Advertisement
Guest User

WorldConfig.ini

a guest
Sep 27th, 2016
95
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 20.47 KB | None | 0 0
  1.  
  2. #######################################################################
  3. # +-----------------------------------------------------------------+ #
  4. # | The modes | #
  5. # +-----------------------------------------------------------------+ #
  6. #######################################################################
  7.  
  8. # What Terrain Control does with the config files.
  9. # Possible modes:
  10. # WriteAll - default
  11. # WriteWithoutComments - write config files without help comments
  12. # WriteDisable - doesn't write to the config files, it only reads. Doesn't auto-update the configs. Use with care!
  13. SettingsMode: WriteAll
  14.  
  15. # Possible terrain modes:
  16. # Normal - use all features
  17. # TerrainTest - generate only terrain without any resources
  18. # NotGenerate - generate empty chunks
  19. # Default - use default terrain generator
  20. # OldGenerator - Minecraft Beta 1.7.3-like land generator
  21. TerrainMode: Normal
  22.  
  23. # Possible biome modes:
  24. # Normal - use all features
  25. # FromImage - get biomes from image file
  26. # Default - use default Notch biome generator
  27. # For old maps two more modes are available:
  28. # BeforeGroups - Minecraft 1.0 - 1.6.4 biome generator, only supports the biome groups NormalBiomes and IceBiomes
  29. # OldGenerator - Minecraft Beta 1.7.3 biome generator
  30. BiomeMode: Normal
  31.  
  32.  
  33. #######################################################################
  34. # +-----------------------------------------------------------------+ #
  35. # | Custom biomes | #
  36. # +-----------------------------------------------------------------+ #
  37. #######################################################################
  38.  
  39. # You need to register your custom biomes here. This setting will make Terrain Control
  40. # generate setting files for them. However, it won't place them in the world automatically.
  41. # See the settings for your BiomeMode below on how to add them to the world.
  42.  
  43. # Syntax: CustomBiomes:BiomeName:id[,AnotherBiomeName:id[,...]]
  44. # Example: CustomBiomes:TestBiome1:30,BiomeTest2:31
  45. # This will add two biomes and generate the BiomeConfigs for them.
  46. # All changes here need a server restart.
  47.  
  48. # Due to the way Mojang's loading code works, all biome ids need to be unique
  49. # on the server. If you don't do this, the client will display the biomes just fine,
  50. # but the server can think it is another biome with the same id. This will cause saplings,
  51. # snowfall and mobs to work as in the other biome.
  52.  
  53. # The available ids range from 0 to 1023 and the ids 0-39 and 129-167 are taken by vanilla.
  54. # The ids 256-1023 cannot be saved to the map files, so use ReplaceToBiomeName in that biome.
  55. CustomBiomes:
  56.  
  57.  
  58. #######################################################################
  59. # +-----------------------------------------------------------------+ #
  60. # | Settings for BiomeMode: Normal | #
  61. # +-----------------------------------------------------------------+ #
  62. #######################################################################
  63.  
  64. # Also applies if you are using BiomeMode: FromImage with ImageMode: ContinueNormal, or
  65. # if you are using BiomeMode: BeforeGroups
  66.  
  67. # Important value for generation. Bigger values appear to zoom out. All 'Sizes' must be smaller than this.
  68. # Large %/total area biomes (Continents) must be set small, (limit=0)
  69. # Small %/total area biomes (Oasis,Mountain Peaks) must be larger (limit=GenerationDepth)
  70. # This could also represent "Total number of biome sizes"
  71. # Small values (about 1-2) and Large values (about 20) may affect generator performance.
  72. GenerationDepth: 10
  73.  
  74. # Max biome rarity from 1 to infinity. By default this is 100, but you can raise it for
  75. # fine-grained control, or to create biomes with a chance of occurring smaller than 1/100.
  76. BiomeRarityScale: 100
  77.  
  78. ################
  79. # Biome Groups #
  80. ################
  81.  
  82. # Minecraft groups similar biomes together, so that they spawn next to each other.
  83.  
  84. # Syntax: BiomeGroup(Name, Size, Rarity, BiomeName[, AnotherName[, ...]])
  85. # Name - just for clarity, choose something descriptive
  86. # Size - layer to generate on, from 0 to GenerationDepth. All biomes in the group must have a BiomeSize
  87. # larger than or equal to this value.
