- #######################################################################
- # +-----------------------------------------------------------------+ #
- # | Skyland biome config | #
- # +-----------------------------------------------------------------+ #
- #######################################################################
- # Biome size from 0 to GenerationDepth. Show in what zoom level biome will be generated (see GenerationDepth)
- # Higher numbers=Smaller% of world / Lower numbers=Bigger % of world
- # Don`t work on Ocean and River (frozen versions too) biomes until not added as normal biome.
- 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 biome this is chance to spawn isle in good place.
- # Don`t work on Ocean and River (frozen versions too) biomes until not added as normal biome.
- BiomeRarity:100
- # Biome color in hex value. Biome color in /tc map command
- BiomeColor:0xFF00FF
- # True if biome can pass rivers.
- BiomeRivers:true
- # 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
- IsleInBiome:Ocean,River
- # Biome name list where this biome will be border.Like Mushroom isle shore. Use is compared as IsleInBiome
- BiomeIsBorder:
- # Biome name list near border is not applied.
- NotBorderNear:Ice Mountains
- # Biome temperature. Float value from 0.0 to 1.0
- BiomeTemperature:1.0
- # Biome wetness. Float value from 0.0 to 1.0
- BiomeWetness:1.0
- #######################################################################
- # +-----------------------------------------------------------------+ #
- # | Terrain Generator Variables | #
- # +-----------------------------------------------------------------+ #
- #######################################################################
- # 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:-2.7
- # Biome volatility.
- BiomeVolatility:4.7
- # 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:-1.6
- # 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:1.1
- # 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 factor, 17 double entries, each entire control of about 7 blocks height from down. Positive entry - better chance of spawn blocks, negative - smaller
- # Values which affect your configuration may be found only experimental. That 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
- # Make empty layer above bedrock layer.
- 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
- # Surface block id
- SurfaceBlock:2
- # Block id from stone to surface, like dirt in plain biome
- GroundBlock:3
- # Replace Variable: BlockIdFrom=BlockIdTo[(minHeight-maxHeight)]
- # Example :
- # ReplacedBlocks:2=3(100-128),13=20
- # Replace grass block to dirt from 100 to 128 height and replace gravel to glass on all height
- ReplacedBlocks:None
- # Disable or enable small lava and water lakes on surface
- disableNotchPonds:false
- #######################################################################
- # +-----------------------------------------------------------------+ #
- # | Biome visual settings | #
- # +-----------------------------------------------------------------+ #
- #######################################################################
- # Warning this section will work only for clients with single version of TerrainControl
- # Biome sky color
- SkyColor:0x7ba5ff
- # Biome water color multiplier
- WaterColor:0xffffff
- # Biome grass color
- GrassColor:0xffffff
- # Biome foliage color
- FoliageColor:0xffffff
- #######################################################################
- # +-----------------------------------------------------------------+ #
- # | Resource queue | #
- # +-----------------------------------------------------------------+ #
- #######################################################################
- # This section control all resources spawning after terrain generation
- # So first line is first resource which will be placed. Second line - second resource.
- # By default this set to be near notch settings.
- #
- # Possible resources:
- # Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude)
- # UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude)
- # Ore(Block[.BlockData],Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
- # UnderWaterOre(Block,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
- # CustomObject()
- # Tree(Frequency,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....])
- # Plant(Block[.BlockData],Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
- # Grass(Block,BlockData,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
- # Reed(Block,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
- # Cactus(Block,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
- # Liquid(Block,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
- # AboveWaterRes(Block,Frequency,Rarity)
- # Vines(Frequency,Rarity,MinAltitude,MaxAltitude)
- #
- # Some comments:
- # Block and BlockSource - can be id or name, Frequency - is count of attempts for place resource
- # 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
- # CustomObject resource - mean where in queue custom object will be trying to place
- # Tree types:
- # Tree
- # BigTree
- # Forest
- # HugeMushroom
- # SwampTree
- # Taiga1
- # Taiga2
- # JungleTree
- # GroundBush
- # TreeType_Chance - similar Rarity. Example:
- # 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)
- # Plant resource used for place something like flower, small mushrooms, pumpkins
- # Liquid resource is one block water or lava source
- #
- UnderGroundLake(25,60,2,5,0,50)
- Dungeon(8,100,0,128)
- Ore(DIRT,32,20,100,0,128,STONE)
- Ore(GRAVEL,32,10,100,0,128,STONE)
- Ore(CLAY,32,1,100,0,128,STONE)
- Ore(COAL_ORE,16,20,100,0,128,STONE)
- Ore(IRON_ORE,8,20,100,0,64,STONE)
- Ore(GOLD_ORE,8,2,100,0,32,STONE)
- Ore(REDSTONE_ORE,7,8,100,0,16,STONE)
- Ore(DIAMOND_ORE,7,1,100,0,16,STONE)
- Ore(LAPIS_ORE,7,1,100,0,16,STONE)
- UnderWaterOre(SAND,7,4,100,DIRT,GRASS)
- UnderWaterOre(CLAY,4,1,100,DIRT,CLAY)
- CustomObject()
- Plant(RED_ROSE,2,100,0,128,GRASS,DIRT,SOIL)
- Plant(YELLOW_FLOWER,2,100,0,128,GRASS,DIRT,SOIL)
- Grass(LONG_GRASS,1,10,100,GRASS,DIRT)
- Plant(PUMPKIN,1,3,0,128,GRASS)
- Liquid(STATIONARY_WATER,20,100,8,128,STONE)
- Liquid(STATIONARY_LAVA,10,100,8,128,STONE)
- #######################################################################
- # +-----------------------------------------------------------------+ #
- # | MOB SPAWNING | #
- # +-----------------------------------------------------------------+ #
- #######################################################################
- # ========<TUTORIAL>========
- # This is where you configure mob spawning. Changing this section is optional.
- #
- # #STEP1: Understanding what a mobgroup is.
- # A mobgroups is made of four parts. They are mob, weight, min and max.
- # 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
- # 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.
- #
- # #STEP2: Understanding how write a mobgroup as JSON as well as lists of them.
- # 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/
- #
- # #STEP3: Understanding what to do with all this info
- # There are three categories of mobs: monsters, creatures and watercreatures.
- # These list may be populated with default values if thee booleans bellow is set to true
- # You may also add your own mobgroups in the lists below
- #
- # #STEP4: What is in the default mob groups?
- # The default mob groups are controlled by vanilla minecraft.
- # At 2012-03-24 you could find them here: https://github.com/Bukkit/mc-dev/blob/master/net/minecraft/server/BiomeBase.java#L75
- # In simple terms:
- # 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}]
- # 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}]
- # Default watercreatures: [{"mob": "Squid", "weight": 10, "min": 4, "max": 4}]
- #
- # So for example ocelots wont spawn unless you add them below.
- # ========<CONFIGURATION>========
- # Should we add the default monster spawn groups?
- spawnMonstersAddDefaults:true
- # Add extra monster spawn groups here
- spawnMonsters:[]
- # Should we add the default creature spawn groups?
- spawnCreaturesAddDefaults:true
- # Add extra creature spawn groups here
- spawnCreatures:[]
- # Should we add the default watercreature spawn groups?
- spawnWaterCreaturesAddDefaults:true
- # Add extra watercreature spawn groups here
- spawnWaterCreatures:[]