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Mar 22nd, 2013
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  1. # This is the biome config file of the HeavenPlains biome, which is a custom biome.
  2.  
  3.  
  4. #######################################################################
  5. # +-----------------------------------------------------------------+ #
  6. # |                         Biome placement                         | #
  7. # +-----------------------------------------------------------------+ #
  8. #######################################################################
  9.  
  10. # Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth).
  11. # Higher numbers give a smaller biome, lower numbers a larger biome.
  12. # Oceans and rivers are generated using a dirrerent algorithm in the default settings,
  13. # (they aren't in one of the biome lists), so this setting won't affect them.
  14. BiomeSize:3
  15.  
  16. # Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others.
  17. # Example for normal biome :
  18. #   100 rarity mean 1/6 chance than other ( with 6 default normal biomes).
  19. #   50 rarity mean 1/11 chance than other
  20. # For isle biome this is chance to spawn isle in good place.
  21. # Don`t work on Ocean and River (frozen versions too) biomes until not added as normal biome.
  22. BiomeRarity:100
  23.  
  24. # The hexadecimal color value of this biome. Used in the output of the /tc map command,
  25. # and used in the input of BiomeMode:FromImage.
  26. BiomeColor:0x999900
  27.  
  28. # Biome name used as river in this biome. Leave empty to disable rivers.
  29. RiverBiome:River
  30.  
  31. # Replace this biome to specified after all generations. Warning this will cause saplings and mob spawning work as in specified biome
  32. ReplaceToBiomeName:
  33. ####################
  34. # Isle biomes only #
  35. ####################
  36.  
  37. # 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
  38. IsleInBiome:
  39. ######################
  40. # Border biomes only #
  41. ######################
  42.  
  43. # Biome name list where this biome will be border.Like Mushroom isle shore. Use is compared as IsleInBiome
  44. BiomeIsBorder:
  45. # Biome name list near border is not applied.
  46. NotBorderNear:
  47.  
  48. #######################################################################
  49. # +-----------------------------------------------------------------+ #
  50. # |                   Biome height and volatility                   | #
  51. # +-----------------------------------------------------------------+ #
  52. #######################################################################
  53.  
  54. # BiomeHeight mean how much height will be added in terrain generation
  55. # It is double value from -10.0 to 10.0
  56. # Value 0.0 equivalent half of map height with all other default settings
  57. BiomeHeight:0.1
  58.  
  59. # Biome volatility.
  60. BiomeVolatility:0.3
  61.  
  62. # 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.
  63. # 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.
  64. MaxAverageHeight:0.0
  65.  
  66. # 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.
  67. # 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.
  68. MaxAverageDepth:0.0
  69.  
  70. # Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes.
  71. # Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler.
  72. Volatility1:0.0
  73. Volatility2:0.0
  74.  
  75. # 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.
  76. VolatilityWeight1:0.5
  77. VolatilityWeight2:0.45
  78.  
  79. # Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height.
  80. DisableBiomeHeight:false
  81.  
  82. # 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
  83. # Values which affect your configuration may be found only experimental. That may be very big, like ~3000.0 depends from height
  84. # Example:
  85. #   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
  86. # Make empty layer above bedrock layer.
  87. CustomHeightControl:-2000.0,-2000.0,-2000.0,-2000.0,-2000.0,-2000.0,-2000.0,-3000.0,-530.0,-430.0,-330.0,-200.0,-100.0,0.0,0.0,-2000.0,-2000.0,-2000.0,-2000.0,-2000.0,-2000.0,-2000.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0
  88.  
  89. #######################################################################
  90. # +-----------------------------------------------------------------+ #
  91. # |                              Blocks                             | #
  92. # +-----------------------------------------------------------------+ #
  93. #######################################################################
  94.  
  95.  
  96. # Surface block id
  97. SurfaceBlock:2
  98.  
  99. # Block id from stone to surface, like dirt in plain biome
  100. GroundBlock:3
  101.  
  102.  
  103. # Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight])
  104. # Example :
  105. #   ReplacedBlocks:(GRASS,DIRT,100,127),(GRAVEL,GLASS)
  106. # Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height
  107. ReplacedBlocks:None
  108.  
  109. #######################################################################
  110. # +-----------------------------------------------------------------+ #
  111. # |                          Water and ice                          | #
  112. # +-----------------------------------------------------------------+ #
  113. #######################################################################
  114.  
  115. # Set this to false to use the water and ice settings of this biome.
  116. UseWorldWaterLevel:true
  117.  
  118. # Set water level. Every empty between this levels will be fill water or another block from WaterBlock.
  119. WaterLevelMax:63
  120. WaterLevelMin:0
  121.  
  122. # BlockId used as water in WaterLevelMax
  123. WaterBlock:9
  124.  
  125. # BlockId used as ice. Ice only spawns if the BiomeTemperture is low enough.
  126. IceBlock:79
  127.  
  128. #######################################################################
  129. # +-----------------------------------------------------------------+ #
  130. # |                       Visuals and weather                       | #
  131. # +-----------------------------------------------------------------+ #
  132. #######################################################################
  133.  
  134. # Most of the settings here only have an effect on players with the client version of Terrain Control installed.
  135. # Biome temperature. Float value from 0.0 to 1.0.
  136. BiomeTemperature:0.8
  137.  
  138. # Biome wetness. Float value from 0.0 to 1.0.
  139. BiomeWetness:0.4
  140.  
  141. # Biome sky color.
  142. SkyColor:0x7ba5ff
  143.  
  144. # Biome water color multiplier.
  145. WaterColor:0xffffff
  146.  
  147. # Biome grass color.
  148. GrassColor:0xffffff
  149.  
  150. # Whether the grass color is a multiplier.
  151. # If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness.
  152. # If you set it to false, the grass color will be just this color.
  153. GrassColorIsMultiplier:true
  154.  
  155. # Biome foliage color.
  156. FoliageColor:0xffffff
  157.  
  158. # Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details.
  159. FoliageColorIsMultiplier:true
  160.  
  161.  
  162. #######################################################################
  163. # +-----------------------------------------------------------------+ #
  164. # |                          Resource queue                         | #
  165. # +-----------------------------------------------------------------+ #
  166. #######################################################################
  167.  
  168. # This section control all resources spawning after terrain generation.
  169. # The resources will be placed in this order.
  170.  
  171. # Keep in mind that a high size, frequency or rarity might slow down terrain generation.
  172.  
  173. # Possible resources:
  174. # SmallLake(Block[:Data],Frequency,Rarity,MinAltitude,MaxAltitude)
  175. # Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude)
  176. # UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude)
  177. # Ore(Block[:Data],Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
  178. # UnderWaterOre(Block[:Data],Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
  179. # CustomObject(Object[,AnotherObject[,...]])
  180. # CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]])
  181. # Tree(Frequency,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....])
  182. # Plant(Block[:Data],Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
  183. # Grass(Block,BlockData,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
  184. # Reed(Block[:Data],Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
  185. # Cactus(Block[:Data],Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
  186. # Liquid(Block[:Data],Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
  187. # AboveWaterRes(Block[:Data],Frequency,Rarity)
  188. # Vines(Frequency,Rarity,MinAltitude,MaxAltitude)
  189. # Vein(Block[:Data],MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
  190. # Well(BaseBlock[:Data],HalfSlabBlock[:Data],WaterBlock[:Data],Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
  191.  
  192. # Block and BlockSource: can be id or name, Frequency - is count of attempts for place resource
  193. # Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass
  194. # MinAltitude and MaxAltitude: height limits
  195. # BlockSource: mean where or whereupon resource will be placed
  196. # TreeType: Tree - BigTree - Forest (a birch tree) - HugeMushroom (not a tree but still counts)
  197. #    Taiga1 - Taiga2 - JungleTree (the huge jungle tree) - GroundBush - CocoaTree
  198. #    You can also use your own custom objects, as long as they have set Tree to true in their settings.
  199. # TreeType_Chance: similar Rarity. Example:
  200. #   Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance),
  201. #   if that fails, it attempts to place Taiga2 (100% chance).
  202. # Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can
  203. # also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn
  204. # one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have
  205. # this biome in their spawnInBiome setting.
  206. # Object_Chance: Like TreeType_Chance.
  207.  
  208. # Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot.
  209. # Liquid resource: a one-block water or lava source
  210. # SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks
  211. # Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1).
  212. # CustomStructure resource: starts a BO3 structure in the chunk.
  213.  
  214. SmallLake(WATER,4,7.0,8,120)
  215. CustomObject(UseWorld)
  216. Plant(RED_ROSE,4,100.0,0,128,GRASS,DIRT,SOIL)
  217. Plant(YELLOW_FLOWER,4,100.0,0,128,GRASS,DIRT,SOIL)
  218. Grass(LONG_GRASS,1,100,100.0,GRASS,DIRT)
  219.  
  220.  
  221. #######################################################################
  222. # +-----------------------------------------------------------------+ #
  223. # |                         Sapling resource                        | #
  224. # +-----------------------------------------------------------------+ #
  225. #######################################################################
  226.  
  227. # Terrain Control allows you to grow your custom objects from saplings, instead
  228. # of the vanilla trees. Add one or more Sapling functions here to override vanilla
  229. # spawning for that sapling.
  230.  
  231. # The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....])
  232. # Works like Tree resource instead first parameter.
  233.  
  234. # Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom
  235. # All - will make the tree spawn from all saplings, but not from mushrooms.
  236. # BigJungle - for when 4 jungle saplings grow at once.
  237. # RedMushroom/BrownMushroom - will only grow when bonemeal is used.
  238.  
  239. #######################################################################
  240. # +-----------------------------------------------------------------+ #
  241. # |                          Custom objects                         | #
  242. # +-----------------------------------------------------------------+ #
  243. #######################################################################
  244.  
