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  1.  
  2. #######################################################################
  3. # +-----------------------------------------------------------------+ #
  4. # | WorldConfig | #
  5. # +-----------------------------------------------------------------+ #
  6. #######################################################################
  7.  
  8. # The author of this world
  9. Author: Roflicide
  10.  
  11. # A short description of this world
  12. Description: No description given
  13.  
  14. # What TerrainControl does with the config files.
  15. # Possible modes:
  16. # WriteAll - default
  17. # WriteWithoutComments - write config files without help comments
  18. # WriteDisable - doesn't write to the config files, it only reads. Doesn't auto-update the configs. Use with care!
  19. SettingsMode: WriteAll
  20.  
  21.  
  22. #######################################################################
  23. # +-----------------------------------------------------------------+ #
  24. # | The modes | #
  25. # +-----------------------------------------------------------------+ #
  26. #######################################################################
  27.  
  28. # Possible terrain modes:
  29. # Normal - use all features
  30. # TerrainTest - generate only terrain without any resources
  31. # NotGenerate - generate empty chunks
  32. # Default - use default terrain generator
  33. # OldGenerator - Minecraft Beta 1.7.3-like land generator
  34. TerrainMode: Normal
  35.  
  36. # Possible biome modes:
  37. # Normal - use all features
  38. # FromImage - get biomes from image file
  39. # Default - use default Notch biome generator
  40. # For old maps two more modes are available:
  41. # BeforeGroups - Minecraft 1.0 - 1.6.4 biome generator, only supports the biome groups NormalBiomes and IceBiomes
  42. # OldGenerator - Minecraft Beta 1.7.3 biome generator
  43. BiomeMode: FromImage
  44.  
  45.  
  46. #######################################################################
  47. # +-----------------------------------------------------------------+ #
  48. # | Custom biomes | #
  49. # +-----------------------------------------------------------------+ #
  50. #######################################################################
  51.  
  52. # You need to register your custom biomes here. This setting will make Terrain Control
  53. # generate setting files for them. However, it won't place them in the world automatically.
  54. # See the settings for your BiomeMode below on how to add them to the world.
  55.  
  56. # Syntax: CustomBiomes:BiomeName:id[,AnotherBiomeName:id[,...]]
  57. # Example: CustomBiomes:TestBiome1:30,BiomeTest2:31
  58. # This will add two biomes and generate the BiomeConfigs for them.
  59. # All changes here need a server restart.
  60.  
  61. # Due to the way Mojang's loading code works, all biome ids need to be unique
  62. # on the server. If you don't do this, the client will display the biomes just fine,
  63. # but the server can think it is another biome with the same id. This will cause saplings,
  64. # snowfall and mobs to work as in the other biome.
  65.  
  66. # The available ids range from 0 to 1023 and the ids 0-39 and 129-167 are taken by vanilla.
  67. # The ids 256-1023 cannot be saved to the map files, so use ReplaceToBiomeName in that biome.
  68. CustomBiomes:
  69.  
  70.  
  71. #######################################################################
  72. # +-----------------------------------------------------------------+ #
  73. # | Settings for BiomeMode: Normal | #
  74. # +-----------------------------------------------------------------+ #
  75. #######################################################################
  76.  
  77. # Also used in BiomeMode:FromImage when ImageMode is set to ContinueNormal
  78. # Important value for generation. Bigger values appear to zoom out. All 'Sizes' must be smaller than this.
  79. # Large %/total area biomes (Continents) must be set small, (limit=0)
  80. # Small %/total area biomes (Oasis,Mountain Peaks) must be larger (limit=GenerationDepth)
  81. # This could also represent "Total number of biome sizes"
  82. # Small values (about 1-2) and Large values (about 20) may affect generator performance.
  83. GenerationDepth: 10
  84.  
  85. # Max biome rarity from 1 to infinity. By default this is 100, but you can raise it for
  86. # fine-grained control, or to create biomes with a chance of occurring smaller than 1/100.
  87. BiomeRarityScale: 100
  88.  
  89. ################
  90. # Biome Groups #
  91. ################
  92.  
  93. # Minecraft groups similar biomes together, so that they spawn next to each other.
  94.  
  95. # Syntax: BiomeGroup(Name, Size, Rarity, BiomeName[, AnotherName[, ...]])