  88. # Rarity - relative spawn chances.
  89. # BiomeName... - names of the biome that spawn in the group. Case sensitive.
  90.  
  91. # Note: if you're using BiomeMode: BeforeGroups, only the biome names of the groups named NormalBiomes
  92. # and IceBiomes and the size and rarity of the group named IceBiomes will be used. Other groups are
  93. # ignored. The size and rarity of the NormalBiomes group is ignored as well, use LandSize and
  94. # LandRarity instead.
  95.  
  96. BiomeGroup(NormalBiomes, 0, 100, Forest, Extreme Hills, Plains, Birch Forest, Swampland, Sunflower Plains, Birch Forest M, Beach)
  97.  
  98.  
  99. ###############
  100. # Biome lists #
  101. ###############
  102.  
  103. # Don't forget to register your custom biomes first in CustomBiomes!
  104.  
  105. # Biomes used as isles in other biomes. You must set IsleInBiome in biome config for each biome here. Biome name is case sensitive.
  106. IsleBiomes: Deep Ocean, Beach, Plains
  107.  
  108. # Biomes used as borders of other biomes. You must set BiomeIsBorder in biome config for each biome here. Biome name is case sensitive.
  109. BorderBiomes: Beach
  110.  
  111. ########################################
  112. # Landmass settings (for NormalBiomes) #
  113. ########################################
  114.  
  115. # Land rarity from 100 to 1. If you set smaller than 90 and LandSize near 0 beware Big oceans.
  116. LandRarity: 98
  117.  
  118. # Land size from 0 to GenerationDepth. Biome groups are placed on this.
  119. LandSize: 4
  120.  
  121. # Make land more fuzzy and make lakes. Must be from 0 to GenerationDepth - LandSize
  122. LandFuzzy: 3
  123.  
  124. #####################
  125. # Ice area settings #
  126. #####################
  127.  
  128. # Set this to false to stop the ocean from freezing near when an "ice area" intersects with an ocean.
  129. FrozenOcean: false
  130.  
  131. # This is the biome temperature when water freezes if "FrozenOcean" is set to true.
  132. # This used to be the case for all biomes in the "IceBiomes" list. Default: 0.15; Min: 0.0; Max: 2.0
  133. # Temperature Reference from Vanilla: <0.15 for snow, 0.15 - 0.95 for rain, or >1.0 for dry
  134. OceanFreezingTemperature: 0.15
  135.  
  136. # If the average of all biome temperatures in a biome group is less than "OceanFreezingTemperature", then:
  137. # - When this setting is true, all biomes in the group will have frozen oceans
  138. # - When this setting is false, only biomes with a temperature below "OceanFreezingTemperature" will have frozen oceans
  139. # Default: false
  140. FreezeAllBiomesInColdGroup: false
  141.  
  142. ##########
  143. # Rivers #
  144. ##########
  145.  
  146. # River rarity. Must be from 0 to GenerationDepth.
  147. RiverRarity: 3
  148.  
  149. # River size from 0 to GenerationDepth - RiverRarity
  150. RiverSize: 0
  151.  
  152. # Set this to false to prevent the river generator from doing anything.
  153. RiversEnabled: true
  154.  
  155. # When this is set to false, the standard river generator of Minecraft will be used.
  156. # This means that a technical biome, determined by the RiverBiome setting of the biome
  157. # the river is flowing through, will be used to generate the river.
  158.  
  159. # When enabled, the rivers won't use a technical biome in your world anymore, instead
  160. # you can control them using the river settings in the BiomeConfigs.
  161. ImprovedRivers: false
  162.  
  163. # When set to true the rivers will no longer follow biome border most of the time.
  164. RandomRivers: false
  165.  
  166.  
  167. #######################################################################
  168. # +-----------------------------------------------------------------+ #
  169. # | Settings for BiomeMode:FromImage | #
  170. # +-----------------------------------------------------------------+ #
  171. #######################################################################
  172.  
  173. # Possible modes when generator outside image boundaries: Repeat, ContinueNormal, FillEmpty
  174. # Repeat - repeat image
  175. # Mirror - advanced repeat image mode
  176. # ContinueNormal - continue normal generation
  177. # FillEmpty - fill by biome in "ImageFillBiome settings"
  178. ImageMode: Mirror
  179.  