  245. # These objects will spawn when using the UseBiome keyword.
  246. BiomeObjects:
  247. #######################################################################
  248. # +-----------------------------------------------------------------+ #
  249. # |                            Structures                           | #
  250. # +-----------------------------------------------------------------+ #
  251. #######################################################################
  252.  
  253. # Here you can change, enable or disable the stuctures.
  254. # If you have disabled the structure in the WorldConfig, it won't spawn,
  255. # regardless of these settings.
  256.  
  257. # Disables strongholds for this biome. If there is no suitable biome nearby,
  258. # Minecraft will ignore this setting.
  259. StrongholdsEnabled:false
  260.  
  261. # Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes.
  262. NetherFortressesEnabled:true
  263.  
  264. # The village type in this biome. Can be wood, sandstone or disabled.
  265. VillageType:wood
  266.  
  267. # The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos.
  268. MineshaftRarity:1.0
  269.  
  270. # The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut or disabled.
  271. RareBuildingType:disabled
  272.  
  273.  
  274. #######################################################################
  275. # +-----------------------------------------------------------------+ #
  276. # |                           Mob spawning                          | #
  277. # +-----------------------------------------------------------------+ #
  278. #######################################################################
  279.  
  280. # ========<TUTORIAL>========
  281. # This is where you configure mob spawning. Changing this section is optional.
  282.  
  283. # #STEP1: Understanding what a mobgroup is.
  284. # A mobgroups is made of four parts. They are mob, weight, min and max.
  285. # The mob is one of the Minecraft internal mob names.
  286. # See http://www.minecraftwiki.net/wiki/Chunk_format#Mobs
  287. # The weight is used for a random selection. This is a positive integer.
  288. # The min is the minimum amount of mobs spawning as a group. This is a positive integer.
  289. # The max is the maximum amount of mobs spawning as a group. This is a positive integer.
  290.  
  291. # #STEP2: Understanding how write a mobgroup as JSON as well as lists of them.
  292. # Json is a tree document format: http://en.wikipedia.org/wiki/JSON
  293. # Write a mobgroup like this: {"mob": "mobname", "weight": integer, "min": integer, "max": integer}
  294. # For example: {"mob": "Ocelot", "weight": 10, "min": 2, "max": 6}
  295. # For example: {"mob": "MushroomCow", "weight": 5, "min": 2, "max": 2}
  296. # A json list of mobgroups looks like this: [mobgroup, mobgroup, mobgroup...]
  297. # This would be an ampty list: []
  298. # You can validate your json here: http://jsonlint.com/
  299.  
  300. # #STEP3: Understanding what to do with all this info
  301. # There are three categories of mobs: monsters, creatures and watercreatures.
  302. # These list may be populated with default values if thee booleans bellow is set to true
  303. # You may also add your own mobgroups in the lists below
  304.  
  305. # #STEP4: What is in the default mob groups?
  306. # The default mob groups are controlled by vanilla minecraft.
  307. # At 2012-03-24 you could find them here: https://github.com/Bukkit/mc-dev/blob/master/net/minecraft/server/BiomeBase.java#L75
  308. # In simple terms:
  309. # Default creatures: [{"mob": "Sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "Pig", "weight": 10, "min": 4, "max": 4}, {"mob": "Chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "Cow", "weight": 8, "min": 4, "max": 4}]
  310. # Default monsters: [{"mob": "Spider", "weight": 10, "min": 4, "max": 4}, {"mob": "Zombie", "weight": 10, "min": 4, "max": 4}, {"mob": "Skeleton", "weight": 10, "min": 4, "max": 4}, {"mob": "Creeper", "weight": 10, "min": 4, "max": 4}, {"mob": "Slime", "weight": 10, "min": 4, "max": 4}, {"mob": "Enderman", "weight": 1, "min": 1, "max": 4}]
  311. # Default watercreatures: [{"mob": "Squid", "weight": 10, "min": 4, "max": 4}]
  312.  
  313. # So for example ocelots wont spawn unless you add them below.
  314.  
  315. # ========<CONFIGURATION>========
  316. # Should we add the default monster spawn groups?
  317. spawnMonstersAddDefaults:true
  318. # Add extra monster spawn groups here
  319. spawnMonsters: []
  320.  
  321. # Should we add the default creature spawn groups?
  322. spawnCreaturesAddDefaults:true
  323. # Add extra creature spawn groups here
  324. spawnCreatures: []
  325.  
  326. # Should we add the default watercreature spawn groups?
  327. spawnWaterCreaturesAddDefaults:true
  328. # Add extra watercreature spawn groups here
  329. spawnWaterCreatures: []
  330.  
  331. # Should we add the default ambient creature spawn groups? (Currently only bats)
  332. spawnAmbientCreaturesAddDefaults:true
  333. # Add extra ambient creature spawn groups here
  334. spawnAmbientCreatures: []
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