  96. # Name - just for clarity, choose something descriptive
  97. # Size - layer to generate on, from 0 to GenerationDepth. All biomes in the group must have a BiomeSize
  98. # larger than or equal to this value.
  99. # Rarity - relative spawn chances.
  100. # BiomeName... - names of the biome that spawn in the group. Case sensitive.
  101.  
  102. # Note: if you're using BiomeMode: BeforeGroups, only the biome names of the groups named NormalBiomes
  103. # and IceBiomes and the size and rarity of the group named IceBiomes will be used. Other groups are
  104. # ignored. The size and rarity of the NormalBiomes group is ignored as well, use LandSize and
  105. # LandRarity instead.
  106.  
  107. BiomeGroup(NormalBiomes, 3, 97, Ocean)
  108. ###############
  109. # Biome lists #
  110. ###############
  111.  
  112. # Don't forget to register your custom biomes first in CustomBiomes!
  113.  
  114. # Biomes used as isles in other biomes. You must set IsleInBiome in biome config for each biome here. Biome name is case sensitive.
  115. # Biomes used as borders of other biomes. You must set BiomeIsBorder in biome config for each biome here. Biome name is case sensitive.
  116. IsleBiomes: Plains, Desert
  117.  
  118. BorderBiomes:
  119.  
  120. ########################################
  121. # Landmass settings (for NormalBiomes) #
  122. ########################################
  123.  
  124. # Land rarity from 100 to 1. If you set smaller than 90 and LandSize near 0 beware Big oceans.
  125. LandRarity: 97
  126.  
  127. # Land size from 0 to GenerationDepth. Biome groups are placed on this.
  128. LandSize: 3
  129.  
  130. # Make land more fuzzy and make lakes. Must be from 0 to GenerationDepth - LandSize
  131. LandFuzzy: 6
  132.  
  133. #####################
  134. # Ice area settings #
  135. #####################
  136.  
  137. # Set this to false to stop the ocean from freezing near when an "ice area" intersects with an ocean.
  138. FrozenOcean: true
  139.  
  140. # This is the biome temperature when water freezes if "FrozenOcean" is set to true.
  141. # This used to be the case for all biomes in the "IceBiomes" list. Default: 0.15; Min: 0.0; Max: 2.0
  142. # Temperature Reference from Vanilla: <0.15 for snow, 0.15 - 0.95 for rain, or >1.0 for dry
  143. OceanFreezingTemperature: 0.15
  144.  
  145. # If the average of all biome temperatures in a biome group is less than "OceanFreezingTemperature", then:
  146. # - When this setting is true, all biomes in the group will have frozen oceans
  147. # - When this setting is false, only biomes with a temperature below "OceanFreezingTemperature" will have frozen oceans
  148. # Default: false
  149. FreezeAllBiomesInColdGroup: false
  150.  
  151. ##########
  152. # Rivers #
  153. ##########
  154.  
  155. # River rarity. Must be from 0 to GenerationDepth.
  156. RiverRarity: 4
  157.  
  158. # River size from 0 to GenerationDepth - RiverRarity
  159. RiverSize: 0
  160.  
  161. # Set this to false to prevent the river generator from doing anything.
  162. RiversEnabled: true
  163.  
  164. # When this is set to false, the standard river generator of Minecraft will be used.
  165. # This means that a technical biome, determined by the RiverBiome setting of the biome
  166. # the river is flowing through, will be used to generate the river.
  167.  
  168. # When enabled, the rivers won't use a technical biome in your world anymore, instead
  169. # you can control them using the river settings in the BiomeConfigs.
  170. ImprovedRivers: true
  171.  
  172. # When set to true the rivers will no longer follow biome border most of the time.
  173. RandomRivers: true
  174.  
  175.  
  176. #######################################################################
  177. # +-----------------------------------------------------------------+ #
  178. # | Settings for BiomeMode:FromImage | #
  179. # +-----------------------------------------------------------------+ #
  180. #######################################################################
  181.  
  182. # Possible modes when generator outside image boundaries: Repeat, ContinueNormal, FillEmpty
  183. # Repeat - repeat image
  184. # Mirror - advanced repeat image mode
  185. # ContinueNormal - continue normal generation
  186. # FillEmpty - fill by biome in "ImageFillBiome settings"
  187. ImageMode: Mirror
  188.  
