Advertisement
fedprod

profile_realchinodam.cfg

Nov 17th, 2017
143
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
YAML 17.25 KB | None | 0 0
  1. # realchinodam
  2. # REAListic CHIsel NODAMage configuration file for the Minecraft mod Lost Cities by McJty
  3. # (Actually just a quick merge by fedprod. Don't forget to add ''realchinodam'' under the S:profiles section in general.cfg)
  4.  
  5. ##########################################################################################################
  6. # cities_realchinodam
  7. #--------------------------------------------------------------------------------------------------------#
  8. # Settings related to city generation for the REAListic CHIsel NODAMage profile
  9. ##########################################################################################################
  10.  
  11. cities_realchinodam {
  12.     # List of biomes that are allowed in the world. Empty list is default all biomes. The factor controls how much that biome is favored over the others (higher means less favored!) [default: ]
  13.     S:allowedBiomeFactors <
  14.      >
  15.     # The default biome factor which is used if your biome is not specified in 'cityBiomeFactors' [range: 0.0 ~ 1.0, default: 1.0]
  16.     S:cityBiomeFactorDefault=1.0
  17.  
  18.     # List of biomes with a factor to affect the city factor in that biome. Using the value 0 you can disable city generation in biomes [default: [river=0], [frozen_river=0], [ocean=.7], [frozen_ocean=.7], [deep_ocean=.4]]
  19.     S:cityBiomeFactors <
  20.         river=0
  21.         frozen_river=0
  22.         ocean=.7
  23.         frozen_ocean=.7
  24.         deep_ocean=.4
  25.      >
  26.     # The chance this chunk will be the center of a city [range: 0.0 ~ 1.0, default: 0.02]
  27.     S:cityChance=0.02
  28.  
  29.     # Below this chunk height cities will be level 0 [range: 1 ~ 255, default: 75]
  30.     I:cityLevel0Height=75
  31.  
  32.     # Below this chunk height cities will be level 1 [range: 1 ~ 255, default: 83]
  33.     I:cityLevel1Height=83
  34.  
  35.     # Below this chunk height cities will be level 2 [range: 1 ~ 255, default: 91]
  36.     I:cityLevel2Height=91
  37.  
  38.     # Below this chunk height cities will be level 3 [range: 1 ~ 255, default: 99]
  39.     I:cityLevel3Height=99
  40.  
  41.     # The maximum radius of a city [range: 1 ~ 10000, default: 128]
  42.     I:cityMaxRadius=128
  43.  
  44.     # The minimum radius of a city [range: 1 ~ 10000, default: 50]
  45.     I:cityMinRadius=50
  46.  
  47.     # The center and radius of a city define a sphere. This thresshold indicates from which point a city is considered a city. This is important for calculating where cities are based on overlapping city circles (where the city thressholds are added) [range: 0.0 ~ 1.0, default: 0.2]
  48.     S:cityThresshold=0.2
  49.  
