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PlainsBiomeConfig.ini

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Sep 26th, 2012
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  1. #######################################################################
  2. # +-----------------------------------------------------------------+ #
  3. # | Plains biome config | #
  4. # +-----------------------------------------------------------------+ #
  5. #######################################################################
  6.  
  7. # Biome size from 0 to GenerationDepth. Show in what zoom level biome will be generated (see GenerationDepth)
  8. # Higher numbers=Smaller% of world / Lower numbers=Bigger % of world
  9. # Don`t work on Ocean and River (frozen versions too) biomes until not added as normal biome.
  10. BiomeSize:4
  11.  
  12. # Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others.
  13. # Example for normal biome :
  14. # 100 rarity mean 1/6 chance than other ( with 6 default normal biomes).
  15. # 50 rarity mean 1/11 chance than other
  16. # For isle biome this is chance to spawn isle in good place.
  17. # Don`t work on Ocean and River (frozen versions too) biomes until not added as normal biome.
  18. BiomeRarity:100
  19.  
  20. # Biome color in hex value. Biome color in /tc map command
  21. BiomeColor:0x999900
  22.  
  23. # True if biome can pass rivers.
  24. BiomeRivers:true
  25.  
  26. # 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
  27. IsleInBiome:
  28.  
  29. # Biome name list where this biome will be border.Like Mushroom isle shore. Use is compared as IsleInBiome
  30. BiomeIsBorder:
  31.  
  32. # Biome name list near border is not applied.
  33. NotBorderNear:
  34.  
  35. # Biome temperature. Float value from 0.0 to 1.0
  36. BiomeTemperature:0.8
  37.  
  38. # Biome wetness. Float value from 0.0 to 1.0
  39. BiomeWetness:0.6
  40.  
  41. # Replace this biome to specified after all generations. Warning this will cause saplings and mob spawning work as in specified biome
  42. ReplaceToBiomeName:
  43.  
  44.  
  45. #######################################################################
  46. # +-----------------------------------------------------------------+ #
  47. # | Terrain Generator Variables | #
  48. # +-----------------------------------------------------------------+ #
  49. #######################################################################
  50.  
  51. # BiomeHeight mean how much height will be added in terrain generation
  52. # It is double value from -10.0 to 10.0
  53. # Value 0.0 equivalent half of map height with all other default settings
  54. BiomeHeight:0.0
  55.  
  56. # Biome volatility.
  57. BiomeVolatility:0.1
  58.  
  59. # 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.
  60. # 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.
  61. MaxAverageHeight:0.0
  62.  
  63. # 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.
  64. # 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.
  65. MaxAverageDepth:0.0
  66.  
  67. # Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes.
  68. # Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler.
  69. Volatility1:0.0
  70. Volatility2:0.0
  71.  
  72. # 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.
  73. VolatilityWeight1:0.5
  74. VolatilityWeight2:0.45
  75.  
  76. # Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height.
  77. DisableBiomeHeight:false
  78.  
  79. # 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
  80. # Values which affect your configuration may be found only experimental. That may be very big, like ~3000.0 depends from height
  81. # Example:
  82. # 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
  83. # Make empty layer above bedrock layer.
  84. CustomHeightControl:0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0
  85.  
  86. # Surface block id
  87. SurfaceBlock:2
  88.  
  89. # Block id from stone to surface, like dirt in plain biome
  90. GroundBlock:3
  91. # If disabled use water levels and blocks below for this biome
  92. UseWorldWaterLevel:false
  93.  
  94. # Set water level. Every empty block under this level will be fill water or another block from WaterBlock
  95. WaterLevelMax:1
  96. WaterLevelMin:0
  97.  
  98. # BlockId used as water in WaterLevel
  99. WaterBlock:9
  100.  
  101. # BlockId used as ice
  102. IceBlock:79
  103.  
  104. # Replace Variable: BlockIdFrom=BlockIdTo[.BlockData][(minHeight-maxHeight)]
  105. # Example :
  106. # ReplacedBlocks:2=3(100-128),13=20
  107. # Replace grass block to dirt from 100 to 128 height and replace gravel to glass on all height
  108. ReplacedBlocks:None
  109.  
  110. #######################################################################
  111. # +-----------------------------------------------------------------+ #
  112. # | Biome visual settings | #
  113. # +-----------------------------------------------------------------+ #
  114. #######################################################################
  115.  
  116. # Warning this section will work only for clients with single version of TerrainControl
  117.  
  118. # Biome sky color
  119. SkyColor:0x7ba5ff
  120.  
  121. # Biome water color multiplier
  122. WaterColor:0xffffff
  123.  
  124. # Biome grass color
  125. GrassColor:0xffffff
  126.  
  127. # Biome foliage color
  128. FoliageColor:0xffffff
  129.  
  130.  
  131. #######################################################################
  132. # +-----------------------------------------------------------------+ #
  133. # | Resource queue | #
  134. # +-----------------------------------------------------------------+ #
  135. #######################################################################
  136.  
  137. # This section control all resources spawning after terrain generation
  138. # So first line is first resource which will be placed. Second line - second resource.
  139. # By default this set to be near notch settings.
  140. #
  141. # Possible resources:
  142. # SmallLake(Block[.BlockData],Frequency,Rarity,MinAltitude,MaxAltitude)
  143. # Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude)
  144. # UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude)
  145. # Ore(Block[.BlockData],Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
  146. # UnderWaterOre(Block,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
  147. # CustomObject()
  148. # Tree(Frequency,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....])
  149. # Plant(Block[.BlockData],Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
  150. # Grass(Block,BlockData,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
  151. # Reed(Block,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
  152. # Cactus(Block,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
  153. # Liquid(Block,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
  154. # AboveWaterRes(Block,Frequency,Rarity)
  155. # Vines(Frequency,Rarity,MinAltitude,MaxAltitude)
  156. #
  157. # Some comments:
  158. # Block and BlockSource - can be id or name, Frequency - is count of attempts for place resource
  159. # Rarity - chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass
  160. # MinAltitude and MaxAltitude - height limits
  161. # BlockSource - mean where or whereupon resource will be placed
  162. # CustomObject resource - mean where in queue custom object will be trying to place
  163. # Tree types:
  164. # Tree
  165. # BigTree
  166. # Forest
  167. # HugeMushroom
  168. # SwampTree
  169. # Taiga1
  170. # Taiga2
  171. # JungleTree
  172. # GroundBush
  173. # CocoaTree
  174. # TreeType_Chance - similar Rarity. Example:
  175. # 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)
  176. # Plant resource used for place something like flower, small mushrooms, pumpkins
  177. # Liquid resource is one block water or lava source
  178. #
  179.  
  180. #######################################################################
  181. # +-----------------------------------------------------------------+ #
  182. # | MOB SPAWNING | #
  183. # +-----------------------------------------------------------------+ #
  184. #######################################################################
  185.  
  186. # Mob spawning control did not work with default biomes.
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