PersonTheCat

Vanilla.cave (0.13a)

Dec 24th, 2018
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  1. # ----------------------------------------------------------- #
  2. # ########################################################### #
  3. # ### Vanilla.cave Info ### #
  4. # ########################################################### #
  5. # This file contains all of the default values used by each #
  6. # preset. Any value that gets removed will default to its #
  7. # original counterpart here. #
  8. # ########################################################### #
  9. # ### Preset Format Info ### #
  10. # ########################################################### #
  11. # The format used by these presets is known as Hjson, a #
  12. # less picky and more readable counterpart to normal JSON. It #
  13. # accepts various comment styles, allows trailing commas in #
  14. # arrays, does not require commas in objects when elements #
  15. # are placed on new lines, and has other features that should #
  16. # prevent crashes related to syntax errors. You can view #
  17. # hjson.org for more info on using it. #
  18. # These presets have been extended with ".cave" by default #
  19. # so as to more clearly indicate their purpose; however, #
  20. # ".json" and ".hjson" are also accepted by the mod. #
  21. # ########################################################### #
  22. # ### Cat Language Cheat Sheet ### #
  23. # ########################################################### #
  24. # These are some of the keywords that get reused throughout #
  25. # the preset: #
  26. # * factor: Multiplies a value. #
  27. # * chance: 0.0-100.0% probability. #
  28. # * inverseChance: 1 / X chance. #
  29. # * frequency: Relative # of tries. #
  30. # ########################################################### #
  31. # ### Noise Blocks ### #
  32. # ########################################################### #
  33. # Noise blocks are also common. Here's an overview of what #
  34. # each value does: #
  35. # # Used anywhere that only produces values relative to #
  36. # # each (x, z) coordinate. What this will do is either #
  37. # # determine the minimum or maximum height of a block or #
  38. # # determine whether a particular horizontal space is #
  39. # # acceptable for decoration based on a threshold which #
  40. # # is calculated from `scale`. #
  41. # noise2D { #
  42. # # Limits the range of acceptable values. In a sense, #
  43. # # this effectively increases or decreases the width #
  44. # # of each peak of values generated. In most cases #
  45. # # throughout this mod, changing the scale in a noise #
  46. # # block alters the size of each area that gets #
  47. # # decorated. #
  48. # scale: floating point value #
  49. # # Alters the distance between peaks of values. #
  50. # frequency: floating point value #
  51. # # The height of each peak. The generator normally #
  52. # # produces a value between -1 and 1. In an example #
  53. # # where hills and vallies are being produced, this #
  54. # # means that hills will be a maximum of 1 block deep #
  55. # # and vallies will be a maximum of 1 block tall. #
  56. # # Setting the range to 5 increases the height and #
  57. # # depth to 5 blocks each. #
  58. # variance: integer value #
  59. # } #
  60. # # Used anywhere that produces values relative to each #
  61. # # (x, y, z) coordinate. What this will do is produce #
  62. # # 3-dimensional clusters of space. Just because one #
  63. # # particular y-coordinate is valid does not imply that #
  64. # # everything below it is also valid, as would be the #
  65. # # case with 2D noise. #
  66. # noise3D { #
  67. # # See scale above. #
  68. # scale: floating point value #
  69. # # See frequency above. #
  70. # frequency: floating point value #
  71. # # Stretches and skews the scale on the vertical axis. #
  72. # # Literally means that clusters generated will be #
  73. # # either shorter or taller. #
  74. # scaleY: floating point value #
  75. # # The number of generation passes. This effectively #
  76. # # increases the resolution of clusters (makes them #
  77. # # *less* smooth) at the cost of performance. #
  78. # octaves: integer value. #
  79. # } #
  80. # ----------------------------------------------------------- #
  81. {
  82. # Whether this preset is enabled globally.
  83. enabled: true
  84. # A list of biomes for tunnels, rooms, ravines, and most
  85. # (but not all) decorations to be restricted to.
  86. biomes: {
  87. # A list of registry names.
  88. names: []
  89. # A list of biome IDs.
  90. IDs: []
  91. # A list of Biome types.
  92. types: []
  93. }
  94. # Whether the above list should serve as a blacklist
  95. # instead of a whitelist.
  96. useBiomeBlacklist: false
  97. # A list of dimension IDs for all features to be
  98. # restricted to.
  99. dimensions: []
  100. # Whether the above list should serve as a blacklist
  101. # instead of a whitelist.
  102. useDimensionBlacklist: false
  103. # A list of blocks that can be replaced by this generator.
  104. # Bear in mind that very little world decoration has
  105. # occurred by the time this generator will run. This means
  106. # that almost nothing more than stone, dirt, and water
  107. # exists in the world at this point. Use this if you have
  108. # any other mods that might be adding blocks early on, or
  109. # if any other preset is placing blocks that this generator
  110. # should also be able to dig through.
  111. replaceableBlocks: ["stone", "dirt"]
  112. # A collection of blocks that will be used instead of air
  113. # at various height levels. Supports random and even
  114. # noise-based placement.
  115. caveBlocks: [
  116. # Imitates the normal lava placement behavior.