  50.     # A json with generator options for the chunk generator [default: {"coordinateScale":175.0,"heightScale":75.0,"lowerLimitScale":512.0,"upperLimitScale":512.0,"depthNoiseScaleX":200.0,"depthNoiseScaleZ":200.0,"depthNoiseScaleExponent":0.5,"mainNoiseScaleX":165.0,"mainNoiseScaleY":106.61267,"mainNoiseScaleZ":165.0,"baseSize":8.267606,"stretchY":13.387607,"biomeDepthWeight":1.2,"biomeDepthOffset":0.2,"biomeScaleWeight":3.4084506,"biomeScaleOffset":0.0,"seaLevel":63,"useCaves":true,"useDungeons":true,"dungeonChance":7,"useStrongholds":true,"useVillages":true,"useMineShafts":true,"useTemples":true,"useMonuments":true,"useRavines":true,"useWaterLakes":true,"waterLakeChance":49,"useLavaLakes":true,"lavaLakeChance":80,"useLavaOceans":false,"fixedBiome":-1,"biomeSize":4,"riverSize":5,"dirtSize":33,"dirtCount":10,"dirtMinHeight":0,"dirtMaxHeight":256,"gravelSize":33,"gravelCount":8,"gravelMinHeight":0,"gravelMaxHeight":256,"graniteSize":33,"graniteCount":10,"graniteMinHeight":0,"graniteMaxHeight":80,"dioriteSize":33,"dioriteCount":10,"dioriteMinHeight":0,"dioriteMaxHeight":80,"andesiteSize":33,"andesiteCount":10,"andesiteMinHeight":0,"andesiteMaxHeight":80,"coalSize":17,"coalCount":20,"coalMinHeight":0,"coalMaxHeight":128,"ironSize":9,"ironCount":20,"ironMinHeight":0,"ironMaxHeight":64,"goldSize":9,"goldCount":2,"goldMinHeight":0,"goldMaxHeight":32,"redstoneSize":8,"redstoneCount":8,"redstoneMinHeight":0,"redstoneMaxHeight":16,"diamondSize":8,"diamondCount":1,"diamondMinHeight":0,"diamondMaxHeight":16,"lapisSize":7,"lapisCount":1,"lapisCenterHeight":16,"lapisSpread":16}]
  51.     S:generatorOptions={"coordinateScale":175.0,"heightScale":75.0,"lowerLimitScale":512.0,"upperLimitScale":512.0,"depthNoiseScaleX":200.0,"depthNoiseScaleZ":200.0,"depthNoiseScaleExponent":0.5,"mainNoiseScaleX":165.0,"mainNoiseScaleY":106.61267,"mainNoiseScaleZ":165.0,"baseSize":8.267606,"stretchY":13.387607,"biomeDepthWeight":1.2,"biomeDepthOffset":0.2,"biomeScaleWeight":3.4084506,"biomeScaleOffset":0.0,"seaLevel":63,"useCaves":true,"useDungeons":true,"dungeonChance":7,"useStrongholds":true,"useVillages":true,"useMineShafts":true,"useTemples":true,"useMonuments":true,"useRavines":true,"useWaterLakes":true,"waterLakeChance":49,"useLavaLakes":true,"lavaLakeChance":80,"useLavaOceans":false,"fixedBiome":-1,"biomeSize":4,"riverSize":5,"dirtSize":33,"dirtCount":10,"dirtMinHeight":0,"dirtMaxHeight":256,"gravelSize":33,"gravelCount":8,"gravelMinHeight":0,"gravelMaxHeight":256,"graniteSize":33,"graniteCount":10,"graniteMinHeight":0,"graniteMaxHeight":80,"dioriteSize":33,"dioriteCount":10,"dioriteMinHeight":0,"dioriteMaxHeight":80,"andesiteSize":33,"andesiteCount":10,"andesiteMinHeight":0,"andesiteMaxHeight":80,"coalSize":17,"coalCount":20,"coalMinHeight":0,"coalMaxHeight":128,"ironSize":9,"ironCount":20,"ironMinHeight":0,"ironMaxHeight":64,"goldSize":9,"goldCount":2,"goldMinHeight":0,"goldMaxHeight":32,"redstoneSize":8,"redstoneCount":8,"redstoneMinHeight":0,"redstoneMaxHeight":16,"diamondSize":8,"diamondCount":1,"diamondMinHeight":0,"diamondMaxHeight":16,"lapisSize":7,"lapisCount":1,"lapisCenterHeight":16,"lapisSpread":16}
  52. }
  53.  
  54.  
  55. ##########################################################################################################
  56. # explosions_realchinodam
  57. #--------------------------------------------------------------------------------------------------------#
  58. # Settings related to explosions and damage for the REAListic CHIsel NODAMage profile
  59. ##########################################################################################################
  60.  
