in this biome
SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}]

View 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: #FF0000
####################
# Isle biomes only #
####################
# To spawn a biome as an isle, you need to add it first to the
# IsleBiomes list in the WorldConfig.
# List of biomes in which this biome will spawn as an isle.
# For example, Mushroom Isles spawn inside the Ocean biome.
IsleInBiome:
# Size of this biome when spawned as an isle biome in BiomeMode: Normal.
# Valid values range from 0 to GenerationDepth.
# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going
# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome.
BiomeSizeWhenIsle: 6
# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal.
BiomeRarityWhenIsle: 97
######################
# Border biomes only #
######################
# To spawn a biome as a border, you need to add it first to the
# BorderBiomes list in the WorldConfig.
# List of biomes this biome can be a border of.
# For example, the Beach biome is a border on the Ocean biome, so
# it can spawn anywhere on the border of an ocean.
BiomeIsBorder:
# List of biomes that cancel spawning of this biome.
# For example, the Beach biome will never spawn next to an Extreme Hills biome.
NotBorderNear:
# Size of this biome when spawned as a border biome in BiomeMode: Normal.
# Valid values range from 0 to GenerationDepth.
# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going
# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome.
BiomeSizeWhenBorder: 8
#######################################################################
# +-----------------------------------------------------------------+ #
# | Terrain height and volatility | #
# +-----------------------------------------------------------------+ #
#######################################################################
# BiomeHeight mean how much height will be added in terrain generation
# It is double value from -10.0 to 10.0
# Value 0.0 equivalent half of map height with all other default settings
BiomeHeight: 0.1
# Biome volatility.
BiomeVolatility: 0.2
# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting
# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 .
# So if two biomes next to each other have both a smooth radius of 2, the
# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide.
SmoothRadius: 2
# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation.
# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative.
MaxAverageHeight: 0.0
# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation.
# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative.
MaxAverageDepth: 0.0
# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes.
# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler.
Volatility1: 0.0
Volatility2: 0.0
# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain.
VolatilityWeight1: 0.5
VolatilityWeight2: 0.45
# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height.
DisableBiomeHeight: false
# List of custom height factors, 17 double entries, each controls about 7
# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller
# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height
# Example:
# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0
# Makes empty layer above bedrock layer.
CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
#######################################################################
# +-----------------------------------------------------------------+ #
# | Rivers | #
# +-----------------------------------------------------------------+ #
#######################################################################
# There are two different river systems - the standard one and the improved one.
# See the ImprovedRivers settting in the WorldConfig. Both modes have different
# river settings, so carefully read the headers to know which settings you can use.
########################
# ImprovedRivers:false #
########################
# Only available when ImprovedRivers is set to false in the WorldConfig.
# Sets which biome is used as the river biome.
RiverBiome: River
#######################
# ImprovedRivers:true #
#######################
# Only available when ImprovedRivers is set to true in the WorldConfig.
# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome
RiverHeight: -1.0
# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome
RiverVolatility: 0.3
# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome
# Can be used to create elevated rivers
RiverWaterLevel: 63
# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome
RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
#######################################################################
# +-----------------------------------------------------------------+ #
# | Blocks | #
# +-----------------------------------------------------------------+ #
#######################################################################
# Change this to generate something else than stone in the biome.
StoneBlock: minecraft:stone
# Surface block, usually GRASS.
SurfaceBlock: minecraft:grass
# Block from stone to surface, like dirt in most biomes.
GroundBlock: minecraft:dirt
# Setting for biomes with more complex surface and ground blocks.
# Each column in the world has a noise value from what appears to be -7 to 7.
# Values near 0 are more common than values near -7 and 7. This setting is
# used to change the surface block based on the noise value for the column.
# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]]
# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0
# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0
# gravel with stone just below and between 0.0 and 10.0 there's only dirt.
# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock
# and GroundBlock will never appear in this biome.
# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks
# like the blocks found in the Mesa biomes.
SurfaceAndGroundControl:
# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight])
# Example :
# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS)
# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height
ReplacedBlocks: None
################################
# Water / Lava & Frozen States #
################################
# Set this to false to use the "Water / Lava & Frozen States" settings of this biome.
UseWorldWaterLevel: true
# Set water level. Every empty between this levels will be fill water or another block from WaterBlock.
WaterLevelMax: 63
WaterLevelMin: 0
# Block used as water in WaterLevelMax
WaterBlock: minecraft:water
# Block used as ice. Ice only spawns if the BiomeTemperture is low enough.
IceBlock: minecraft:ice
# Block used as cooled or frozen lava.
# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes
CooledLavaBlock: minecraft:lava
#######################################################################
# +-----------------------------------------------------------------+ #
# | Visuals and weather | #
# +-----------------------------------------------------------------+ #
#######################################################################
# Most of the settings here only have an effect on players with the client version of Terrain Control installed.
# Biome temperature. Float value from 0.0 to 2.0.
# When this value is around 0.2, snow will fall on mountain peaks above y=90.
# When this value is around 0.1, the whole biome will be covered in snow and ice.
# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly.
BiomeTemperature: 2.0
# Biome wetness. Float value from 0.0 to 1.0.
# If this biome is a custom biome, and this value is set to 0, no rain will fall.
# On default biomes, this won't do anything except changing the grass and leaves colors slightly.
BiomeWetness: 0.0
# Biome sky color.
SkyColor: #7BA5FF
# Biome water color multiplier.
WaterColor: #FFFFFF
# Biome grass color.
GrassColor: #FFFFFF
# Whether the grass color is a multiplier.
# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness.
# If you set it to false, the grass color will be just this color.
GrassColorIsMultiplier: true
# Biome foliage color.
FoliageColor: #FFFFFF
# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details.