  180. # Source png file for FromImage biome mode.
  181. ImageFile: map.png
  182.  
  183. # Where the png's north is oriented? Possible values: North, East, South, West
  184. # North - the top of your picture if north (no any rotation)
  185. # West - previous behavior (you should rotate png CCW manually)
  186. # East - png should be rotated CW manually
  187. # South - rotate png 180 degrees before generating world
  188. ImageOrientation: West
  189.  
  190. # Biome name for fill outside image boundaries with FillEmpty mode.
  191. ImageFillBiome: Ocean
  192.  
  193. # Shifts map position from x=0 and z=0 coordinates.
  194. ImageXOffset: 0
  195.  
  196. ImageZOffset: 0
  197.  
  198.  
  199. #######################################################################
  200. # +-----------------------------------------------------------------+ #
  201. # | Terrain height and volatility | #
  202. # +-----------------------------------------------------------------+ #
  203. #######################################################################
  204.  
  205. # Scales the height of the world. Adding 1 to this doubles the
  206. # height of the terrain, substracting 1 to this halves the height
  207. # of the terrain. Values must be between 5 and 8, inclusive.
  208. WorldHeightScaleBits: 5
  209.  
  210. # Height cap of the base terrain. Setting this to 7 makes no terrain
  211. # generate above y = 2 ^ 7 = 128. Doesn't affect resources (trees, objects, etc.).
  212. # Values must be between 5 and 8, inclusive. Values may not be lower
  213. # than WorldHeightScaleBits.
  214. WorldHeightCapBits: 7
  215.  
  216. # Can increase (values greater than 0) or decrease (values less than 0) how much the landscape is fractured horizontally.
  217. FractureHorizontal: 0.0
  218.  
  219. # Can increase (values greater than 0) or decrease (values less than 0) how much the landscape is fractured vertically.
  220. # Positive values will lead to large cliffs/overhangs, floating islands, and/or a cavern world depending on other settings.
  221. FractureVertical: 0.0
  222.  
  223.  
  224. #######################################################################
  225. # +-----------------------------------------------------------------+ #
  226. # | Blocks | #
  227. # +-----------------------------------------------------------------+ #
  228. #######################################################################
  229.  
  230. # Attempts to replace all surface stone with biome surface block.
  231. RemoveSurfaceStone: false
  232.  
  233. # Disable bottom of map bedrock generation. Doesn't affect bedrock on the ceiling of the map.
  234. DisableBedrock: false
  235.  
  236. # Enable ceiling of map bedrock generation.
  237. CeilingBedrock: false
  238.  
  239. # Make layer of bedrock flat.
  240. FlatBedrock: false
  241.  
  242. # Block used as bedrock.
  243. BedrockobBlock: BEDROCK
  244.  
  245. # Set this to false to disable the bounds check during chunk population.
  246. # While this allows you to spawn larger objects, it also makes terrain generation
  247. # dependant on the direction you explored the world in.
  248. PopulationBoundsCheck: true
  249.  
  250. ################################
  251. # Water / Lava & Frozen States #
  252. ################################
  253.  
  254. # Set water level. Every empty block under this level will be fill water or another block from WaterBlock
  255. WaterLevelMax: 63
  256.  
  257. WaterLevelMin: 0
  258.  
  259. # Block used as water in WaterLevel.
  260. WaterBlock: STATIONARY_WATER
  261.  
  262. # Block used as ice.
  263. IceBlock: ICE
  264.  
  265. # Block used as cooled or frozen lava.
  266. # Set this to OBSIDIAN for "frozen" lava lakes in cold biomes
  267. CooledLavaBlock: STATIONARY_LAVA
  268.  
  269. # ==== WORLD ONLY ====
  270.  
  271. # By Default in cold biomes, lakes freeze but only water exposed to sky is frozen.
  272. # Setting this to true causes any lake in a cold biome with at least one block exposed to sky to completely freeze
  273. FullyFreezeLakes: false
  274.  
  275. # By Default, all snow is 1 layer high. When this setting is set to true, snow height is
  276. # determined by biome temperature and therefore height.
  277. # For now: A block temp > -.5 yields a single snow layer. A block temp < -.75 yields max snow layers.