  189. # Source png file for FromImage biome mode.
  190. ImageFile: map.png
  191.  
  192. # Where the png's north is oriented? Possible values: North, East, South, West
  193. # North - the top of your picture if north (no any rotation)
  194. # West - previous behavior (you should rotate png CCW manually)
  195. # East - png should be rotated CW manually
  196. # South - rotate png 180 degrees before generating world
  197. ImageOrientation: North
  198.  
  199. # Biome name for fill outside image boundaries with FillEmpty mode.
  200. ImageFillBiome: Ocean
  201.  
  202. # Shifts map position from x=0 and z=0 coordinates.
  203. ImageXOffset: -800
  204.  
  205. ImageZOffset: -800
  206.  
  207.  
  208. #######################################################################
  209. # +-----------------------------------------------------------------+ #
  210. # | Terrain height and volatility | #
  211. # +-----------------------------------------------------------------+ #
  212. #######################################################################
  213.  
  214. # Scales the height of the world. Adding 1 to this doubles the
  215. # height of the terrain, substracting 1 to this halves the height
  216. # of the terrain. Values must be between 5 and 8, inclusive.
  217. WorldHeightScaleBits: 8
  218.  
  219. # Height cap of the base terrain. Setting this to 7 makes no terrain
  220. # generate above y = 2 ^ 7 = 128. Doesn't affect resources (trees, objects, etc.).
  221. # Values must be between 5 and 8, inclusive. Values may not be lower
  222. # than WorldHeightScaleBits.
  223. WorldHeightCapBits: 8
  224.  
  225. # Can increase (values greater than 0) or decrease (values less than 0) how much the landscape is fractured horizontally.
  226. FractureHorizontal: 0.0
  227.  
  228. # Can increase (values greater than 0) or decrease (values less than 0) how much the landscape is fractured vertically.
  229. # Positive values will lead to large cliffs/overhangs, floating islands, and/or a cavern world depending on other settings.
  230. FractureVertical: 0.0
  231.  
  232.  
  233. #######################################################################
  234. # +-----------------------------------------------------------------+ #
  235. # | Blocks | #
  236. # +-----------------------------------------------------------------+ #
  237. #######################################################################
  238.  
  239. # Attempts to replace all surface stone with biome surface block.
  240. RemoveSurfaceStone: false
  241.  
  242. # Disable bottom of map bedrock generation. Doesn't affect bedrock on the ceiling of the map.
  243. DisableBedrock: true
  244.  
  245. # Enable ceiling of map bedrock generation.
  246. CeilingBedrock: false
  247.  
  248. # Make layer of bedrock flat.
  249. FlatBedrock: false
  250.  
  251. # Block used as bedrock.
  252. BedrockobBlock: BEDROCK
  253.  
  254. # Set this to false to disable the bounds check during chunk population.
  255. # While this allows you to spawn larger objects, it also makes terrain generation
  256. # dependant on the direction you explored the world in.
  257. PopulationBoundsCheck: true
  258.  
  259. ################################
  260. # Water / Lava & Frozen States #
  261. ################################
  262.  
  263. # Set water level. Every empty block under this level will be fill water or another block from WaterBlock
  264. WaterLevelMax: 1
  265.  
  266. WaterLevelMin: 0
  267.  
  268. # Block used as water in WaterLevel.
  269. WaterBlock: STATIONARY_WATER
  270.  
  271. # Block used as ice.
  272. IceBlock: ICE
  273.  
  274. # Block used as cooled or frozen lava.
  275. # Set this to OBSIDIAN for "frozen" lava lakes in cold biomes
  276. CooledLavaBlock: STATIONARY_LAVA
  277.  
  278. ##############
  279. # World only #
  280. ##############
  281.  
  282. # By Default in cold biomes, lakes freeze but only water exposed to sky is frozen.
  283. # Setting this to true causes any lake in a cold biome with at least one block exposed to sky to completely freeze
  284. FullyFreezeLakes: false
  285.  
  286. # By Default, all snow is 1 layer high. When this setting is set to true, snow height is
  287. # determined by biome temperature and therefore height.
  288. # For now: A block temp > -.5 yields a single snow layer. A block temp < -.75 yields max snow layers.