FoliageColorIsMultiplier: true
#######################################################################
# +-----------------------------------------------------------------+ #
# | Resource queue | #
# +-----------------------------------------------------------------+ #
#######################################################################
# This section control all resources spawning after terrain generation.
# The resources will be placed in this order.
# Keep in mind that a high size, frequency or rarity might slow down terrain generation.
# Possible resources:
# DoResourceInheritance(true|false)
# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude)
# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude)
# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude)
# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
# CustomObject(Object[,AnotherObject[,...]])
# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]])
# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]
# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....])
# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
# AboveWaterRes(BlockName,Frequency,Rarity)
# Vines(Frequency,Rarity,MinAltitude,MaxAltitude)
# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]
# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...])
# BlockName: must be the name of a block. May include block data, like "WOOL:1".
# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All".
# Frequency: number of attempts to place this resource in each chunk.
# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass.
# MinAltitude and MaxAltitude: height limits.
# BlockSource: mean where or whereupon resource will be placed
# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree -
# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom -
# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 -
# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree)
# DarkOak (from the roofed forest biome) - Acacia
# You can also use your own custom objects, as long as they have set Tree to true in their settings.
# TreeTypeChance: similar to Rarity. Example:
# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance),
# if that fails, it attempts to place Taiga2 (100% chance).
# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip
# or simply a BlockName
# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike
# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can
# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn
# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have
# this biome in their spawnInBiome setting.
# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot.
# Liquid resource: a one-block water or lava source
# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks
# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1).
# CustomStructure resource: starts a BO3 structure in the chunk.
Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone)
Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone)
Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone)
Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone)
Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone)
Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone)
Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone)
Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone)
Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone)
Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone)
Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone)
UnderGroundLake(25,60,2,5.0,0,49)
Liquid(minecraft:water,20,100.0,8,128,minecraft:stone)
Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone)
SmallLake(minecraft:water,4,7.0,8,119)
SmallLake(minecraft:lava,2,1.0,8,119)
UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass)
UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay)
UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass)
Dungeon(8,100.0,0,128)
Grass(Tallgrass,NotGrouped,10,100.0,minecraft:grass,minecraft:dirt)
Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt)
Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass)
CustomObject(UseWorld)
#######################################################################
# +-----------------------------------------------------------------+ #
# | Sapling resource | #
# +-----------------------------------------------------------------+ #
#######################################################################
# TerrainControl allows you to grow your custom objects from saplings, instead
# of the vanilla trees. Add one or more Sapling functions here to override vanilla
# spawning for that sapling.
# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....])
# Works like Tree resource instead first parameter.
# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood
# All - will make the tree spawn from all saplings, but not from mushrooms.
# BigJungle - for when 4 jungle saplings grow at once.
# RedMushroom/BrownMushroom - will only grow when bonemeal is used.
#######################################################################
# +-----------------------------------------------------------------+ #
# | Custom objects | #
# +-----------------------------------------------------------------+ #
#######################################################################
# These objects will spawn when using the UseBiome keyword.
BiomeObjects:
#######################################################################
# +-----------------------------------------------------------------+ #
# | Structures | #
# +-----------------------------------------------------------------+ #
#######################################################################
# Here you can change, enable or disable the stuctures.
# If you have disabled the structure in the WorldConfig, it won't spawn,
# regardless of these settings.
# Disables strongholds for this biome. If there is no suitable biome nearby,
# Minecraft will ignore this setting.
StrongholdsEnabled: true
# Whether an Ocean Monument can be placed in this biome.
OceanMonumentsEnabled: false
# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes.
NetherFortressesEnabled: true
# Whether Woodland Mansions are enabled in this biome.
MansionsEnabled: false
# The village type in this biome. Can be wood, sandstone or disabled.
VillageType: disabled
# The mineshaft type in this biome. Can be normal, mesa or disabled.
MineshaftType: normal
# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos.
# Note that mineshafts will never spawn, regardless of this setting, if
# MineshaftType was set to disabled
MineshaftRarity: 1.0
# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled.
RareBuildingType: disabled
#######################################################################
# +-----------------------------------------------------------------+ #
# | Mob spawning | #
# +-----------------------------------------------------------------+ #
#######################################################################
# It's not possible to change mob spawns in vanilla biomes. These
# are the values used by vanilla for this biome. They are read-only:
# changes to this setting are ignored and overwritten.
# The monsters (skeletons, zombies, etc.) that spawn in this biome
SpawnMonsters: [{"mob": "minecraft:ghast", "weight": 50, "min": 4, "max": 4}, {"mob": "minecraft:zombie_pigman", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:magma_cube", "weight": 2, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 1, "min": 4, "max": 4}]
# The friendly creatures (cows, pigs, etc.) that spawn in this biome
SpawnCreatures: []
# The water creatures (only squids in vanilla) that spawn in this biome
SpawnWaterCreatures: []
# The ambient creatures (only bats in vanila) that spawn in this biome
SpawnAmbientCreatures: []

View 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: #ADA7AF
####################
# Isle biomes only #
####################
# To spawn a biome as an isle, you need to add it first to the
# IsleBiomes list in the WorldConfig.
# List of biomes in which this biome will spawn as an isle.
# For example, Mushroom Isles spawn inside the Ocean biome.
IsleInBiome: Ice Plains
# Size of this biome when spawned as an isle biome in BiomeMode: Normal.
# Valid values range from 0 to GenerationDepth.
# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going
# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome.
BiomeSizeWhenIsle: 6
# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal.
