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Pythros

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Dec 2nd, 2011
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  1.  
  2. #######################################################################
  3. # +-----------------------------------------------------------------+ #
  4. # | Wasteland biome config | #
  5. # +-----------------------------------------------------------------+ #
  6. #######################################################################
  7.  
  8.  
  9. # Biome size from 0 to GenerationDepth.
  10. BiomeSize:4
  11.  
  12. # Biome rarity from 100 to 1. Like LandSize.
  13. BiomeRarity:100
  14.  
  15. # Biome color in hex value. Used by /tc map command
  16. BiomeColor:0xFFCC33
  17.  
  18. # True if biome can pass rivers.
  19. BiomeRivers:true
  20.  
  21. # True if biome is ice biome.
  22. IceBiome:false
  23.  
  24. # Biome name where this biome will be spawned as isle. Like Mushroom isle in Ocean. You can use this biome as normal spawn biome and isle in one time.
  25. IsleInBiome:
  26.  
  27. # Biome name where this biome will be border.Like Mushroom isle shore. Use is compared as IsleInBiome
  28. BiomeIsBorder:
  29.  
  30. # Biome temperature. Float value from 0.0 to 1.0
  31. BiomeTemperature:1.0
  32.  
  33. # Biome wetness. Float value from 0.0 to 1.0
  34. BiomeWetness:1.0
  35.  
  36.  
  37. # BiomeHeight mean how much height will be added in terrain generation
  38. # It is double value from -10.0 to 10.0
  39. # BiomeHeight:0.0 - mean height controlled only by world config and near 64 if it default
  40. BiomeHeight:3.0
  41.  
  42. # BiomeVolatility similar BiomeHeight, but it adds volatility. Extreme Hills biome made by it.
  43. BiomeVolatility:2.5
  44.  
  45. # Surface block id
  46. SurfaceBlock:12
  47.  
  48. # Block id from stone to surface, like dirt in plain biome
  49. GroundBlock:24
  50.  
  51. # Replace Variable: BlockIdFrom=BlockIdTo[(minHeight-maxHeight)]
  52. # Example :
  53. # ReplacedBlocks:2=3(100-128),13=20
  54. # Replace grass block to dirt from 100 to 128 height and replace gravel to glass on all height
  55. ReplacedBlocks:1=87,2=12,3=24,4=89,13=12,73=88,74=88,14=89,15=89,16=88,48=112,21=89,56=91,31=32
  56.  
  57. # Disable or enable small lava and water lakes on surface
  58. disableNotchPonds:false
  59.  
  60. #######################################################################
  61. # +-----------------------------------------------------------------+ #
  62. # | Resource queue | #
  63. # +-----------------------------------------------------------------+ #
  64. #######################################################################
  65.  
  66. # This section control all resources spawning after terrain generation
  67. # So first line is first resource which will be placed. Second line - second resource.
  68. # By default this set to be near notch settings.
  69. #
  70. # Possible resources:
  71. # Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude)
  72. # Ore(Block,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
  73. # UnderWaterOre(Block,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
  74. # CustomObject()
  75. # Tree(Frequency,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....])
  76. # Plant(Block,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
  77. # Grass(Block,BlockData,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
  78. # Reed(Block,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
  79. # Cactus(Block,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
  80. # Liquid(Block,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
  81. #
  82. # Some comments:
  83. # Block and BlockSource - can be id or name, Frequency - is count of attempts for place resource
  84. # Rarity - chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass
  85. # MinAltitude and MaxAltitude - height limits
  86. # BlockSource - mean where or whereupon resource will be placed
  87. # CustomObject resource - mean where in queue custom object will be trying to place
  88. # Tree types:
  89. # Tree
  90. # BigTree
  91. # Forest
  92. # HugeMushroom
  93. # SwampTree
  94. # Taiga1
  95. # Taiga2
  96. # TreeType_Chance - similar Rarity. Example:
  97. # 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)
  98. # Plant resource used for place something like flower, small mushrooms, pumpkins
  99. # Liquid resource is one block water or lava source
  100. #
  101.  
  102.  
  103.  
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