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skylandbiomeconfig.txt

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  1.  
  2. #######################################################################
  3. # +-----------------------------------------------------------------+ #
  4. # |                       Skyland biome config                      | #
  5. # +-----------------------------------------------------------------+ #
  6. #######################################################################
  7.  
  8. # Biome size from 0 to GenerationDepth. Show in what zoom level biome will be generated (see GenerationDepth)
  9. # Higher numbers=Smaller% of world / Lower numbers=Bigger % of world
  10. # Don`t work on Ocean and River (frozen versions too) biomes until not added as normal biome.
  11. BiomeSize:4
  12.  
  13. # Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others.
  14. # Example for normal biome :
  15. #   100 rarity mean 1/6 chance than other ( with 6 default normal biomes).
  16. #   50 rarity mean 1/11 chance than other
  17. # For isle biome this is chance to spawn isle in good place.
  18. # Don`t work on Ocean and River (frozen versions too) biomes until not added as normal biome.
  19. BiomeRarity:100
  20.  
  21. # Biome color in hex value. Biome color in /tc map command
  22. BiomeColor:0xFF00FF
  23.  
  24. # True if biome can pass rivers.
  25. BiomeRivers:true
  26.  
  27. # Biome name list where this biome will be spawned as isle. Like Mushroom isle in Ocean.  This work only if this biome is in IsleBiomes in world config
  28. IsleInBiome:Ocean,River
  29.  
  30. # Biome name list where this biome will be border.Like Mushroom isle shore. Use is compared as IsleInBiome
  31. BiomeIsBorder:
  32.  
  33. # Biome name list near border is not applied.
  34. NotBorderNear:Ice Mountains
  35.  
  36. # Biome temperature. Float value from 0.0 to 1.0
  37. BiomeTemperature:1.0
  38.  
  39. # Biome wetness. Float value from 0.0 to 1.0
  40. BiomeWetness:1.0
  41.  
  42.  
  43. #######################################################################
  44. # +-----------------------------------------------------------------+ #
  45. # |                   Terrain Generator Variables                   | #
  46. # +-----------------------------------------------------------------+ #
  47. #######################################################################
  48.  
  49. # BiomeHeight mean how much height will be added in terrain generation
  50. # It is double value from -10.0 to 10.0
  51. # Value 0.0 equivalent half of map height with all other default settings
  52. BiomeHeight:-2.7
  53.  
  54. # Biome volatility.
  55. BiomeVolatility:4.7
  56.  
  57. # 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.
  58. # 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.
  59. MaxAverageHeight:-1.6
  60.  
  61. # 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.
  62. # 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.
  63. MaxAverageDepth:1.1
  64.  
  65. # Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes.
  66. # Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler.
  67. Volatility1:0.0
  68. Volatility2:0.0
  69.  
  70. # 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.
  71. VolatilityWeight1:0.5
  72. VolatilityWeight2:0.45
  73.  
  74. # Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height.
  75. DisableBiomeHeight:false
  76.  
  77. # List of custom height factor, 17 double entries, each entire control of about 7 blocks height from down. Positive entry - better chance of spawn blocks, negative - smaller
  78. # Values which affect your configuration may be found only experimental. That may be very big, like ~3000.0 depends from height
  79. # Example:
  80. #   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
  81. # Make empty layer above bedrock layer.
  82. CustomHeightControl:0.0,0.0,0.0,0.0,0.0,0.0,0.0,-5.0,-15.0,-20.0,-45.0,-45.0,-45.0,-15.0,-10.0,0.0,10.0,20.0,100.0,250.0,250.0,500.0,1000.0,500.0,150.0,20.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0
  83.  
  84. # Surface block id
  85. SurfaceBlock:2
  86.  
  87. # Block id from stone to surface, like dirt in plain biome
  88. GroundBlock:3
  89.  
  90. # Replace Variable: BlockIdFrom=BlockIdTo[(minHeight-maxHeight)]
  91. # Example :
  92. #   ReplacedBlocks:2=3(100-128),13=20
  93. # Replace grass block to dirt from 100 to 128 height and replace gravel to glass on all height
  94. ReplacedBlocks:None
  95.  