BiomeRarityWhenIsle: 97
######################
# Border biomes only #
######################
# To spawn a biome as a border, you need to add it first to the
# BorderBiomes list in the WorldConfig.
# List of biomes this biome can be a border of.
# For example, the Beach biome is a border on the Ocean biome, so
# it can spawn anywhere on the border of an ocean.
BiomeIsBorder:
# List of biomes that cancel spawning of this biome.
# For example, the Beach biome will never spawn next to an Extreme Hills biome.
NotBorderNear:
# Size of this biome when spawned as a border biome in BiomeMode: Normal.
# Valid values range from 0 to GenerationDepth.
# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going
# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome.
BiomeSizeWhenBorder: 8
#######################################################################
# +-----------------------------------------------------------------+ #
# | Terrain height and volatility | #
# +-----------------------------------------------------------------+ #
#######################################################################
# BiomeHeight mean how much height will be added in terrain generation
# It is double value from -10.0 to 10.0
# Value 0.0 equivalent half of map height with all other default settings
BiomeHeight: 0.45
# Biome volatility.
BiomeVolatility: 0.3
# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting
# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 .
# So if two biomes next to each other have both a smooth radius of 2, the
# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide.
SmoothRadius: 2
# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation.
# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative.
MaxAverageHeight: 0.0
# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation.
# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative.
MaxAverageDepth: 0.0
# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes.
# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler.
Volatility1: 0.0
Volatility2: 0.0
# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain.
VolatilityWeight1: 0.5
VolatilityWeight2: 0.45
# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height.
DisableBiomeHeight: false
# List of custom height factors, 17 double entries, each controls about 7
# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller
# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height
# Example:
# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0
# Makes empty layer above bedrock layer.
CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
#######################################################################
# +-----------------------------------------------------------------+ #
# | Rivers | #
# +-----------------------------------------------------------------+ #
#######################################################################
# There are two different river systems - the standard one and the improved one.
# See the ImprovedRivers settting in the WorldConfig. Both modes have different
# river settings, so carefully read the headers to know which settings you can use.
########################
# ImprovedRivers:false #
########################
# Only available when ImprovedRivers is set to false in the WorldConfig.
# Sets which biome is used as the river biome.
RiverBiome: FrozenRiver
#######################
# ImprovedRivers:true #
#######################
# Only available when ImprovedRivers is set to true in the WorldConfig.
# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome
RiverHeight: -1.0
# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome
RiverVolatility: 0.3
# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome
# Can be used to create elevated rivers
RiverWaterLevel: 63
# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome
RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
#######################################################################
# +-----------------------------------------------------------------+ #
# | Blocks | #
# +-----------------------------------------------------------------+ #
#######################################################################
# Change this to generate something else than stone in the biome.
StoneBlock: minecraft:stone
# Surface block, usually GRASS.
SurfaceBlock: minecraft:grass
# Block from stone to surface, like dirt in most biomes.
GroundBlock: minecraft:dirt
# Setting for biomes with more complex surface and ground blocks.
# Each column in the world has a noise value from what appears to be -7 to 7.
# Values near 0 are more common than values near -7 and 7. This setting is
# used to change the surface block based on the noise value for the column.
# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]]
# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0
# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0
# gravel with stone just below and between 0.0 and 10.0 there's only dirt.
# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock
# and GroundBlock will never appear in this biome.
# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks
# like the blocks found in the Mesa biomes.
SurfaceAndGroundControl:
# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight])
# Example :
# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS)
# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height
ReplacedBlocks: None
################################
# Water / Lava & Frozen States #
################################
# Set this to false to use the "Water / Lava & Frozen States" settings of this biome.
UseWorldWaterLevel: true
# Set water level. Every empty between this levels will be fill water or another block from WaterBlock.
WaterLevelMax: 63
WaterLevelMin: 0
# Block used as water in WaterLevelMax
WaterBlock: minecraft:water
# Block used as ice. Ice only spawns if the BiomeTemperture is low enough.
IceBlock: minecraft:ice
# Block used as cooled or frozen lava.
# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes
CooledLavaBlock: minecraft:lava
#######################################################################
# +-----------------------------------------------------------------+ #
# | Visuals and weather | #
# +-----------------------------------------------------------------+ #
#######################################################################
# Most of the settings here only have an effect on players with the client version of Terrain Control installed.
# Biome temperature. Float value from 0.0 to 2.0.
# When this value is around 0.2, snow will fall on mountain peaks above y=90.
# When this value is around 0.1, the whole biome will be covered in snow and ice.
# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly.
BiomeTemperature: 0.0
# Biome wetness. Float value from 0.0 to 1.0.
# If this biome is a custom biome, and this value is set to 0, no rain will fall.
# On default biomes, this won't do anything except changing the grass and leaves colors slightly.
BiomeWetness: 0.5
# Biome sky color.
SkyColor: #7BA5FF
# Biome water color multiplier.
WaterColor: #FFFFFF
# Biome grass color.
GrassColor: #FFFFFF
# Whether the grass color is a multiplier.
# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness.
# If you set it to false, the grass color will be just this color.
GrassColorIsMultiplier: true
# Biome foliage color.
FoliageColor: #FFFFFF
# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details.
FoliageColorIsMultiplier: true
#######################################################################
# +-----------------------------------------------------------------+ #
# | Resource queue | #
# +-----------------------------------------------------------------+ #
#######################################################################
# This section control all resources spawning after terrain generation.
# The resources will be placed in this order.
# Keep in mind that a high size, frequency or rarity might slow down terrain generation.
# Possible resources:
# DoResourceInheritance(true|false)
# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude)
# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude)
# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude)
# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
# CustomObject(Object[,AnotherObject[,...]])
# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]])
# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]
# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....])
# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
# AboveWaterRes(BlockName,Frequency,Rarity)
# Vines(Frequency,Rarity,MinAltitude,MaxAltitude)
# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]
# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...])
# BlockName: must be the name of a block. May include block data, like "WOOL:1".
# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All".
# Frequency: number of attempts to place this resource in each chunk.
# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass.
# MinAltitude and MaxAltitude: height limits.
# BlockSource: mean where or whereupon resource will be placed
# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree -
# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom -
# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 -
# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree)
# DarkOak (from the roofed forest biome) - Acacia
# You can also use your own custom objects, as long as they have set Tree to true in their settings.
# TreeTypeChance: similar to Rarity. Example:
# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance),
# if that fails, it attempts to place Taiga2 (100% chance).
# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip
# or simply a BlockName
# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike
# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can
# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn
# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have
# this biome in their spawnInBiome setting.
# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot.
# Liquid resource: a one-block water or lava source
# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks
# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1).
# CustomStructure resource: starts a BO3 structure in the chunk.
Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone)
Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone)
Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone)
Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone)
Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone)
Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone)
Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone)
Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone)
Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone)
Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone)
Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone)
UnderGroundLake(25,60,2,5.0,0,49)
Liquid(minecraft:water,20,100.0,8,128,minecraft:stone)
Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone)
SmallLake(minecraft:water,4,7.0,8,119)
SmallLake(minecraft:lava,2,1.0,8,119)
UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass)
UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay)
UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass)
Dungeon(8,100.0,0,128)
Grass(Tallgrass,NotGrouped,10,100.0,minecraft:grass,minecraft:dirt)
Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt)
Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass)
CustomObject(UseWorld)
#######################################################################
# +-----------------------------------------------------------------+ #
# | Sapling resource | #
# +-----------------------------------------------------------------+ #
#######################################################################
# TerrainControl allows you to grow your custom objects from saplings, instead
# of the vanilla trees. Add one or more Sapling functions here to override vanilla
# spawning for that sapling.
# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....])
# Works like Tree resource instead first parameter.
# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood
# All - will make the tree spawn from all saplings, but not from mushrooms.
# BigJungle - for when 4 jungle saplings grow at once.
# RedMushroom/BrownMushroom - will only grow when bonemeal is used.
#######################################################################
# +-----------------------------------------------------------------+ #
# | Custom objects | #
# +-----------------------------------------------------------------+ #
#######################################################################
# These objects will spawn when using the UseBiome keyword.
BiomeObjects:
#######################################################################
# +-----------------------------------------------------------------+ #
# | Structures | #
# +-----------------------------------------------------------------+ #
#######################################################################
# Here you can change, enable or disable the stuctures.
# If you have disabled the structure in the WorldConfig, it won't spawn,
# regardless of these settings.
# Disables strongholds for this biome. If there is no suitable biome nearby,
# Minecraft will ignore this setting.
StrongholdsEnabled: true
# Whether an Ocean Monument can be placed in this biome.
OceanMonumentsEnabled: false
# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes.
NetherFortressesEnabled: false
# Whether Woodland Mansions are enabled in this biome.
MansionsEnabled: false
# The village type in this biome. Can be wood, sandstone or disabled.
VillageType: disabled
# The mineshaft type in this biome. Can be normal, mesa or disabled.
MineshaftType: normal
# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos.
# Note that mineshafts will never spawn, regardless of this setting, if
# MineshaftType was set to disabled
MineshaftRarity: 1.0
# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled.
RareBuildingType: disabled
#######################################################################
# +-----------------------------------------------------------------+ #
# | Mob spawning | #
# +-----------------------------------------------------------------+ #
#######################################################################
# It's not possible to change mob spawns in vanilla biomes. These
# are the values used by vanilla for this biome. They are read-only:
# changes to this setting are ignored and overwritten.
# The monsters (skeletons, zombies, etc.) that spawn in this biome
SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 20, "min": 4, "max": 4}, {"mob": "minecraft:stray", "weight": 80, "min": 4, "max": 4}]
# The friendly creatures (cows, pigs, etc.) that spawn in this biome
SpawnCreatures: [{"mob": "minecraft:rabbit", "weight": 10, "min": 2, "max": 3}, {"mob": "minecraft:polar_bear", "weight": 1, "min": 1, "max": 2}]
# The water creatures (only squids in vanilla) that spawn in this biome
SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}]
# The ambient creatures (only bats in vanila) that spawn in this biome
SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}]

View 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: #8CB4B4
####################
# Isle biomes only #
####################
# To spawn a biome as an isle, you need to add it first to the
# IsleBiomes list in the WorldConfig.
# List of biomes in which this biome will spawn as an isle.
# For example, Mushroom Isles spawn inside the Ocean biome.
IsleInBiome:
# Size of this biome when spawned as an isle biome in BiomeMode: Normal.
# Valid values range from 0 to GenerationDepth.
# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going
# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome.
BiomeSizeWhenIsle: 6
# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal.
BiomeRarityWhenIsle: 97
######################
# Border biomes only #
######################
# To spawn a biome as a border, you need to add it first to the
# BorderBiomes list in the WorldConfig.
# List of biomes this biome can be a border of.
# For example, the Beach biome is a border on the Ocean biome, so
# it can spawn anywhere on the border of an ocean.
BiomeIsBorder:
# List of biomes that cancel spawning of this biome.
# For example, the Beach biome will never spawn next to an Extreme Hills biome.
NotBorderNear:
# Size of this biome when spawned as a border biome in BiomeMode: Normal.
# Valid values range from 0 to GenerationDepth.
# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going
# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome.