  278. # All values in the range -.75 < temp < -.5 are evenly distributed.
  279. UseTemperatureForSnowHeight: false
  280.  
  281. # By Default, snow falls on the highest block only.
  282. # Setting this to true will cause snow to fall through leaves but leave a little snow on the way
  283. BetterSnowFall: false
  284.  
  285.  
  286. #######################################################################
  287. # +-----------------------------------------------------------------+ #
  288. # | Resources | #
  289. # +-----------------------------------------------------------------+ #
  290. #######################################################################
  291.  
  292. # Seed used for the resource generation. Can only be numeric. Set to 0 to use the world seed.
  293. ResourcesSeed: 0
  294.  
  295.  
  296. #######################################################################
  297. # +-----------------------------------------------------------------+ #
  298. # | Structures | #
  299. # +-----------------------------------------------------------------+ #
  300. #######################################################################
  301.  
  302. # Generate-structures in the server.properties file is ignored by Terrain Control. Use these settings instead.
  303.  
  304. ###############
  305. # Strongholds #
  306. ###############
  307.  
  308. # Set this to false to prevent the stronghold generator from doing anything.
  309. StrongholdsEnabled: true
  310.  
  311. # The number of strongholds in the world.
  312. StrongholdCount: 128
  313.  
  314. # How far strongholds are from the spawn and other strongholds (minimum is 1.0, default is 32.0).
  315. StrongholdDistance: 32.0
  316.  
  317. # How concentrated strongholds are around the spawn (minimum is 1, default is 3). Lower number, lower concentration.
  318. StrongholdSpread: 3
  319.  
  320. ############
  321. # Villages #
  322. ############
  323.  
  324. # Whether the villages are enabled or not.
  325. VillagesEnabled: true
  326.  
  327. # The size of the village. Larger is bigger. Normal worlds have 0 as default, superflat worlds 1.
  328. VillageSize: 0
  329.  
  330. # The minimum distance between the village centers in chunks. Minimum value is 9.
  331. VillageDistance: 32
  332.  
  333. ##################
  334. # Rare buildings #
  335. ##################
  336.  
  337. # Rare buildings are either desert pyramids, jungle temples or swamp huts.
  338. # Whether rare buildings are enabled.
  339. RareBuildingsEnabled: true
  340.  
  341. # The minimum distance between rare buildings in chunks.
  342. MinimumDistanceBetweenRareBuildings: 9
  343.  
  344. # The maximum distance between rare buildings in chunks.
  345. MaximumDistanceBetweenRareBuildings: 32
  346.  
  347. ###################
  348. # Ocean monuments #
  349. ###################
  350.  
  351. # Whether ocean monuments are enabled.
  352. OceanMonumentsEnabled: true
  353.  
  354. # Ocean monuments are placed on the corners of a grid, with a random offset added to each corner.
  355. # The first variable is the size of the grid in chunks.
  356. # Setting this to 8 will give a grid with cells of 8x8 chunks.
  357. OceanMonumentGridSize: 32
  358.  
  359. # Random offset from each corner in chunks, on both the x and z axis.
  360. # May not be smaller than 0, and may not be larger than OceanMonumentGridSize.
  361. OceanMonumentRandomOffset: 26
  362.  
  363. ####################
  364. # Custom structues #
  365. ####################
  366.  
  367. # Maximum radius of custom structures in chunks. Custom structures are spawned by
  368. # the CustomStructure resource in the biome configuration files.
  369. MaximumCustomStructureRadius: 5
  370.  
  371. ####################
  372. # Other structures #
  373. ####################
  374.  
  375. MineshaftsEnabled: true
  376.  
  377. NetherFortressesEnabled: false
  378.  
  379.  
  380. #######################################################################
  381. # +-----------------------------------------------------------------+ #
  382. # | Visual settings | #
  383. # +-----------------------------------------------------------------+ #
  384. #######################################################################
  385.  
  386. # Warning this section will work only for players with the single version of Terrain Control installed.
  387. # World fog color
  388. WorldFog: #C0D8FF
  389.  
  390. # World night fog color
  391. WorldNightFog: #0B0D17
  392.  
  393.  
  394. #######################################################################
  395. # +-----------------------------------------------------------------+ #
  396. # | Cave settings | #
  397. # +-----------------------------------------------------------------+ #
  398. #######################################################################
  399.  