  96. # Disable or enable small lava and water lakes on surface
  97. disableNotchPonds:false
  98.  
  99. #######################################################################
  100. # +-----------------------------------------------------------------+ #
  101. # |                      Biome visual settings                      | #
  102. # +-----------------------------------------------------------------+ #
  103. #######################################################################
  104.  
  105. # Warning this section will work only for clients with single version of TerrainControl
  106.  
  107. # Biome sky color
  108. SkyColor:0x7ba5ff
  109.  
  110. # Biome water color multiplier
  111. WaterColor:0xffffff
  112.  
  113. # Biome grass color
  114. GrassColor:0xffffff
  115.  
  116. # Biome foliage color
  117. FoliageColor:0xffffff
  118.  
  119.  
  120. #######################################################################
  121. # +-----------------------------------------------------------------+ #
  122. # |                          Resource queue                         | #
  123. # +-----------------------------------------------------------------+ #
  124. #######################################################################
  125.  
  126. # This section control all resources spawning after terrain generation
  127. # So first line is first resource which will be placed. Second line - second resource.
  128. # By default this set to be near notch settings.
  129. #
  130. # Possible resources:
  131. # Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude)
  132. # UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude)
  133. # Ore(Block[.BlockData],Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
  134. # UnderWaterOre(Block,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
  135. # CustomObject()
  136. # Tree(Frequency,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....])
  137. # Plant(Block[.BlockData],Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
  138. # Grass(Block,BlockData,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
  139. # Reed(Block,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
  140. # Cactus(Block,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
  141. # Liquid(Block,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
  142. # AboveWaterRes(Block,Frequency,Rarity)
  143. # Vines(Frequency,Rarity,MinAltitude,MaxAltitude)
  144. #
  145. # Some comments:  
  146. # Block and BlockSource - can be id or name, Frequency - is count of attempts for place resource
  147. # Rarity - chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass
  148. # MinAltitude and MaxAltitude - height limits
  149. # BlockSource - mean where or whereupon resource will be placed
  150. # CustomObject resource - mean where in queue custom object will be trying to place
  151. # Tree types:
  152. #      Tree
  153. #      BigTree
  154. #      Forest
  155. #      HugeMushroom
  156. #      SwampTree
  157. #      Taiga1
  158. #      Taiga2
  159. #      JungleTree
  160. #      GroundBush
  161. # TreeType_Chance - similar Rarity. Example:
  162. #   Tree(10,Taiga1,35,Taiga2,100) - plugin trying to 10 attempts, in each attempt he try place Taiga1 ( 35% chance ) if not he place Taiga2 (100% chance)
  163. # Plant resource used for place something like flower, small mushrooms, pumpkins
  164. # Liquid resource is one block water or lava source
  165. #
  166. UnderGroundLake(25,60,2,5,0,50)
  167. Dungeon(8,100,0,128)
  168. Ore(DIRT,32,20,100,0,128,STONE)
  169. Ore(GRAVEL,32,10,100,0,128,STONE)
  170. Ore(CLAY,32,1,100,0,128,STONE)
  171. Ore(COAL_ORE,16,20,100,0,128,STONE)
  172. Ore(IRON_ORE,8,20,100,0,64,STONE)
  173. Ore(GOLD_ORE,8,2,100,0,32,STONE)
  174. Ore(REDSTONE_ORE,7,8,100,0,16,STONE)
  175. Ore(DIAMOND_ORE,7,1,100,0,16,STONE)
  176. Ore(LAPIS_ORE,7,1,100,0,16,STONE)
  177. UnderWaterOre(SAND,7,4,100,DIRT,GRASS)
  178. UnderWaterOre(CLAY,4,1,100,DIRT,CLAY)
  179. CustomObject()
  180. Plant(RED_ROSE,2,100,0,128,GRASS,DIRT,SOIL)
  181. Plant(YELLOW_FLOWER,2,100,0,128,GRASS,DIRT,SOIL)
  182. Grass(LONG_GRASS,1,10,100,GRASS,DIRT)
  183. Plant(PUMPKIN,1,3,0,128,GRASS)
  184. Liquid(STATIONARY_WATER,20,100,8,128,STONE)
  185. Liquid(STATIONARY_LAVA,10,100,8,128,STONE)
  186.  
  187.  
  188. #######################################################################
  189. # +-----------------------------------------------------------------+ #
  190. # |                           MOB SPAWNING                          | #
  191. # +-----------------------------------------------------------------+ #
  192. #######################################################################
  193.  
  194. # ========<TUTORIAL>========
  195. # This is where you configure mob spawning. Changing this section is optional.
  196. #
  197. # #STEP1: Understanding what a mobgroup is.
  198. # A mobgroups is made of four parts. They are mob, weight, min and max.
  199. # The mob is one of the avaliable mobnames: creeper, skeleton, spider, giant, zombie, slime, ghast, pigzombie, enderman, cavespider, silverfish, blaze, lavaslime, enderdragon, pig, sheep, cow, chicken, squid, wolf, mushroomcow, snowman, ocelot, irongolem and villager
  200. # The weight is used for a random selection. This is a positive integer.
  201. # The min is the minimum amount of mobs spawning as a group. This is a positive integer.
  202. # The max is the maximum amount of mobs spawning as a group. This is a positive integer.
  203. #
  204. # #STEP2: Understanding how write a mobgroup as JSON as well as lists of them.
  205. # Json is a tree document format: http://en.wikipedia.org/wiki/JSON
  206. # Write a mobgroup like this: {"mob": "mobname", "weight": integer, "min": integer, "max": integer}
  207. # For example: {"mob": "Ocelot", "weight": 10, "min": 2, "max": 6}
  208. # For example: {"mob": "MushroomCow", "weight": 5, "min": 2, "max": 2}
  209. # A json list of mobgroups looks like this: [mobgroup, mobgroup, mobgroup...]
  210. # This would be an ampty list: []
  211. # You can validate your json here: http://jsonlint.com/
  212. #
  213. # #STEP3: Understanding what to do with all this info
  214. # There are three categories of mobs: monsters, creatures and watercreatures.
  215. # These list may be populated with default values if thee booleans bellow is set to true
  216. # You may also add your own mobgroups in the lists below
  217. #
  218. # #STEP4: What is in the default mob groups?
  219. # The default mob groups are controlled by vanilla minecraft.
  220. # At 2012-03-24 you could find them here: https://github.com/Bukkit/mc-dev/blob/master/net/minecraft/server/BiomeBase.java#L75
  221. # In simple terms:
  222. # Default creatures: [{"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}]
  223. # Default monsters: [{"mob": "Spider", "weight": 10, "min": 4, "max": 4}, {"mob": "Zombie", "weight": 10, "min": 4, "max": 4}, {"mob": "Skeleton", "weight": 10, "min": 4, "max": 4}, {"mob": "Creeper", "weight": 10, "min": 4, "max": 4}, {"mob": "Slime", "weight": 10, "min": 4, "max": 4}, {"mob": "Enderman", "weight": 1, "min": 1, "max": 4}]
  224. # Default watercreatures: [{"mob": "Squid", "weight": 10, "min": 4, "max": 4}]
  225. #
  226. # So for example ocelots wont spawn unless you add them below.
  227.  
  228. # ========<CONFIGURATION>========
  229. # Should we add the default monster spawn groups?
  230. spawnMonstersAddDefaults:true
  231. # Add extra monster spawn groups here
  232. spawnMonsters:[]
  233.  
  234. # Should we add the default creature spawn groups?
  235. spawnCreaturesAddDefaults:true
  236. # Add extra creature spawn groups here
  237. spawnCreatures:[]
  238.  
  239. # Should we add the default watercreature spawn groups?
  240. spawnWaterCreaturesAddDefaults:true
  241. # Add extra watercreature spawn groups here
  242. spawnWaterCreatures:[]