BiomeSizeWhenBorder: 8
#######################################################################
# +-----------------------------------------------------------------+ #
# | Terrain height and volatility | #
# +-----------------------------------------------------------------+ #
#######################################################################
# BiomeHeight mean how much height will be added in terrain generation
# It is double value from -10.0 to 10.0
# Value 0.0 equivalent half of map height with all other default settings
BiomeHeight: 0.425
# Biome volatility.
BiomeVolatility: 0.45000002
# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting
# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 .
# So if two biomes next to each other have both a smooth radius of 2, the
# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide.
SmoothRadius: 2
# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation.
# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative.
MaxAverageHeight: 0.0
# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation.
# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative.
MaxAverageDepth: 0.0
# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes.
# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler.
Volatility1: 0.0
Volatility2: 0.0
# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain.
VolatilityWeight1: 0.5
VolatilityWeight2: 0.45
# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height.
DisableBiomeHeight: false
# List of custom height factors, 17 double entries, each controls about 7
# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller
# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height
# Example:
# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0
# Makes empty layer above bedrock layer.
CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
#######################################################################
# +-----------------------------------------------------------------+ #
# | Rivers | #
# +-----------------------------------------------------------------+ #
#######################################################################
# There are two different river systems - the standard one and the improved one.
# See the ImprovedRivers settting in the WorldConfig. Both modes have different
# river settings, so carefully read the headers to know which settings you can use.
########################
# ImprovedRivers:false #
########################
# Only available when ImprovedRivers is set to false in the WorldConfig.
# Sets which biome is used as the river biome.
RiverBiome: FrozenRiver
#######################
# ImprovedRivers:true #
#######################
# Only available when ImprovedRivers is set to true in the WorldConfig.
# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome
RiverHeight: -1.0
# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome
RiverVolatility: 0.3
# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome
# Can be used to create elevated rivers
RiverWaterLevel: 63
# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome
RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
#######################################################################
# +-----------------------------------------------------------------+ #
# | Blocks | #
# +-----------------------------------------------------------------+ #
#######################################################################
# Change this to generate something else than stone in the biome.
StoneBlock: minecraft:stone
# Surface block, usually GRASS.
SurfaceBlock: minecraft:snow
# Block from stone to surface, like dirt in most biomes.
GroundBlock: minecraft:dirt
# Setting for biomes with more complex surface and ground blocks.
# Each column in the world has a noise value from what appears to be -7 to 7.
# Values near 0 are more common than values near -7 and 7. This setting is
# used to change the surface block based on the noise value for the column.
# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]]
# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0
# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0
# gravel with stone just below and between 0.0 and 10.0 there's only dirt.
# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock
# and GroundBlock will never appear in this biome.
# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks
# like the blocks found in the Mesa biomes.
SurfaceAndGroundControl:
# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight])
# Example :
# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS)
# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height
ReplacedBlocks: None
################################
# Water / Lava & Frozen States #
################################
# Set this to false to use the "Water / Lava & Frozen States" settings of this biome.
UseWorldWaterLevel: true
# Set water level. Every empty between this levels will be fill water or another block from WaterBlock.
WaterLevelMax: 63
WaterLevelMin: 0
# Block used as water in WaterLevelMax
WaterBlock: minecraft:water
# Block used as ice. Ice only spawns if the BiomeTemperture is low enough.
IceBlock: minecraft:ice
# Block used as cooled or frozen lava.
# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes
CooledLavaBlock: minecraft:lava
#######################################################################
# +-----------------------------------------------------------------+ #
# | Visuals and weather | #
# +-----------------------------------------------------------------+ #
#######################################################################
# Most of the settings here only have an effect on players with the client version of Terrain Control installed.
# Biome temperature. Float value from 0.0 to 2.0.
# When this value is around 0.2, snow will fall on mountain peaks above y=90.
# When this value is around 0.1, the whole biome will be covered in snow and ice.
# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly.
BiomeTemperature: 0.0
# Biome wetness. Float value from 0.0 to 1.0.
# If this biome is a custom biome, and this value is set to 0, no rain will fall.
# On default biomes, this won't do anything except changing the grass and leaves colors slightly.
BiomeWetness: 0.5
# Biome sky color.
SkyColor: #7BA5FF
# Biome water color multiplier.
WaterColor: #FFFFFF
# Biome grass color.
GrassColor: #FFFFFF
# Whether the grass color is a multiplier.
# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness.
# If you set it to false, the grass color will be just this color.
GrassColorIsMultiplier: true
# Biome foliage color.
FoliageColor: #FFFFFF
# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details.
FoliageColorIsMultiplier: true
#######################################################################
# +-----------------------------------------------------------------+ #
# | Resource queue | #
# +-----------------------------------------------------------------+ #
#######################################################################
# This section control all resources spawning after terrain generation.
# The resources will be placed in this order.
# Keep in mind that a high size, frequency or rarity might slow down terrain generation.
# Possible resources:
# DoResourceInheritance(true|false)
# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude)
# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude)
# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude)
# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
# CustomObject(Object[,AnotherObject[,...]])
# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]])
# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]
# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....])
# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
# AboveWaterRes(BlockName,Frequency,Rarity)
# Vines(Frequency,Rarity,MinAltitude,MaxAltitude)
# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]
# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...])
# BlockName: must be the name of a block. May include block data, like "WOOL:1".
# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All".
# Frequency: number of attempts to place this resource in each chunk.
# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass.
# MinAltitude and MaxAltitude: height limits.
# BlockSource: mean where or whereupon resource will be placed
# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree -
# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom -
# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 -
# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree)
# DarkOak (from the roofed forest biome) - Acacia
# You can also use your own custom objects, as long as they have set Tree to true in their settings.
# TreeTypeChance: similar to Rarity. Example:
# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance),
# if that fails, it attempts to place Taiga2 (100% chance).
# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip
# or simply a BlockName
# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike
# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can
# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn
# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have
# this biome in their spawnInBiome setting.
# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot.