  289. # All values in the range -.75 < temp < -.5 are evenly distributed.
  290. UseTemperatureForSnowHeight: false
  291.  
  292. # By Default, snow falls on the highest block only.
  293. # Setting this to true will cause snow to fall through leaves but leave a little snow on the way
  294. BetterSnowFall: false
  295.  
  296.  
  297. #######################################################################
  298. # +-----------------------------------------------------------------+ #
  299. # | Resources | #
  300. # +-----------------------------------------------------------------+ #
  301. #######################################################################
  302.  
  303. # Seed used for the resource generation. Can only be numeric. Set to 0 to use the world seed.
  304. ResourcesSeed: 0
  305.  
  306.  
  307. #######################################################################
  308. # +-----------------------------------------------------------------+ #
  309. # | Structures | #
  310. # +-----------------------------------------------------------------+ #
  311. #######################################################################
  312.  
  313. # Generate-structures in the server.properties file is ignored by Terrain Control. Use these settings instead.
  314.  
  315. ###############
  316. # Strongholds #
  317. ###############
  318.  
  319. # Set this to false to prevent the stronghold generator from doing anything.
  320. StrongholdsEnabled: false
  321.  
  322. # The number of strongholds in the world.
  323. StrongholdCount: 3
  324.  
  325. # How far strongholds are from the spawn and other strongholds (minimum is 1.0, default is 32.0).
  326. StrongholdDistance: 32.0
  327.  
  328. # How concentrated strongholds are around the spawn (minimum is 1, default is 3). Lower number, lower concentration.
  329. StrongholdSpread: 3
  330.  
  331. ############
  332. # Villages #
  333. ############
  334.  
  335. # Whether the villages are enabled or not.
  336. VillagesEnabled: true
  337.  
  338. # The size of the village. Larger is bigger. Normal worlds have 0 as default, superflat worlds 1.
  339. VillageSize: 0
  340.  
  341. # The minimum distance between the village centers in chunks. Minimum value is 9.
  342. VillageDistance: 32
  343.  
  344. ##################
  345. # Rare buildings #
  346. ##################
  347.  
  348. # Rare buildings are either desert pyramids, jungle temples or swamp huts.
  349. # Whether rare buildings are enabled.
  350. RareBuildingsEnabled: true
  351.  
  352. # The minimum distance between rare buildings in chunks.
  353. MinimumDistanceBetweenRareBuildings: 9
  354.  
  355. # The maximum distance between rare buildings in chunks.
  356. MaximumDistanceBetweenRareBuildings: 32
  357.  
  358. ############
  359. # Mansions #
  360. ############
  361.  
  362. # Woodland mansions are big houses inhabited by illagers that normally spawn in the roofed forest biome.
  363. # Whether mansions are enabled.
  364. MansionsEnabled: true
  365.  
  366. # The minimum distance between the origin of mansions in chunks. Note that mansions
  367. # may spawn a few chunks from their origin, so this value is not entirely accurate.
  368. MinimumDistanceBetweenMansions: 20
  369.  
  370. # The maximum distance between the origin of mansions in chunks.
  371. MaximumDistanceBetweenMansions: 80
  372.  
  373. ###################
  374. # Ocean monuments #
  375. ###################
  376.  
  377. # Whether ocean monuments are enabled.
  378. OceanMonumentsEnabled: true
  379.  
  380. # Ocean monuments are placed on the corners of a grid, with a random offset added to each corner.
  381. # The first variable is the size of the grid in chunks.
  382. # Setting this to 8 will give a grid with cells of 8x8 chunks.
  383. OceanMonumentGridSize: 64
  384.  
  385. # Random offset from each corner in chunks, on both the x and z axis.
  386. # May not be smaller than 0, and may not be larger than OceanMonumentGridSize.
  387. OceanMonumentRandomOffset: 26
  388.  
  389. ####################
  390. # Custom structues #
  391. ####################
  392.  
  393. # Maximum radius of custom structures in chunks. Custom structures are spawned by
  394. # the CustomStructure resource in the biome configuration files.
  395. MaximumCustomStructureRadius: 5
  396.  
  397. ####################
  398. # Other structures #
  399. ####################
  400.  
  401. MineshaftsEnabled: false
  402.  
  403. NetherFortressesEnabled: false
  404.  
  405.  