  117. {
  118. # There are more parameters. See
  119. # underground_forest.cave for more info.
  120. states: ["lava"]
  121. # Maximum height bounds.
  122. maxHeight: 10
  123. }
  124. /* Defaults values; these do not spawn by default.
  125. { A comma might be missing, if this were here.
  126. states: []
  127. chance: 100.0
  128. minHeight: 0
  129. maxHeight: 50
  130. # This is a standard noise3D object. While it is more to
  131. # write, the fact that these are everywhere helps you
  132. # know that they're all the same.
  133. noise3D: {
  134. # 0.0 - 1.0 scale.
  135. scale: 0.1
  136. frequency: 50.00
  137. scaleY: 1.0
  138. # Number of generation passes. Increases
  139. # resolution at the cost of performance.
  140. ocaves: 1
  141. }
  142. }
  143. */
  144. ]
  145. # Used for decorating walls with various blocks. Supports
  146. # random and noise-based placement. Needs more documentation.
  147. wallDecorators: []
  148. # Single, crcular spaces found near the center of cave
  149. # systems.
  150. rooms: {
  151. # The radius in blocks.
  152. scale: 6.0
  153. # Vertical height multiple of scale.
  154. scaleY: 0.5
  155. }
  156. tunnels: {
  157. # The average number of tunnel systems to try and
  158. # spawn per chunk.
  159. frequency: 15
  160. # Mininum starting height.
  161. minHeight: 8
  162. # Maximum starting height.
  163. maxHeight: 128
  164. # The length in blocks of this tunnel. A value of 0
  165. # produces between 132-176.
  166. distance: 0
  167. # The 1 / X chance chance that multiple tunnels will
  168. # be spawned at each origin, instead of just one.
  169. spawnInSystemInverseChance: 4
  170. # The 1 / X chance that any origin will be skipped.
  171. # This has an effect of spawning each system in
  172. # isolated groups vs. everywhere.
  173. spawnIsolatedInverseChance: 7
  174. # Whether to randomly limit how much the angle of
  175. # each tunnel segment can be altered, mimicking the
  176. # vanilla behavior. This has an effect of producing
  177. # fewer vertical aberrations in tunnels.
  178. noiseYReduction: true
  179. # Whether to rescale caves down to a smaller size
  180. # each time they branch apart, mimicking the
  181. # vanilla behavior, but limiting the overall amount
  182. # of control presets can have on tunnel shapes.
  183. resizeBranches: true
  184. # These values alter how much the horizontal angle
  185. # of each tunnel can change between segments.
  186. twistXZ: {
  187. # angle = angle^x
  188. exponent: 1.0
  189. # angle = angle * x
  190. factor: 0.75
  191. # angle = angle + (randomValue * x)
  192. randFactor: 4.0
  193. # angle first gets changed by x.
  194. startVal: 0.0
  195. }
  196. # These values alter how much the vertical angle
  197. # of each tunnel can change between segments.
  198. twistY: {
  199. exponent: 1.0
  200. factor: 0.9
  201. randFactor: 2.0
  202. startVal: 0.0
  203. }
  204. # These values alter the radius in blocks of each
  205. # tunnel.
  206. scale: {
  207. exponent: 1.0
  208. factor: 1.0
  209. randFactor: 0.0
  210. startVal: 0.0
  211. # startingValue = startingValue + (randomValue * x).
  212. startValRandFactor: 1.0
  213. }
  214. # scaleY is a multiple of scale on the vertical axis.
  215. # If scale == 6 and scaleY == 0.5, the height becomes 3.
  216. # These values alter scaleY between tunnel segments.
  217. scaleY: {
  218. exponent: 1.0
  219. factor: 1.0
  220. randFactor: 0.0
  221. startVal: 1.0
  222. }
  223. # The horizontal angle in radians.
  224. angleXZ: {
  225. startVal: 0.0
  226. startValRandFactor: 1.0
  227. }
  228. # The vertical angle in radians.
  229. angleY: {
  230. startVal: 0.0
  231. startValRandFactor: 0.25
  232. }
  233. }
  234. # Ravines are like tunnels, but with random variations in
  235. # horizontal scale. You could theoretically use this as
  236. # your main tunnels, if you're using multiple presets.
  237. ravines: {
  238. # The 1 / X chance for this ravine to start in any
  239. # given chunk.
  240. inverseChance: 50
  241. minHeight: 20
  242. maxHeight: 40
  243. distance: 0
  244. twistXZ: {
  245. exponent: 1.0
  246. factor: 0.5
  247. randFactor: 4.0
  248. startVal: 0.0
  249. }
  250. twistY: {
  251. exponent: 1.0
  252. factor: 0.8
  253. randFactor: 2.0
  254. startVal: 0.0
  255. }
  256. scale: {
  257. exponent: 1.0
  258. factor: 1.0
  259. randFactor: 0.0
  260. startVal: 0.0
  261. startValRandFactor: 2.0
  262. }
  263. scaleY: {
  264. exponent: 1.0
  265. factor: 1.0
  266. randFactor: 0.0
  267. # This is essentially the second most important
  268. # variable accounting for the look of ravines.