# Liquid resource: a one-block water or lava source
# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks
# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1).
# CustomStructure resource: starts a BO3 structure in the chunk.
Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone)
Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone)
Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone)
Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone)
Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone)
Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone)
Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone)
Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone)
Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone)
Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone)
Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone)
UnderGroundLake(25,60,2,5.0,0,49)
Liquid(minecraft:water,20,100.0,8,128,minecraft:stone)
Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone)
SmallLake(minecraft:water,4,7.0,8,119)
SmallLake(minecraft:lava,2,1.0,8,119)
UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass)
UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay)
UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass)
Dungeon(8,100.0,0,128)
IceSpike(minecraft:packed_ice,HugeSpike,3,1.66,60,128,minecraft:ice,minecraft:dirt,minecraft:snow)
IceSpike(minecraft:packed_ice,SmallSpike,3,98.33,60,128,minecraft:ice,minecraft:dirt,minecraft:snow)
IceSpike(minecraft:packed_ice,Basement,2,100.0,60,128,minecraft:ice,minecraft:dirt,minecraft:snow)
Plant(Poppy,3,100.0,0,128,minecraft:grass,minecraft:dirt)
Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass)
CustomObject(UseWorld)
#######################################################################
# +-----------------------------------------------------------------+ #
# | Sapling resource | #
# +-----------------------------------------------------------------+ #
#######################################################################
# TerrainControl allows you to grow your custom objects from saplings, instead
# of the vanilla trees. Add one or more Sapling functions here to override vanilla
# spawning for that sapling.
# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....])
# Works like Tree resource instead first parameter.
# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood
# All - will make the tree spawn from all saplings, but not from mushrooms.
# BigJungle - for when 4 jungle saplings grow at once.
# RedMushroom/BrownMushroom - will only grow when bonemeal is used.
#######################################################################
# +-----------------------------------------------------------------+ #
# | Custom objects | #
# +-----------------------------------------------------------------+ #
#######################################################################
# These objects will spawn when using the UseBiome keyword.
BiomeObjects:
#######################################################################
# +-----------------------------------------------------------------+ #
# | Structures | #
# +-----------------------------------------------------------------+ #
#######################################################################
# Here you can change, enable or disable the stuctures.
# If you have disabled the structure in the WorldConfig, it won't spawn,
# regardless of these settings.
# Disables strongholds for this biome. If there is no suitable biome nearby,
# Minecraft will ignore this setting.
StrongholdsEnabled: true
# Whether an Ocean Monument can be placed in this biome.
OceanMonumentsEnabled: false
# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes.
NetherFortressesEnabled: false
# Whether Woodland Mansions are enabled in this biome.
MansionsEnabled: false
# The village type in this biome. Can be wood, sandstone or disabled.
VillageType: disabled
# The mineshaft type in this biome. Can be normal, mesa or disabled.
MineshaftType: normal
# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos.
# Note that mineshafts will never spawn, regardless of this setting, if
# MineshaftType was set to disabled
MineshaftRarity: 1.0
# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled.
RareBuildingType: disabled
#######################################################################
# +-----------------------------------------------------------------+ #
# | Mob spawning | #
# +-----------------------------------------------------------------+ #
#######################################################################
# It's not possible to change mob spawns in vanilla biomes. These
# are the values used by vanilla for this biome. They are read-only:
# changes to this setting are ignored and overwritten.
# The monsters (skeletons, zombies, etc.) that spawn in this biome
SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 20, "min": 4, "max": 4}, {"mob": "minecraft:stray", "weight": 80, "min": 4, "max": 4}]
# The friendly creatures (cows, pigs, etc.) that spawn in this biome
SpawnCreatures: [{"mob": "minecraft:rabbit", "weight": 10, "min": 2, "max": 3}, {"mob": "minecraft:polar_bear", "weight": 1, "min": 1, "max": 2}]
# The water creatures (only squids in vanilla) that spawn in this biome
SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}]
# The ambient creatures (only bats in vanila) that spawn in this biome
SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}]

View 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: #FFFFFF
####################
# Isle biomes only #
####################
# To spawn a biome as an isle, you need to add it first to the
# IsleBiomes list in the WorldConfig.
# List of biomes in which this biome will spawn as an isle.
# For example, Mushroom Isles spawn inside the Ocean biome.
IsleInBiome:
# Size of this biome when spawned as an isle biome in BiomeMode: Normal.
# Valid values range from 0 to GenerationDepth.
# Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going
# to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome.
BiomeSizeWhenIsle: 6
# Rarity of this biome when spawned as an isle biome in BiomeMode: Normal.
BiomeRarityWhenIsle: 97
######################
# Border biomes only #
######################
# To spawn a biome as a border, you need to add it first to the
# BorderBiomes list in the WorldConfig.
# List of biomes this biome can be a border of.
# For example, the Beach biome is a border on the Ocean biome, so
# it can spawn anywhere on the border of an ocean.
BiomeIsBorder:
# List of biomes that cancel spawning of this biome.
# For example, the Beach biome will never spawn next to an Extreme Hills biome.
NotBorderNear:
# Size of this biome when spawned as a border biome in BiomeMode: Normal.
# Valid values range from 0 to GenerationDepth.
# Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going
# to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome.
BiomeSizeWhenBorder: 8
#######################################################################
# +-----------------------------------------------------------------+ #
# | Terrain height and volatility | #
# +-----------------------------------------------------------------+ #
#######################################################################
# BiomeHeight mean how much height will be added in terrain generation
# It is double value from -10.0 to 10.0
# Value 0.0 equivalent half of map height with all other default settings
BiomeHeight: 0.125
# Biome volatility.
BiomeVolatility: 0.05
# Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting
# smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 .
# So if two biomes next to each other have both a smooth radius of 2, the
# resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide.
SmoothRadius: 2
# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation.
# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative.
MaxAverageHeight: 0.0
# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation.
# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative.
MaxAverageDepth: 0.0
# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes.
# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler.
Volatility1: 0.0
Volatility2: 0.0
# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain.
VolatilityWeight1: 0.5
VolatilityWeight2: 0.45
# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height.
DisableBiomeHeight: false
# List of custom height factors, 17 double entries, each controls about 7
# blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller
# Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height
# Example:
# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0
# Makes empty layer above bedrock layer.
CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
#######################################################################
# +-----------------------------------------------------------------+ #
# | Rivers | #
# +-----------------------------------------------------------------+ #
#######################################################################
# There are two different river systems - the standard one and the improved one.
# See the ImprovedRivers settting in the WorldConfig. Both modes have different
# river settings, so carefully read the headers to know which settings you can use.
########################
# ImprovedRivers:false #
########################
# Only available when ImprovedRivers is set to false in the WorldConfig.
# Sets which biome is used as the river biome.
RiverBiome: FrozenRiver
#######################
# ImprovedRivers:true #
#######################
# Only available when ImprovedRivers is set to true in the WorldConfig.
# Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome
RiverHeight: -1.0
# Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome
RiverVolatility: 0.3
# Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome
# Can be used to create elevated rivers
RiverWaterLevel: 63
# Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome
RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
#######################################################################
# +-----------------------------------------------------------------+ #
# | Blocks | #
# +-----------------------------------------------------------------+ #
#######################################################################
# Change this to generate something else than stone in the biome.
StoneBlock: minecraft:stone
# Surface block, usually GRASS.
SurfaceBlock: minecraft:grass
# Block from stone to surface, like dirt in most biomes.
GroundBlock: minecraft:dirt
# Setting for biomes with more complex surface and ground blocks.
# Each column in the world has a noise value from what appears to be -7 to 7.
# Values near 0 are more common than values near -7 and 7. This setting is
# used to change the surface block based on the noise value for the column.
# Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]]
# Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0
# When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0
# gravel with stone just below and between 0.0 and 10.0 there's only dirt.
# Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock
# and GroundBlock will never appear in this biome.
# Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks
# like the blocks found in the Mesa biomes.
SurfaceAndGroundControl:
# Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight])
# Example :
# ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS)
# Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height
ReplacedBlocks: None
################################
# Water / Lava & Frozen States #
################################
# Set this to false to use the "Water / Lava & Frozen States" settings of this biome.
UseWorldWaterLevel: true
# Set water level. Every empty between this levels will be fill water or another block from WaterBlock.
WaterLevelMax: 63
WaterLevelMin: 0
# Block used as water in WaterLevelMax
WaterBlock: minecraft:water
# Block used as ice. Ice only spawns if the BiomeTemperture is low enough.
IceBlock: minecraft:ice
# Block used as cooled or frozen lava.
# Set this to OBSIDIAN for "frozen" lava lakes in cold biomes
CooledLavaBlock: minecraft:lava
#######################################################################
# +-----------------------------------------------------------------+ #
# | Visuals and weather | #
# +-----------------------------------------------------------------+ #
#######################################################################
# Most of the settings here only have an effect on players with the client version of Terrain Control installed.
# Biome temperature. Float value from 0.0 to 2.0.
# When this value is around 0.2, snow will fall on mountain peaks above y=90.
# When this value is around 0.1, the whole biome will be covered in snow and ice.
# However, on default biomes, this won't do anything except changing the grass and leaves colors slightly.
BiomeTemperature: 0.0
# Biome wetness. Float value from 0.0 to 1.0.
# If this biome is a custom biome, and this value is set to 0, no rain will fall.
# On default biomes, this won't do anything except changing the grass and leaves colors slightly.
BiomeWetness: 0.5
# Biome sky color.
SkyColor: #7BA5FF
# Biome water color multiplier.
WaterColor: #FFFFFF
# Biome grass color.
GrassColor: #FFFFFF
# Whether the grass color is a multiplier.
# If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness.
# If you set it to false, the grass color will be just this color.
GrassColorIsMultiplier: true
# Biome foliage color.
FoliageColor: #FFFFFF
# Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details.
FoliageColorIsMultiplier: true
#######################################################################
# +-----------------------------------------------------------------+ #
# | Resource queue | #
# +-----------------------------------------------------------------+ #
#######################################################################
# This section control all resources spawning after terrain generation.
# The resources will be placed in this order.
# Keep in mind that a high size, frequency or rarity might slow down terrain generation.
# Possible resources:
# DoResourceInheritance(true|false)
# SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude)
# Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude)
# UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude)
# Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
# UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
# CustomObject(Object[,AnotherObject[,...]])
# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]])
# SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]
# Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....])
# Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
# Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
# Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
# Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
# Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
# AboveWaterRes(BlockName,Frequency,Rarity)
# Vines(Frequency,Rarity,MinAltitude,MaxAltitude)
# Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
# Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
# Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]
# IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...])
# BlockName: must be the name of a block. May include block data, like "WOOL:1".
# BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All".
# Frequency: number of attempts to place this resource in each chunk.
# Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass.
# MinAltitude and MaxAltitude: height limits.
# BlockSource: mean where or whereupon resource will be placed
# TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree -
# HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom -
# Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 -
# JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree)
# DarkOak (from the roofed forest biome) - Acacia
# You can also use your own custom objects, as long as they have set Tree to true in their settings.
# TreeTypeChance: similar to Rarity. Example:
# Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance),
# if that fails, it attempts to place Taiga2 (100% chance).
# PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip
# or simply a BlockName
# IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike
# Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can
# also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn
# one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have
# this biome in their spawnInBiome setting.
# Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot.
