C_Corp2002

BetterEnd Rift

Oct 21st, 2020
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  1. # BetterEnd world configuration file
  2. # Settings changed here only affect the world the file is named for.
  3.  
  4. # Terrain options
  5. terrain:
  6. noise:
  7. octaves: 6
  8. island-size: 512
  9. height:
  10. top: 4
  11. bottom: 255
  12. ground-level: 64
  13. main-island: true
  14. outer-end-radius: 500
  15. biomes:
  16. size: 2048
  17. climate-distribution: 1024
  18.  
  19. # Do not enable this unless you are upgrading from a 4.0.x world!
  20. legacy-normalization: false
  21. # Options to enable/disable biomes.
  22. # To disable a biome, replace it with another one.
  23. replacements:
  24. AETHER: AETHER
  25. AETHER_HIGHLANDS: AETHER_HIGHLANDS
  26. AETHER_FOREST: AETHER_FOREST
  27. AETHER_HIGHLANDS_FOREST: AETHER_HIGHLANDS_FOREST
  28. VOID: VOID
  29. VOID_END_BORDER: VOID_END_BORDER
  30. VOID_AETHER_BORDER: VOID_AETHER_BORDER
  31. VOID_AETHER_HIGHLANDS_BORDER: VOID_AETHER_HIGHLANDS_BORDER
  32. AETHER_HIGHLANDS_BORDER: AETHER_HIGHLANDS_BORDER
  33. STARFIELD: STARFIELD
  34. END: END
  35. SHATTERED_END: SHATTERED_END
  36. # The line below demonstrates how a biome replacement would be done. In that scenario, all Shattered End biomes would be replaced with End.
  37. #SHATTERED_END: END
  38. SHATTERED_FOREST: SHATTERED_FOREST
  39.  
  40. disable-enderman-block-pickup-aether: true
  41.  
  42. # Configuration for players falling to overworld (Premium only)
  43. fall:
  44. fall-to-overworld:
  45. # Enables/disables players falling to the Overworld from Aether biomes.
  46. enable-aether: false
  47. # Enables/disables players falling to the overworld everywhere.
  48. enable-everywhere: false
  49.  
  50. # Fractal tree configuration (Premium only)
  51. trees:
  52. fractal-trees:
  53. # Settings for growing Fractal Trees from saplings. If you wish to grow them in all worlds, a setting is available in the master config.
  54. from-sapings:
  55. # Grows trees from saplings in their respective biomes (Giant Spruce in Aether Highlands Forest, and Giant Oak in Aether Forest)
  56. in-biomes: true
  57. # Grows trees from saplings in the entire world.
  58. in-world: false
  59.  
  60. structures:
  61. chance-per-chunk: 20
  62. # Defines the distribution of structures in biomes.
  63. distribution:
  64. # 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.
  65. AETHER:
  66. # STRUCTURE_NAME: WEIGHT
  67. # 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
  68. # If you have defined custom structures, the ID of any custom structure defined for this world may also be used.
  69. # 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.
  70. # 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.
  71. AETHER_RUIN: 75
  72. WOOD_HOUSE: 12
  73. COBBLE_HOUSE: 12
  74. GOLD_DUNGEON: 1
  75. # The line below would add the example custom structure (shown below) to the Aether, with a weight of 10.
  76. #EXAMPLE: 10
  77. AETHER_HIGHLANDS:
  78. AETHER_RUIN: 75
  79. SPRUCE_WOOD_HOUSE: 12
  80. COBBLE_HOUSE: 12
  81. GOLD_DUNGEON: 1
  82. AETHER_FOREST:
  83. AETHER_RUIN: 75
  84. WOOD_HOUSE: 12
  85. COBBLE_HOUSE: 12
  86. GOLD_DUNGEON: 1
  87. AETHER_HIGHLANDS_FOREST:
  88. AETHER_RUIN: 75
  89. SPRUCE_WOOD_HOUSE: 12
  90. COBBLE_HOUSE: 12
  91. GOLD_DUNGEON: 1
  92. VOID:
  93. VOID_STAR: 1
  94. VOID_END_BORDER:
  95. END_RUIN: 60
  96. END_HOUSE: 10
  97. END_TOWER: 6
  98. END_SHIP: 1
  99. SHULKER_NEST: 10
  100. STRONGHOLD: 12
  101. VOID_AETHER_BORDER:
  102. AETHER_RUIN: 75
  103. WOOD_HOUSE: 12
  104. COBBLE_HOUSE: 12
  105. GOLD_DUNGEON: 1
  106. VOID_AETHER_HIGHLANDS_BORDER:
  107. AETHER_RUIN: 75
  108. SPRUCE_WOOD_HOUSE: 12
  109. COBBLE_HOUSE: 12
  110. GOLD_DUNGEON: 1
  111. AETHER_HIGHLANDS_BORDER:
  112. AETHER_RUIN: 75
  113. SPRUCE_WOOD_HOUSE: 12
  114. COBBLE_HOUSE: 12
  115. GOLD_DUNGEON: 1
  116. STARFIELD:
  117. VOID_STAR: 2
  118. END:
  119. END_RUIN: 60
  120. END_HOUSE: 10
  121. END_TOWER: 6
  122. END_SHIP: 1
  123. SHULKER_NEST: 10
  124. STRONGHOLD: 12
  125. WRECKED_END_SHIP: 1
  126. SHATTERED_END:
  127. END_RUIN: 85
  128. END_SHIP: 1
  129. STRONGHOLD: 14
  130. SHATTERED_FOREST:
  131. END_RUIN: 85
  132. END_SHIP: 1
  133. STRONGHOLD: 14
  134. # Custom structure definitions.