  406. #######################################################################
  407. # +-----------------------------------------------------------------+ #
  408. # | Visual settings | #
  409. # +-----------------------------------------------------------------+ #
  410. #######################################################################
  411.  
  412. # Warning: this section will work only for players with the single version of Terrain Control installed.
  413. # World fog color
  414. WorldFog: #C0D8FF
  415.  
  416. # World night fog color
  417. WorldNightFog: #0B0D17
  418.  
  419.  
  420. #######################################################################
  421. # +-----------------------------------------------------------------+ #
  422. # | Cave settings | #
  423. # +-----------------------------------------------------------------+ #
  424. #######################################################################
  425.  
  426. # This controls the odds that a given chunk will host a single cave and/or the start of a cave system.
  427. CaveRarity: 7
  428.  
  429. # The number of times the cave generation algorithm will attempt to create single caves and cave
  430. # systems in the given chunk. This value is larger because the likelihood for the cave generation
  431. # algorithm to bailout is fairly high and it is used in a randomizer that trends towards lower
  432. # random numbers. With an input of 40 (default) the randomizer will result in an average random
  433. # result of 5 to 6. This can be turned off by setting evenCaveDistribution (below) to true.
  434. CaveFrequency: 40
  435.  
  436. # Sets the minimum and maximum altitudes at which caves will be generated. These values are
  437. # used in a randomizer that trends towards lower numbers so that caves become more frequent
  438. # the closer you get to the bottom of the map. Setting even cave distribution (above) to true
  439. # will turn off this randomizer and use a flat random number generator that will create an even
  440. # density of caves at all altitudes.
  441. CaveMinAltitude: 8
  442.  
  443. CaveMaxAltitude: 255
  444.  
  445. # The odds that the cave generation algorithm will generate a single cavern without an accompanying
  446. # cave system. Note that whenever the algorithm generates an individual cave it will also attempt to
  447. # generate a pocket of cave systems in the vicinity (no guarantee of connection or that the cave system
  448. # will actually be created).
  449. IndividualCaveRarity: 25
  450.  
  451. # The number of times the algorithm will attempt to start a cave system in a given chunk per cycle of
  452. # the cave generation algorithm (see cave frequency setting above). Note that setting this value too
  453. # high with an accompanying high cave frequency value can cause extremely long world generation time.
  454. CaveSystemFrequency: 1
  455.  
  456. # This can be set to create an additional chance that a cave system pocket (a higher than normal
  457. # density of cave systems) being started in a given chunk. Normally, a cave pocket will only be
  458. # attempted if an individual cave is generated, but this will allow more cave pockets to be generated
  459. # in addition to the individual cave trigger.
  460. CaveSystemPocketChance: 1
  461.  
  462. # The minimum and maximum size that a cave system pocket can be. This modifies/overrides the
  463. # cave system frequency setting (above) when triggered.
  464. CaveSystemPocketMinSize: 0
  465.  
  466. CaveSystemPocketMaxSize: 3
  467.  
  468. # Setting this to true will turn off the randomizer for cave frequency (above). Do note that
  469. # if you turn this on you will probably want to adjust the cave frequency down to avoid long
  470. # load times at world creation.
  471. EvenCaveDistrubution: false
  472.  
  473.  
  474. #######################################################################
  475. # +-----------------------------------------------------------------+ #
  476. # | Ravine settings | #
  477. # +-----------------------------------------------------------------+ #
  478. #######################################################################
  479.  
  480. RavineRarity: 1
  481.  
  482. RavineMinAltitude: 90
  483.  
  484. RavineMaxAltitude: 110
  485.  
  486. RavineMinLength: 64
  487.  
  488. RavineMaxLength: 111
  489.  
  490. RavineDepth: 3.0
  491.  
  492.  
  493. #######################################################################
  494. # +-----------------------------------------------------------------+ #
  495. # | Settings for BiomeMode:OldGenerator | #
  496. # +-----------------------------------------------------------------+ #
  497. #######################################################################
  498.  
  499. # This generator works only with old terrain generator!
  500. OldBiomeSize: 1.5
  501.  
  502. MinMoisture: 0.0
  503.  
  504. MaxMoisture: 1.0
  505.  
  506. MinTemperature: 0.0
  507.  
  508. MaxTemperature: 1.0
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