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Waterworld.ini

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  1.  
  2. #######################################################################
  3. # +-----------------------------------------------------------------+ #
  4. # |                            The modes                            | #
  5. # +-----------------------------------------------------------------+ #
  6. #######################################################################
  7.  
  8. # What Terrain Control does with the config files.
  9. # Possible modes:
  10. #    WriteAll - default
  11. #    WriteWithoutComments - write config files without help comments
  12. #    WriteDisable - doesn't write to the config files, it only reads. Doesn't auto-update the configs. Use with care!
  13. SettingsMode: WriteAll
  14.  
  15. # Possible terrain modes:
  16. #    Normal - use all features
  17. #    TerrainTest - generate only terrain without any resources
  18. #    NotGenerate - generate empty chunks
  19. #    Default - use default terrain generator
  20. #    OldGenerator - Minecraft Beta 1.7.3-like land generator
  21. TerrainMode: Normal
  22.  
  23. # Possible biome modes:
  24. #    Normal - use all features
  25. #    FromImage - get biomes from image file
  26. #    Default - use default Notch biome generator
  27. # For old maps two more modes are available:
  28. #    BeforeGroups - Minecraft 1.0 - 1.6.4 biome generator, only supports the biome groups NormalBiomes and IceBiomes
  29. #    OldGenerator - Minecraft Beta 1.7.3 biome generator
  30. BiomeMode: Normal
  31.  
  32.  
  33. #######################################################################
  34. # +-----------------------------------------------------------------+ #
  35. # |                          Custom biomes                          | #
  36. # +-----------------------------------------------------------------+ #
  37. #######################################################################
  38.  
  39. # You need to register your custom biomes here. This setting will make Terrain Control
  40. # generate setting files for them. However, it won't place them in the world automatically.
  41. # See the settings for your BiomeMode below on how to add them to the world.
  42.  
  43. # Syntax: CustomBiomes:BiomeName:id[,AnotherBiomeName:id[,...]]
  44. # Example: CustomBiomes:TestBiome1:30,BiomeTest2:31
  45. # This will add two biomes and generate the BiomeConfigs for them.
  46. # All changes here need a server restart.
  47.  
  48. # Due to the way Mojang's loading code works, all biome ids need to be unique
  49. # on the server. If you don't do this, the client will display the biomes just fine,
  50. # but the server can think it is another biome with the same id. This will cause saplings,
  51. # snowfall and mobs to work as in the other biome.
  52.  
  53. # The available ids range from 0 to 1023 and the ids 0-39 and 129-167 are taken by vanilla.
  54. # The ids 256-1023 cannot be saved to the map files, so use ReplaceToBiomeName in that biome.
  55. CustomBiomes:
  56.  
  57.  
  58. #######################################################################
  59. # +-----------------------------------------------------------------+ #
  60. # |                  Settings for BiomeMode: Normal                 | #
  61. # +-----------------------------------------------------------------+ #
  62. #######################################################################
  63.  
  64. # Also applies if you are using BiomeMode: FromImage with ImageMode: ContinueNormal, or
  65. # if you are using BiomeMode: BeforeGroups
  66.  
  67. # Important value for generation. Bigger values appear to zoom out. All 'Sizes' must be smaller than this.
  68. # Large %/total area biomes (Continents) must be set small, (limit=0)
  69. # Small %/total area biomes (Oasis,Mountain Peaks) must be larger (limit=GenerationDepth)
  70. # This could also represent "Total number of biome sizes"
  71. # Small values (about 1-2) and Large values (about 20) may affect generator performance.
  72. GenerationDepth: 10
  73.  
  74. # Max biome rarity from 1 to infinity. By default this is 100, but you can raise it for
  75. # fine-grained control, or to create biomes with a chance of occurring smaller than 1/100.
  76. BiomeRarityScale: 100
  77.  
  78. ################
  79. # Biome Groups #
  80. ################
  81.  
  82. # Minecraft groups similar biomes together, so that they spawn next to each other.
  83.  
  84. # Syntax: BiomeGroup(Name, Size, Rarity, BiomeName[, AnotherName[, ...]])
  85. # Name - just for clarity, choose something descriptive
  86. # Size - layer to generate on, from 0 to GenerationDepth. All biomes in the group must have a BiomeSize
  87. #        larger than or equal to this value.
  88. # Rarity - relative spawn chances.
  89. # BiomeName... - names of the biome that spawn in the group. Case sensitive.
  90.  
  91. # Note: if you're using BiomeMode: BeforeGroups, only the biome names of the groups named NormalBiomes
  92. # and IceBiomes and the size and rarity of the group named IceBiomes will be used. Other groups are
  93. # ignored. The size and rarity of the NormalBiomes group is ignored as well, use LandSize and
  94. # LandRarity instead.
  95.  
  96. BiomeGroup(IsleBiomes, 1, 100, ForestHills, JungleHills, MushroomIsland, DesertHills, Cold Taiga Hills, Birch Forest Hills)
  97.  
  98. ###############
  99. # Biome lists #
  100. ###############
  101.  
  102. # Don't forget to register your custom biomes first in CustomBiomes!
  103.  
  104. # Biomes used as isles in other biomes. You must set IsleInBiome in biome config for each biome here. Biome name is case sensitive.
  105. IsleBiomes: Deep Ocean, MushroomIsland, Ice Mountains, DesertHills, ForestHills, Forest, TaigaHills, JungleHills, Cold Taiga Hills, Birch Forest Hills, Extreme Hills+, Mesa Plateau, Mesa Plateau F, Mesa Plateau M, Mesa Plateau F M, Mesa (Bryce), Mega Taiga Hills, Mega Spruce Taiga Hills
  106.  
  107. # Biomes used as borders of other biomes. You must set BiomeIsBorder in biome config for each biome here. Biome name is case sensitive.
  108. BorderBiomes: MushroomIslandShore, Beach, Extreme Hills Edge, Desert, Taiga
  109.  
  110. ########################################
  111. # Landmass settings (for NormalBiomes) #
  112. ########################################
  113.  
  114. # Land rarity from 100 to 1. If you set smaller than 90 and LandSize near 0 beware Big oceans.
  115. LandRarity: 100
  116.  
  117. # Land size from 0 to GenerationDepth. Biome groups are placed on this.
  118. LandSize: 10
  119.  
  120. # Make land more fuzzy and make lakes. Must be from 0 to GenerationDepth - LandSize
  121. LandFuzzy: 0
  122.  
  123. #####################
  124. # Ice area settings #
  125. #####################
  126.  
  127. # Set this to false to stop the ocean from freezing near when an "ice area" intersects with an ocean.
  128. FrozenOcean: true
  129.  
  130. # This is the biome temperature when water freezes if "FrozenOcean" is set to true.
  131. # This used to be the case for all biomes in the "IceBiomes" list. Default: 0.15; Min: 0.0; Max: 2.0
  132. # Temperature Reference from Vanilla: <0.15 for snow, 0.15 - 0.95 for rain, or >1.0 for dry
  133. OceanFreezingTemperature: 0.15
  134.  
  135. # If the average of all biome temperatures in a biome group is less than "OceanFreezingTemperature", then:
  136. #  - When this setting is true, all biomes in the group will have frozen oceans
  137. #  - When this setting is false, only biomes with a temperature below "OceanFreezingTemperature" will have frozen oceans
  138. # Default: false
  139. FreezeAllBiomesInColdGroup: false
  140.  
  141. ##########
  142. # Rivers #
  143. ##########
  144.  
  145. # River rarity. Must be from 0 to GenerationDepth.
  146. RiverRarity: 4
  147.  
  148. # River size from 0 to GenerationDepth - RiverRarity
  149. RiverSize: 4
  150.  
  151. # Set this to false to prevent the river generator from doing anything.
  152. RiversEnabled: true
  153.  
  154. # When this is set to false, the standard river generator of Minecraft will be used.
  155. # This means that a technical biome, determined by the RiverBiome setting of the biome
  156. # the river is flowing through, will be used to generate the river.
  157.  
  158. # When enabled, the rivers won't use a technical biome in your world anymore, instead
  159. # you can control them using the river settings in the BiomeConfigs.
  160. ImprovedRivers: false
  161.  
  162. # When set to true the rivers will no longer follow biome border most of the time.
  163. RandomRivers: true
  164.  
  165.  
  166. #######################################################################
  167. # +-----------------------------------------------------------------+ #
  168. # |                 Settings for BiomeMode:FromImage                | #
  169. # +-----------------------------------------------------------------+ #
  170. #######################################################################
  171.  
  172. # Possible modes when generator outside image boundaries: Repeat, ContinueNormal, FillEmpty
  173. #    Repeat - repeat image
  174. #    Mirror - advanced repeat image mode
  175. #    ContinueNormal - continue normal generation
  176. #    FillEmpty - fill by biome in "ImageFillBiome settings"
  177. ImageMode: Mirror
  178.  
  179. # Source png file for FromImage biome mode.
  180. ImageFile: map.png
  181.  
  182. # Where the png's north is oriented? Possible values: North, East, South, West
  183. #    North - the top of your picture if north (no any rotation)
  184. #    West - previous behavior (you should rotate png CCW manually)
  185. #    East - png should be rotated CW manually
  186. #    South - rotate png 180 degrees before generating world
  187. ImageOrientation: West
  188.  
  189. # Biome name for fill outside image boundaries with FillEmpty mode.
  190. ImageFillBiome: Ocean
  191.  
  192. # Shifts map position from x=0 and z=0 coordinates.
  193. ImageXOffset: 0
  194.  
  195. ImageZOffset: 0
  196.  
  197.  
  198. #######################################################################
  199. # +-----------------------------------------------------------------+ #
  200. # |                  Terrain height and volatility                  | #
  201. # +-----------------------------------------------------------------+ #
  202. #######################################################################
  203.  
  204. # Scales the height of the world. Adding 1 to this doubles the
  205. # height of the terrain, substracting 1 to this halves the height
  206. # of the terrain. Values must be between 5 and 8, inclusive.
  207. WorldHeightScaleBits: 5
  208.  
  209. # Height cap of the base terrain. Setting this to 7 makes no terrain
  210. # generate above y = 2 ^ 7 = 128. Doesn't affect resources (trees, objects, etc.).
  211. # Values must be between 5 and 8, inclusive. Values may not be lower
  212. # than WorldHeightScaleBits.
  213. WorldHeightCapBits: 8
  214.  
  215. # Can increase (values greater than 0) or decrease (values less than 0) how much the landscape is fractured horizontally.
  216. FractureHorizontal: 0.0
  217.  
  218. # Can increase (values greater than 0) or decrease (values less than 0) how much the landscape is fractured vertically.
  219. # Positive values will lead to large cliffs/overhangs, floating islands, and/or a cavern world depending on other settings.
  220. FractureVertical: 0.2
  221.  
  222.  
  223. #######################################################################
  224. # +-----------------------------------------------------------------+ #
  225. # |                              Blocks                             | #
  226. # +-----------------------------------------------------------------+ #
  227. #######################################################################
  228.  
  229. # Attempts to replace all surface stone with biome surface block.
  230. RemoveSurfaceStone: false
  231.  
  232. # Disable bottom of map bedrock generation. Doesn't affect bedrock on the ceiling of the map.
  233. DisableBedrock: false
  234.  
  235. # Enable ceiling of map bedrock generation.
  236. CeilingBedrock: false
  237.  
  238. # Make layer of bedrock flat.
  239. FlatBedrock: true
  240.  
  241. # Block used as bedrock.
  242. BedrockobBlock: BEDROCK
  243.  
  244. # Set this to false to disable the bounds check during chunk population.
  245. # While this allows you to spawn larger objects, it also makes terrain generation
  246. # dependant on the direction you explored the world in.
  247. PopulationBoundsCheck: true
  248.  
  249. ################################
  250. # Water / Lava & Frozen States #
  251. ################################
  252.  
  253. # Set water level. Every empty block under this level will be fill water or another block from WaterBlock
  254. WaterLevelMax: 120
  255.  
  256. WaterLevelMin: 0
  257.  
  258. # Block used as water in WaterLevel.
  259. WaterBlock: STATIONARY_WATER
  260.  
  261. # Block used as ice.
  262. IceBlock: ICE
  263.  
  264. # Block used as cooled or frozen lava.
  265. # Set this to OBSIDIAN for "frozen" lava lakes in cold biomes
  266. CooledLavaBlock: STATIONARY_LAVA
  267.  
  268. # ==== WORLD ONLY ====
  269.  
  270. # By Default in cold biomes, lakes freeze but only water exposed to sky is frozen.
  271. # Setting this to true causes any lake in a cold biome with at least one block exposed to sky to completely freeze
  272. FullyFreezeLakes: false
  273.  
  274. # By Default, all snow is 1 layer high. When this setting is set to true, snow height is
  275. # determined by biome temperature and therefore height.
  276. # For now: A block temp > -.5 yields a single snow layer. A block temp < -.75 yields max snow layers.
  277. # All values in the range -.75 < temp < -.5 are evenly distributed.
  278. UseTemperatureForSnowHeight: false
  279.  
  280. # By Default, snow falls on the highest block only.
  281. # Setting this to true will cause snow to fall through leaves but leave a little snow on the way
  282. BetterSnowFall: false
  283.  
  284.  
  285. #######################################################################
  286. # +-----------------------------------------------------------------+ #
  287. # |                            Resources                            | #
  288. # +-----------------------------------------------------------------+ #
  289. #######################################################################
  290.  
  291. # Seed used for the resource generation. Can only be numeric. Set to 0 to use the world seed.
  292. ResourcesSeed: 0
  293.  
  294.  
  295. #######################################################################
  296. # +-----------------------------------------------------------------+ #
  297. # |                            Structures                           | #
  298. # +-----------------------------------------------------------------+ #
  299. #######################################################################
  300.  
  301. # Generate-structures in the server.properties file is ignored by Terrain Control. Use these settings instead.
  302.  
  303. ###############
  304. # Strongholds #
  305. ###############
  306.  
  307. # Set this to false to prevent the stronghold generator from doing anything.
  308. StrongholdsEnabled: true
  309.  
  310. # The number of strongholds in the world.
  311. StrongholdCount: 128
  312.  
  313. # How far strongholds are from the spawn and other strongholds (minimum is 1.0, default is 32.0).
  314. StrongholdDistance: 32.0
  315.  
  316. # How concentrated strongholds are around the spawn (minimum is 1, default is 3). Lower number, lower concentration.
  317. StrongholdSpread: 3
  318.  
  319. ############
  320. # Villages #
  321. ############
  322.  
  323. # Whether the villages are enabled or not.
  324. VillagesEnabled: true
  325.  
  326. # The size of the village. Larger is bigger. Normal worlds have 0 as default, superflat worlds 1.
  327. VillageSize: 0
  328.  
  329. # The minimum distance between the village centers in chunks. Minimum value is 9.
  330. VillageDistance: 32
  331.  
  332. ##################
  333. # Rare buildings #
  334. ##################
  335.  
  336. # Rare buildings are either desert pyramids, jungle temples or swamp huts.
  337. # Whether rare buildings are enabled.
  338. RareBuildingsEnabled: true
  339.  
  340. # The minimum distance between rare buildings in chunks.
  341. MinimumDistanceBetweenRareBuildings: 9
  342.  
  343. # The maximum distance between rare buildings in chunks.
  344. MaximumDistanceBetweenRareBuildings: 32
  345.  
  346. ###################
  347. # Ocean monuments #
  348. ###################
  349.  
  350. # Whether ocean monuments are enabled.
  351. OceanMonumentsEnabled: true
  352.  
  353. # Ocean monuments are placed on the corners of a grid, with a random offset added to each corner.
  354. # The first variable is the size of the grid in chunks.
  355. # Setting this to 8 will give a grid with cells of 8x8 chunks.
  356. OceanMonumentGridSize: 32
  357.  
  358. # Random offset from each corner in chunks, on both the x and z axis.
  359. # May not be smaller than 0, and may not be larger than OceanMonumentGridSize.
  360. OceanMonumentRandomOffset: 26
  361.  
  362. ####################
  363. # Custom structues #
  364. ####################
  365.  
  366. # Maximum radius of custom structures in chunks. Custom structures are spawned by
  367. # the CustomStructure resource in the biome configuration files.
  368. MaximumCustomStructureRadius: 5
  369.  
  370. ####################
  371. # Other structures #
  372. ####################
  373.  
  374. MineshaftsEnabled: true
  375.  
  376. NetherFortressesEnabled: false
  377.  
  378.  
  379. #######################################################################
  380. # +-----------------------------------------------------------------+ #
  381. # |                         Visual settings                         | #
  382. # +-----------------------------------------------------------------+ #
  383. #######################################################################
  384.  
  385. # Warning this section will work only for players with the single version of Terrain Control installed.
  386. # World fog color
  387. WorldFog: #C0D8FF
  388.  
  389. # World night fog color
  390. WorldNightFog: #0B0D17
  391.  
  392.  
  393. #######################################################################
  394. # +-----------------------------------------------------------------+ #
  395. # |                          Cave settings                          | #
  396. # +-----------------------------------------------------------------+ #
  397. #######################################################################
  398.  
  399. # This controls the odds that a given chunk will host a single cave and/or the start of a cave system.
  400. CaveRarity: 7
  401.  
  402. # The number of times the cave generation algorithm will attempt to create single caves and cave
  403. # systems in the given chunk. This value is larger because the likelihood for the cave generation
  404. # algorithm to bailout is fairly high and it is used in a randomizer that trends towards lower
  405. # random numbers. With an input of 40 (default) the randomizer will result in an average random
  406. # result of 5 to 6. This can be turned off by setting evenCaveDistribution (below) to true.
  407. CaveFrequency: 40
  408.  
  409. # Sets the minimum and maximum altitudes at which caves will be generated. These values are
  410. # used in a randomizer that trends towards lower numbers so that caves become more frequent
  411. # the closer you get to the bottom of the map. Setting even cave distribution (above) to true
  412. # will turn off this randomizer and use a flat random number generator that will create an even
  413. # density of caves at all altitudes.
  414. CaveMinAltitude: 8
  415.  
  416. CaveMaxAltitude: 128
  417.  
  418. # The odds that the cave generation algorithm will generate a single cavern without an accompanying
  419. # cave system. Note that whenever the algorithm generates an individual cave it will also attempt to
  420. # generate a pocket of cave systems in the vicinity (no guarantee of connection or that the cave system
  421. # will actually be created).
  422. IndividualCaveRarity: 25
  423.  
  424. # The number of times the algorithm will attempt to start a cave system in a given chunk per cycle of
  425. # the cave generation algorithm (see cave frequency setting above). Note that setting this value too
  426. # high with an accompanying high cave frequency value can cause extremely long world generation time.
  427. CaveSystemFrequency: 2
  428.  
  429. # This can be set to create an additional chance that a cave system pocket (a higher than normal
  430. # density of cave systems) being started in a given chunk. Normally, a cave pocket will only be
  431. # attempted if an individual cave is generated, but this will allow more cave pockets to be generated
  432. # in addition to the individual cave trigger.
  433. CaveSystemPocketChance: 0
  434.  
  435. # The minimum and maximum size that a cave system pocket can be. This modifies/overrides the
  436. # cave system frequency setting (above) when triggered.
  437. CaveSystemPocketMinSize: 0
  438.  
  439. CaveSystemPocketMaxSize: 4
  440.  
  441. # Setting this to true will turn off the randomizer for cave frequency (above). Do note that
  442. # if you turn this on you will probably want to adjust the cave frequency down to avoid long
  443. # load times at world creation.
  444. EvenCaveDistrubution: false
  445.  
  446.  
  447. #######################################################################
  448. # +-----------------------------------------------------------------+ #
  449. # |                         Canyon settings                         | #
  450. # +-----------------------------------------------------------------+ #
  451. #######################################################################
  452.  
  453. CanyonRarity: 2
  454.  
  455. CanyonMinAltitude: 20
  456.  
  457. CanyonMaxAltitude: 68
  458.  
  459. CanyonMinLength: 84
  460.  
  461. CanyonMaxLength: 112
  462.  
  463. CanyonDepth: 3.0
  464.  
  465.  
  466. #######################################################################
  467. # +-----------------------------------------------------------------+ #
  468. # |               Settings for BiomeMode:OldGenerator               | #
  469. # +-----------------------------------------------------------------+ #
  470. #######################################################################
  471.  
  472. # This generator works only with old terrain generator!
  473. OldBiomeSize: 1.5
  474.  
  475. MinMoisture: 0.0
  476.  
  477. MaxMoisture: 0.0
  478.  
  479. MinTemperature: 0.0
  480.  
  481. MaxTemperature: 0.0
  482.  
  483.  
  484. #######################################################################
  485. # +-----------------------------------------------------------------+ #
  486. # |                              Author                             | #
  487. # +-----------------------------------------------------------------+ #
  488. #######################################################################
  489.  
  490. # The author of this world configuration
  491. Author: Unknown
  492.  
  493.  
  494. #######################################################################
  495. # +-----------------------------------------------------------------+ #
  496. # |                           Description                           | #
  497. # +-----------------------------------------------------------------+ #
  498. #######################################################################
  499.  
  500. # A short description of this world configuration
  501. Description: No description given
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