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- # Configuration file
- ####################
- # biome types
- ####################
- "biome types" {
- # This is a list of biome ids, that Mariculture considers to be 'ocean' biomes; (affects where natural gas/coral/kelp can spawn) Take note that Mariculture automatically asumes that BiomesOPlenty ocean types are indeed oceans
- I:"Ocean Biomes" <
- 0
- 10
- >
- B:"Ocean Biomes - Only Config"=false
- # This is a list of biome ids, that Mariculture considers to be 'river' biomes (affects where limestone/rutile can spawn)
- I:"River Biomes" <
- 7
- 11
- >
- B:"River Biomes - Only Config"=false
- }
- ####################
- # ore generation
- #===================
- # This section let's you adjust where your ores will spawn and how much. Please note when it comes to 'chance', that LOWER = more common, as it's a x in this many chance.
- ####################
- "ore generation" {
- B:"Bauxite > Generation"=true
- I:"Bauxite > Maximum Vein Size"=8
- I:"Bauxite > Maximum Y Height"=52
- I:"Bauxite > Minimum Y Height"=34
- I:"Bauxite > Number of Veins"=12
- B:"Copper > Generation"=false
- I:"Copper > Maximum Vein Size"=0
- I:"Copper > Maximum Y Height"=64
- I:"Copper > Minimum Y Height"=1
- I:"Copper > Number of Veins"=7
- I:"Limestone > 1 Vein Per This Many Chunks"=3
- B:"Limestone > Generation"=true
- I:"Limestone > Maximum Depth (Y Height)"=40
- I:"Limestone > Maximum Vein Size"=52
- I:"Limestone > Number of Chances Per Chunk to Generate"=3
- I:"Natural Gas > 1 Pocket Per This Many Chunks"=20
- B:"Natural Gas > Generation"=true
- I:"Natural Gas > Maximum Vein Size"=64
- I:"Natural Gas > Maximum Y Height"=26
- I:"Natural Gas > Minimum Y Height"=16
- I:"Rutile > 1 Vein Per This Many Limestone"=128
- B:"Rutile > Generation"=true
- B:"Rutile >Generation"=true
- ####################
- # retro-gen
- ####################
- retro-gen {
- B:All=false
- B:Bauxite=false
- B:Copper=false
- B:"Coral Reef"=false
- B:"Enable Retro-Gen"=false
- B:"Kelp Forest"=false
- B:"Kelp Patch"=false
- I:Key=556
- B:Limestone=false
- B:"Natural Gas"=false
- B:Oysters=false
- B:Rutile=false
- }
- ####################
- # world plus generation
- ####################
- "world plus generation" {
- I:"Coral > 1 Reef Per this Many Chunks"=32
- B:"Coral > BiomesOPlenty Forced"=false
- B:"Coral > Generation"=true
- I:"Coral > Maximum Depth"=25
- B:"Deep Oceans"=false
- B:"Kelp > (Forest) BiomesOPlenty Forced"=false
- I:"Kelp > 1 Forest Per This Many Chunks"=400
- I:"Kelp > 1 Treasure Chest Per This Many Kelp"=1024
- I:"Kelp > Forest Density"=25
- B:"Kelp > Forest Generation"=true
- I:"Kelp > Maximum Depth"=35
- I:"Kelp > Maximum World Gen Height"=25
- I:"Kelp > Single Density"=10
- B:"Kelp > Single Generation"=true
- I:"Pearl Oyster > 1 Natural Pearl Per this Many Oysters"=3
- I:"Pearl Oyster > 1 Oyster per This Many Blocks Per Chunk"=12
- B:"Pearl Oyster > Generation"=true
- I:"Pearl Oyster > Number Chances to Gen Per Chunk"=3
- B:"Remove Mineshafts in Oceans"=false
- B:"Water Filled Caves in Oceans"=false
- B:"Water Filled Ravines in Oceans"=false
- I:"Water Ravine Chance (Lower = More Common)"=25
- }
- }
- ####################
- # retro-gen
- #===================
- # Retro-Generation allows you to generate ores/other features in your existing worlds, without you having to go off and explore new areas. If you set all to true, it will override the individual settings for retro-gen
- ####################
- retro-gen {
- B:All=false
- B:Bauxite=false
- B:Copper=false
- B:"Coral Reef"=false
- B:"Enable Retro-Gen"=false
- B:"Kelp Forest"=false
- B:"Kelp Patch"=false
- # This key is what stops, retro gen from generating in chunks over and over, if you want to retro gen again, change the key to any other integer
- I:Key=556
- B:Limestone=false
- B:"Natural Gas"=false
- B:Oysters=false
- B:Rutile=false
- }
- ####################
- # world plus generation
- ####################
- "world plus generation" {
- I:"Coral > 1 Reef Per this Many Chunks"=32
- B:"Coral > BiomesOPlenty Forced"=false
- # If enabled this will force Coral to only generate in Coral Reef Biomes if they exist in a world, If disabled, will generate in all ocean biomes
- B:"Coral > Force in BOP Coral Biome"=false
- S:"Coral > Force in Coral Biome Level Types" <
- BIOMESOP
- >
- B:"Coral > Generation"=true
- I:"Coral > Maximum Depth"=25
- B:"Deep Oceans"=false
- B:"Kelp > (Forest) BiomesOPlenty Forced"=false
- # If enabled this will force Coral to only generate in Coral Reef Biomes if they exist in a world, If disabled, will generate in all ocean biomes
- B:"Kelp > (Forest) Force in BOP Kelp Biome"=false
- S:"Kelp > (Forest) Force in Kelp Biome Level Types" <
- BIOMESOP
- >
- I:"Kelp > 1 Forest Per This Many Chunks"=400
- I:"Kelp > 1 Treasure Chest Per This Many Kelp"=1024
- I:"Kelp > Forest Density"=25
- B:"Kelp > Forest Generation"=true
- I:"Kelp > Maximum Depth"=35
- I:"Kelp > Maximum World Gen Height"=25
- I:"Kelp > Single Density"=10
- B:"Kelp > Single Generation"=true
- I:"Pearl Oyster > 1 Natural Pearl Per this Many Oysters"=3
- I:"Pearl Oyster > 1 Oyster per This Many Blocks Per Chunk"=12
- B:"Pearl Oyster > Generation"=true
- I:"Pearl Oyster > Number Chances to Gen Per Chunk"=3
- B:"Remove Mineshafts in Oceans"=false
- B:"Water Filled Caves in Oceans"=false
- B:"Water Filled Ravines in Oceans"=false
- I:"Water Ravine Chance (Lower = More Common)"=25
- }
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