  135. # 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.
  136. # Example definition demonstrating all available features:
  137. #
  138. #custom:
  139. # EXAMPLE:
  140. # name: "example.nbt"
  141. # spawn:
  142. # type: GROUND
  143. # offset: 1
  144. # features:
  145. # block_replace:
  146. # material: COBWEB
  147. # percent: 50.0
  148. # spawn_mob:
  149. # type: SHEEP
  150. # min: 1
  151. # max: 3
  152. # loot:
  153. # name: "exampleLoot.json"
  154. custom: {}
  155.  
  156. ores:
  157. # Whether to generate ores in the world.
  158. generate-ores: true
  159. # The number of attempts to make in each chunk.
  160. attempts: 30
  161. # Ore settings in biomes
  162. # Similar to structure definitions. Ores can be defined for all biomes, not just Aether ones!
  163. # Note that vein sizes over 100 result in theoretically infinitely large veins, therefore it is recommended to keep vein size under 95.
  164. biomes:
  165. AETHER:
  166. COAL_ORE: [40, 85]
  167. IRON_ORE: [25, 50]
  168. GOLD_ORE: [10, 50]
  169. REDSTONE_ORE: [10, 65]
  170. LAPIS_ORE: [10, 75]
  171. DIAMOND_ORE: [3, 50]
  172. EMERALD_ORE: [2, 40]
  173. AETHER_HIGHLANDS:
  174. COAL_ORE: [40, 85]
  175. IRON_ORE: [25, 50]
  176. GOLD_ORE: [10, 50]
  177. REDSTONE_ORE: [10, 65]
  178. LAPIS_ORE: [10, 75]
  179. DIAMOND_ORE: [3, 50]
  180. EMERALD_ORE: [2, 40]
  181. END_STONE: [15, 5]
  182. AETHER_FOREST:
  183. COAL_ORE: [40, 85]
  184. IRON_ORE: [25, 50]
  185. GOLD_ORE: [10, 50]
  186. REDSTONE_ORE: [10, 65]
  187. LAPIS_ORE: [10, 75]
  188. DIAMOND_ORE: [3, 50]
  189. END_STONE: [15, 5]
  190. EMERALD_ORE: [2, 40]
  191. AETHER_HIGHLANDS_FOREST:
  192. COAL_ORE: [40, 85]
  193. IRON_ORE: [25, 50]
  194. GOLD_ORE: [10, 50]
  195. REDSTONE_ORE: [10, 65]
  196. LAPIS_ORE: [10, 75]
  197. DIAMOND_ORE: [3, 50]
  198. EMERALD_ORE: [2, 40]
  199. END_STONE: [15, 5]
  200. END:
  201. GLOWSTONE: [15, 5]
  202. OBSIDIAN: [15, 5]
  203. END_STONE: [15, 5]
  204. SHATTERED_END:
  205. GLOWSTONE: [15, 5]
  206. END_STONE: [15, 5]
  207. OBSIDIAN: [15, 5]
  208.  
  209. caves:
  210. # Whether to enable the new cave system.
  211. enable: true
  212.  
  213. boss:
  214. # Enable/disable the MythicMobs boss fight
  215. enable: true
  216. # Amount of time before boss respawns (premium only). https://en.wikipedia.org/wiki/ISO_8601#Durations
  217. respawn-time: P14D
  218. # The name of the boss to spawn
  219. gold-name: SkeletonKing
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