  269. startVal: 3.0
  270. }
  271. angleXZ: {
  272. startVal: 0.0
  273. startValRandFactor: 1.0
  274. }
  275. angleY: {
  276. startVal: 0.0
  277. startValRandFactor: 0.25
  278. }
  279. # Similar to noiseYReduction, but not as random.
  280. noiseYFactor: 0.7
  281. }
  282. # See caverns.json for another example of caverns. These
  283. # are the default values.
  284. # To-do: include ceil/floor noise settings.
  285. caverns: {
  286. enabled: false
  287. minHeight: 10
  288. maxHeight: 50
  289. # Optional 3D noise block.
  290. noise3D: {
  291. # This does refer to noise frequency, but its use in
  292. # the case of caverns has the opposite effect. Higher
  293. # values mean less frequent pockets of air.
  294. frequency: 70.0
  295. # scale for noise-based objects is from 0-1.
  296. scale: 0.2
  297. scaleY: 0.5
  298. # The number of passes. Increases resolution at the
  299. # cost of performance.
  300. octaves: 1
  301. }
  302. }
  303. # See stone_layers.cave for an example of stoneLayers. These are
  304. # just the default values, so you only need to specify the state
  305. # and maxHeight.
  306. stoneLayers: [
  307. /*
  308. { Default values; these don't spawn by default.
  309. state: null
  310. # This is necessary because multiple layers ideally
  311. # should not spawn at the exact same height.
  312. maxHeight: null
  313. # Optional 2D noise block.
  314. noise2D: {
  315. scale: 0.5
  316. # The distance between this layer's peaks.
  317. frequency: 100.0
  318. # How many blocks up or down this layer
  319. # can vary.
  320. variance: 5.0
  321. }
  322. }
  323. */
  324. ]
  325. # See stone_clusters.cave for an example of stoneClusters.
  326. stoneClusters: [
  327. /*
  328. { Default values; these don't spawn by default.
  329. # A list of blocks to spawn under these conditions.
  330. states: []
  331. # The 0 - 1 spawn frequency.
  332. frequency: 0.15
  333. # The radius of this cluster on the x-axis.
  334. radiusX: 16
  335. radiusY: 12
  336. radiusZ: 16
  337. radiusVariance: 6
  338. startingHeight: 32
  339. heightVariance: 16
  340. }
  341. */
  342. ]
  343. # See stalagmites_large.cave for an example of largeStalactites
  344. # and largeStalagmites. These are just the default values, so
  345. # you only need to specify the states.
  346. largeStalactites: [
  347. /*
  348. { Default values; these don't spawn by default.
  349. state: null
  350. # The maximum number of blocks this structure can be.
  351. maxLength: 3
  352. chance: 16.7
  353. minHeight: 11
  354. maxHeight: 55
  355. matchers: []
  356. # Optional noise block. Will perform better without.
  357. noise2D: {
  358. scale: 0.425
  359. frequency: 40.0
  360. # Not really used in this context. 1 is
  361. # effectively the default.
  362. variance: 1
  363. }
  364. }
  365. */
  366. ]
  367. # Same as largeStalactites. Spawns from the floor instead of
  368. # the ceiling.
  369. largeStalagmites: []
  370. # See underground_forest.cave for an example of giantPillars.
  371. # These are the defaults. You just need to specify a state.
  372. giantPillars: [
  373. /*
  374. { Default values; these don't spawn by default.
  375. # This block makes up the body of the pillar.
  376. state: null
  377. # This may not be null if it does exist, but it can be
  378. # left out. If the field is not present, no stairs will
  379. # spawn.
  380. stairBlock: null
  381. # Number of spawn tries per chunk.
  382. frequency: 15
  383. minHeight: 10
  384. maxHeight: 50
  385. minLength: 4
  386. maxLength: 12
  387. }
  388. */
  389. ]
  390. # Structures are ideal for small decorations. Larger decorations
  391. # (16x16)+ will cause cascading generation lag and should be
  392. # handled by another mod, such as recurrent complex or OTG.
  393. # Structures will be centered around X and Z, but not Y. Most of
  394. # this information can be left out. See underground_forest.cave
  395. # for a better example. These are just the default values.
  396. structures: [
  397. /*
  398. { Default values; no structures spawn by default.
  399. # name refers to a resource location or file name.
  400. # It may not be null.
  401. name: null
  402. # The 0-1 ratio of blocks to be retained when spawning.
  403. integrity: 1.0
  404. # X, Y, Z spawn offset.
  405. offset: [0, 0, 0]
  406. # Number of tries per chunk. Should be low.
  407. frequency: 1
  408. # The percent chance any try will succeed.
  409. chance: 0.05
  410. minHeight: 10
  411. maxHeight: 50
  412. # Any relative coordinates that must be non-solid.
  413. # Example:
  414. # airMatchers: [
  415. # [0, 1, 0],
  416. # [0, 3, 0]
  417. # ]
  418. airMatchers: []
  419. solidMatchers: []
  420. # Whether to log the coordinates every time this structure
  421. # spawns.
  422. debugSpawns: false
  423. rotateRandomly: false
  424. }
  425. */
  426. ]
  427. }
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