# Liquid resource: a one-block water or lava source
# SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks
# Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1).
# CustomStructure resource: starts a BO3 structure in the chunk.
Ore(minecraft:dirt,33,10,100.0,0,255,minecraft:stone)
Ore(minecraft:gravel,33,8,100.0,0,255,minecraft:stone)
Ore(minecraft:stone:1,33,10,100.0,0,79,minecraft:stone)
Ore(minecraft:stone:3,33,10,100.0,0,79,minecraft:stone)
Ore(minecraft:stone:5,33,10,100.0,0,79,minecraft:stone)
Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone)
Ore(minecraft:iron_ore,9,20,100.0,0,63,minecraft:stone)
Ore(minecraft:gold_ore,9,2,100.0,0,31,minecraft:stone)
Ore(minecraft:redstone_ore,8,8,100.0,0,15,minecraft:stone)
Ore(minecraft:diamond_ore,8,1,100.0,0,15,minecraft:stone)
Ore(minecraft:lapis_ore,7,1,100.0,0,15,minecraft:stone)
UnderGroundLake(25,60,2,5.0,0,49)
Liquid(minecraft:water,20,100.0,8,128,minecraft:stone)
Liquid(minecraft:lava,10,100.0,8,128,minecraft:stone)
SmallLake(minecraft:water,4,7.0,8,119)
SmallLake(minecraft:lava,2,1.0,8,119)
UnderWaterOre(minecraft:sand,7,3,100.0,minecraft:dirt,minecraft:grass)
UnderWaterOre(minecraft:clay,4,1,100.0,minecraft:dirt,minecraft:clay)
UnderWaterOre(minecraft:gravel,6,1,100.0,minecraft:dirt,minecraft:grass)
Dungeon(8,100.0,0,128)
Tree(1,Taiga2,15)
Grass(Tallgrass,Grouped,20,60.0,minecraft:grass,minecraft:dirt)
Plant(Poppy,3,100.0,0,128,minecraft:grass,minecraft:dirt)
Plant(Dandelion,2,100.0,0,128,minecraft:grass,minecraft:dirt)
Plant(minecraft:pumpkin,1,3.0,0,128,minecraft:grass)
CustomObject(UseWorld)
#######################################################################
# +-----------------------------------------------------------------+ #
# | Sapling resource | #
# +-----------------------------------------------------------------+ #
#######################################################################
# TerrainControl allows you to grow your custom objects from saplings, instead
# of the vanilla trees. Add one or more Sapling functions here to override vanilla
# spawning for that sapling.
# The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....])
# Works like Tree resource instead first parameter.
# Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood
# All - will make the tree spawn from all saplings, but not from mushrooms.
# BigJungle - for when 4 jungle saplings grow at once.
# RedMushroom/BrownMushroom - will only grow when bonemeal is used.
#######################################################################
# +-----------------------------------------------------------------+ #
# | Custom objects | #
# +-----------------------------------------------------------------+ #
#######################################################################
# These objects will spawn when using the UseBiome keyword.
BiomeObjects:
#######################################################################
# +-----------------------------------------------------------------+ #
# | Structures | #
# +-----------------------------------------------------------------+ #
#######################################################################
# Here you can change, enable or disable the stuctures.
# If you have disabled the structure in the WorldConfig, it won't spawn,
# regardless of these settings.
# Disables strongholds for this biome. If there is no suitable biome nearby,
# Minecraft will ignore this setting.
StrongholdsEnabled: true
# Whether an Ocean Monument can be placed in this biome.
OceanMonumentsEnabled: false
# Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes.
NetherFortressesEnabled: false
# Whether Woodland Mansions are enabled in this biome.
MansionsEnabled: false
# The village type in this biome. Can be wood, sandstone or disabled.
VillageType: disabled
# The mineshaft type in this biome. Can be normal, mesa or disabled.
MineshaftType: normal
# The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos.
# Note that mineshafts will never spawn, regardless of this setting, if
# MineshaftType was set to disabled
MineshaftRarity: 1.0
# The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled.
RareBuildingType: igloo
#######################################################################
# +-----------------------------------------------------------------+ #
# | Mob spawning | #
# +-----------------------------------------------------------------+ #
#######################################################################
# It's not possible to change mob spawns in vanilla biomes. These
# are the values used by vanilla for this biome. They are read-only:
# changes to this setting are ignored and overwritten.
# The monsters (skeletons, zombies, etc.) that spawn in this biome
SpawnMonsters: [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 95, "min": 4, "max": 4}, {"mob": "minecraft:zombie_villager", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:creeper", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:slime", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:enderman", "weight": 10, "min": 1, "max": 4}, {"mob": "minecraft:witch", "weight": 5, "min": 1, "max": 1}, {"mob": "minecraft:skeleton", "weight": 20, "min": 4, "max": 4}, {"mob": "minecraft:stray", "weight": 80, "min": 4, "max": 4}]
# The friendly creatures (cows, pigs, etc.) that spawn in this biome
SpawnCreatures: [{"mob": "minecraft:rabbit", "weight": 10, "min": 2, "max": 3}, {"mob": "minecraft:polar_bear", "weight": 1, "min": 1, "max": 2}]
# The water creatures (only squids in vanilla) that spawn in this biome
SpawnWaterCreatures: [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}]
# The ambient creatures (only bats in vanila) that spawn in this biome
SpawnAmbientCreatures: [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}]

Some files were not shown because too many files have changed in this diff Show more