  400. # This controls the odds that a given chunk will host a single cave and/or the start of a cave system.
  401. CaveRarity: 7
  402.  
  403. # The number of times the cave generation algorithm will attempt to create single caves and cave
  404. # systems in the given chunk. This value is larger because the likelihood for the cave generation
  405. # algorithm to bailout is fairly high and it is used in a randomizer that trends towards lower
  406. # random numbers. With an input of 40 (default) the randomizer will result in an average random
  407. # result of 5 to 6. This can be turned off by setting evenCaveDistribution (below) to true.
  408. CaveFrequency: 40
  409.  
  410. # Sets the minimum and maximum altitudes at which caves will be generated. These values are
  411. # used in a randomizer that trends towards lower numbers so that caves become more frequent
  412. # the closer you get to the bottom of the map. Setting even cave distribution (above) to true
  413. # will turn off this randomizer and use a flat random number generator that will create an even
  414. # density of caves at all altitudes.
  415. CaveMinAltitude: 8
  416.  
  417. CaveMaxAltitude: 128
  418.  
  419. # The odds that the cave generation algorithm will generate a single cavern without an accompanying
  420. # cave system. Note that whenever the algorithm generates an individual cave it will also attempt to
  421. # generate a pocket of cave systems in the vicinity (no guarantee of connection or that the cave system
  422. # will actually be created).
  423. IndividualCaveRarity: 25
  424.  
  425. # The number of times the algorithm will attempt to start a cave system in a given chunk per cycle of
  426. # the cave generation algorithm (see cave frequency setting above). Note that setting this value too
  427. # high with an accompanying high cave frequency value can cause extremely long world generation time.
  428. CaveSystemFrequency: 1
  429.  
  430. # This can be set to create an additional chance that a cave system pocket (a higher than normal
  431. # density of cave systems) being started in a given chunk. Normally, a cave pocket will only be
  432. # attempted if an individual cave is generated, but this will allow more cave pockets to be generated
  433. # in addition to the individual cave trigger.
  434. CaveSystemPocketChance: 0
  435.  
  436. # The minimum and maximum size that a cave system pocket can be. This modifies/overrides the
  437. # cave system frequency setting (above) when triggered.
  438. CaveSystemPocketMinSize: 0
  439.  
  440. CaveSystemPocketMaxSize: 4
  441.  
  442. # Setting this to true will turn off the randomizer for cave frequency (above). Do note that
  443. # if you turn this on you will probably want to adjust the cave frequency down to avoid long
  444. # load times at world creation.
  445. EvenCaveDistrubution: false
  446.  
  447.  
  448. #######################################################################
  449. # +-----------------------------------------------------------------+ #
  450. # | Canyon settings | #
  451. # +-----------------------------------------------------------------+ #
  452. #######################################################################
  453.  
  454. CanyonRarity: 2
  455.  
  456. CanyonMinAltitude: 20
  457.  
  458. CanyonMaxAltitude: 68
  459.  
  460. CanyonMinLength: 84
  461.  
  462. CanyonMaxLength: 112
  463.  
  464. CanyonDepth: 3.0
  465.  
  466.  
  467. #######################################################################
  468. # +-----------------------------------------------------------------+ #
  469. # | Settings for BiomeMode:OldGenerator | #
  470. # +-----------------------------------------------------------------+ #
  471. #######################################################################
  472.  
  473. # This generator works only with old terrain generator!
  474. OldBiomeSize: 1.5
  475.  
  476. MinMoisture: 0.0
  477.  
  478. MaxMoisture: 0.0
  479.  
  480. MinTemperature: 0.0
  481.  
  482. MaxTemperature: 0.0
  483.  
  484.  
  485. #######################################################################
  486. # +-----------------------------------------------------------------+ #
  487. # | Author | #
  488. # +-----------------------------------------------------------------+ #
  489. #######################################################################
  490.  
  491. # The author of this world configuration
  492. Author: Unknown
  493.  
  494.  
  495. #######################################################################
  496. # +-----------------------------------------------------------------+ #
  497. # | Description | #
  498. # +-----------------------------------------------------------------+ #
  499. #######################################################################
  500.  
  501. # A short description of this world configuration
  502. Description: No description given
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement