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- # BetterEnd world configuration file
- # Settings changed here only affect the world the file is named for.
- # Terrain options
- terrain:
- noise:
- octaves: 6
- island-size: 512
- height:
- top: 4
- bottom: 255
- ground-level: 64
- main-island: true
- outer-end-radius: 500
- biomes:
- size: 2048
- climate-distribution: 1024
- # Do not enable this unless you are upgrading from a 4.0.x world!
- legacy-normalization: false
- # Options to enable/disable biomes.
- # To disable a biome, replace it with another one.
- replacements:
- AETHER: AETHER
- AETHER_HIGHLANDS: AETHER_HIGHLANDS
- AETHER_FOREST: AETHER_FOREST
- AETHER_HIGHLANDS_FOREST: AETHER_HIGHLANDS_FOREST
- VOID: VOID
- VOID_END_BORDER: VOID_END_BORDER
- VOID_AETHER_BORDER: VOID_AETHER_BORDER
- VOID_AETHER_HIGHLANDS_BORDER: VOID_AETHER_HIGHLANDS_BORDER
- AETHER_HIGHLANDS_BORDER: AETHER_HIGHLANDS_BORDER
- STARFIELD: STARFIELD
- END: END
- SHATTERED_END: SHATTERED_END
- # The line below demonstrates how a biome replacement would be done. In that scenario, all Shattered End biomes would be replaced with End.
- #SHATTERED_END: END
- SHATTERED_FOREST: SHATTERED_FOREST
- disable-enderman-block-pickup-aether: true
- # Configuration for players falling to overworld (Premium only)
- fall:
- fall-to-overworld:
- # Enables/disables players falling to the Overworld from Aether biomes.
- enable-aether: false
- # Enables/disables players falling to the overworld everywhere.
- enable-everywhere: false
- # Fractal tree configuration (Premium only)
- trees:
- fractal-trees:
- # Settings for growing Fractal Trees from saplings. If you wish to grow them in all worlds, a setting is available in the master config.
- from-sapings:
- # Grows trees from saplings in their respective biomes (Giant Spruce in Aether Highlands Forest, and Giant Oak in Aether Forest)
- in-biomes: true
- # Grows trees from saplings in the entire world.
- in-world: false
- structures:
- chance-per-chunk: 20
- # Defines the distribution of structures in biomes.
- distribution:
- # Biome ID. Valid IDs are AETHER, AETHER_HIGHLANDS, AETHER_FOREST, AETHER_HIGHLANDS_FOREST, VOID_AETHER_BORDER, VOID_AETHER_HIGHLANDS_BORDER, AETHER_HIGHLANDS_BORDER, VOID, VOID_END_BORDER, STARFIELD, END, SHATTERED_END, and SHATTERED_FOREST.
- AETHER:
- # STRUCTURE_NAME: WEIGHT
- # Included structure names are: AETHER_RUIN, COBBLE_HOUSE, END_HOUSE, END_RUIN, END_SHIP, END_TOWER, SHULKER_NEST, SPRUCE_WOOD_HOUSE, STRONGHOLD, VOID_STAR, GOLD_DUNGEON, WOOD_HOUSE, and WRECKED_END_SHIP
- # If you have defined custom structures, the ID of any custom structure defined for this world may also be used.
- # Weight is the relative probability of a structure generating. For example, if there are 2 structures defined for a biome, each with a weight of 1, then there is a 50% chance that each generates.
- # If one has a weight of 1, and the other's weight is 2, then there is a 33.3% chance of the first generating, and a 66.7% chance for the second.
- AETHER_RUIN: 75
- WOOD_HOUSE: 12
- COBBLE_HOUSE: 12
- GOLD_DUNGEON: 1
- # The line below would add the example custom structure (shown below) to the Aether, with a weight of 10.
- #EXAMPLE: 10
- AETHER_HIGHLANDS:
- AETHER_RUIN: 75
- SPRUCE_WOOD_HOUSE: 12
- COBBLE_HOUSE: 12
- GOLD_DUNGEON: 1
- AETHER_FOREST:
- AETHER_RUIN: 75
- WOOD_HOUSE: 12
- COBBLE_HOUSE: 12
- GOLD_DUNGEON: 1
- AETHER_HIGHLANDS_FOREST:
- AETHER_RUIN: 75
- SPRUCE_WOOD_HOUSE: 12
- COBBLE_HOUSE: 12
- GOLD_DUNGEON: 1
- VOID:
- VOID_STAR: 1
- VOID_END_BORDER:
- END_RUIN: 60
- END_HOUSE: 10
- END_TOWER: 6
- END_SHIP: 1
- SHULKER_NEST: 10
- STRONGHOLD: 12
- VOID_AETHER_BORDER:
- AETHER_RUIN: 75
- WOOD_HOUSE: 12
- COBBLE_HOUSE: 12
- GOLD_DUNGEON: 1
- VOID_AETHER_HIGHLANDS_BORDER:
- AETHER_RUIN: 75
- SPRUCE_WOOD_HOUSE: 12
- COBBLE_HOUSE: 12
- GOLD_DUNGEON: 1
- AETHER_HIGHLANDS_BORDER:
- AETHER_RUIN: 75
- SPRUCE_WOOD_HOUSE: 12
- COBBLE_HOUSE: 12
- GOLD_DUNGEON: 1
- STARFIELD:
- VOID_STAR: 2
- END:
- END_RUIN: 60
- END_HOUSE: 10
- END_TOWER: 6
- END_SHIP: 1
- SHULKER_NEST: 10
- STRONGHOLD: 12
- WRECKED_END_SHIP: 1
- SHATTERED_END:
- END_RUIN: 85
- END_SHIP: 1
- STRONGHOLD: 14
- SHATTERED_FOREST:
- END_RUIN: 85
- END_SHIP: 1
- STRONGHOLD: 14
- # Custom structure definitions.
- # Structures defined here may be used in the above biome configuration section, by adding the ID to the biome list. See the commented line in the Aether's structure definitions.
- # Example definition demonstrating all available features:
- #
- #custom:
- # EXAMPLE:
- # name: "example.nbt"
- # spawn:
- # type: GROUND
- # offset: 1
- # features:
- # block_replace:
- # material: COBWEB
- # percent: 50.0
- # spawn_mob:
- # type: SHEEP
- # min: 1
- # max: 3
- # loot:
- # name: "exampleLoot.json"
- custom: {}
- ores:
- # Whether to generate ores in the world.
- generate-ores: true
- # The number of attempts to make in each chunk.
- attempts: 30
- # Ore settings in biomes
- # Similar to structure definitions. Ores can be defined for all biomes, not just Aether ones!
- # Note that vein sizes over 100 result in theoretically infinitely large veins, therefore it is recommended to keep vein size under 95.
- biomes:
- AETHER:
- COAL_ORE: [40, 85]
- IRON_ORE: [25, 50]
- GOLD_ORE: [10, 50]
- REDSTONE_ORE: [10, 65]
- LAPIS_ORE: [10, 75]
- DIAMOND_ORE: [3, 50]
- EMERALD_ORE: [2, 40]
- AETHER_HIGHLANDS:
- COAL_ORE: [40, 85]
- IRON_ORE: [25, 50]
- GOLD_ORE: [10, 50]
- REDSTONE_ORE: [10, 65]
- LAPIS_ORE: [10, 75]
- DIAMOND_ORE: [3, 50]
- EMERALD_ORE: [2, 40]
- END_STONE: [15, 5]
- AETHER_FOREST:
- COAL_ORE: [40, 85]
- IRON_ORE: [25, 50]
- GOLD_ORE: [10, 50]
- REDSTONE_ORE: [10, 65]
- LAPIS_ORE: [10, 75]
- DIAMOND_ORE: [3, 50]
- END_STONE: [15, 5]
- EMERALD_ORE: [2, 40]
- AETHER_HIGHLANDS_FOREST:
- COAL_ORE: [40, 85]
- IRON_ORE: [25, 50]
- GOLD_ORE: [10, 50]
- REDSTONE_ORE: [10, 65]
- LAPIS_ORE: [10, 75]
- DIAMOND_ORE: [3, 50]
- EMERALD_ORE: [2, 40]
- END_STONE: [15, 5]
- END:
- GLOWSTONE: [15, 5]
- OBSIDIAN: [15, 5]
- END_STONE: [15, 5]
- SHATTERED_END:
- GLOWSTONE: [15, 5]
- END_STONE: [15, 5]
- OBSIDIAN: [15, 5]
- caves:
- # Whether to enable the new cave system.
- enable: true
- boss:
- # Enable/disable the MythicMobs boss fight
- enable: true
- # Amount of time before boss respawns (premium only). https://en.wikipedia.org/wiki/ISO_8601#Durations
- respawn-time: P14D
- # The name of the boss to spawn
- gold-name: SkeletonKing
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