  61. explosions_realchinodam {
  62.     # A factor that determines how much debris will overflow from nearby damaged chunks. Bigger numbers mean less debris [range: 1 ~ 10000, default: 200]
  63.     I:debrisToNearbyChunkFactor=200
  64.  
  65.     # When a section of blocks in in an explosion the generator will count the number of blocks that are connected. The number of connections divided by the total number of blocks in a connected section is compared with this number. If it is smaller then the section of blocks is destroyed or moved down with gravity [range: 0.0 ~ 1.0, default: 0.05]
  66.     S:destroyLoneBlocksFactor=0.05
  67.  
  68.     # When a section of blocks is to be moved or destroyed this chance gives the chance of removal (as opposed to moving with gravity) [range: 0.0 ~ 1.0, default: 0.4]
  69.     S:destroyOrMoveChance=0.4
  70.  
  71.     # A section of blocks that is about to be moved or destroyed is always destroyed if it is smaller then this size [range: 1 ~ 5000, default: 50]
  72.     I:destroySmallSectionsSize=50
  73.  
  74.     # The chance that a chunk will contain an explosion [range: 0.0 ~ 1.0, default: 0.002]
  75.     S:explosionChance=0.0
  76.  
  77.     # The maximum height of an explosion [range: 1 ~ 256, default: 90]
  78.     I:explosionMaxHeight=90
  79.  
  80.     # The maximum radius of an explosion [range: 1 ~ 3000, default: 35]
  81.     I:explosionMaxRadius=35
  82.  
  83.     # The minimum height of an explosion [range: 1 ~ 256, default: 75]
  84.     I:explosionMinHeight=75
  85.  
  86.     # The minimum radius of an explosion [range: 1 ~ 1000, default: 15]
  87.     I:explosionMinRadius=15
  88.  
  89.     # If this is true the center of an explosion can only be in a city (the blast can still affect non-city chunks) [default: true]
  90.     B:explosionsInCitiesOnly=true
  91.  
  92.     # The chance that a chunk will contain a mini explosion [range: 0.0 ~ 1.0, default: 0.03]
  93.     S:miniExplosionChance=0.0
  94.  
  95.     # The maximum height of a mini explosion [range: 1 ~ 256, default: 100]
  96.     I:miniExplosionMaxHeight=100
  97.  
  98.     # The maximum radius of a mini explosion [range: 1 ~ 3000, default: 12]
  99.     I:miniExplosionMaxRadius=12
  100.  
  101.     # The minimum height of a mini explosion [range: 1 ~ 256, default: 60]
  102.     I:miniExplosionMinHeight=60
  103.  
  104.     # The minimum radius of a mini explosion [range: 1 ~ 1000, default: 5]
  105.     I:miniExplosionMinRadius=5
  106. }
  107.  
  108.  
  109. ##########################################################################################################
  110. # lostcity_realchinodam
  111. #--------------------------------------------------------------------------------------------------------#
  112. # Settings related to the Lost City for the REAListic CHIsel NODAMage profile
  113. ##########################################################################################################
  114.  
  115. lostcity_realchinodam {
  116.     # If this is true then parks will have no generated foliage (trees currently) [default: false]
  117.     B:avoidFoliage=false
  118.  
  119.     # If true then all water will be avoided (replaced with air) [default: false]
  120.     B:avoidWater=false
  121.  
  122.     # The height of the bedrock layer that is generated at the bottom of some world types. Set to 0 to disable this and get default bedrock generation [range: 0 ~ 10, default: 1]
  123.     I:bedrockLayer=1
  124.  
  125.     # The chance that a chunk can possibly contain a bridge. There actually being a bridge also depends on the presence of adjacent bridges and other conditions [range: 0.0 ~ 1.0, default: 0.7]
  126.     S:bridgeChance=0.7
  127.  
  128.     # The chance that a chunk can possibly be the top-left chunk of 2x2 building. There actually being a 2x2 building also depends on the condition of those other chunks [range: 0.0 ~ 1.0, default: 0.03]
  129.     S:building2x2Chance=0.03
  130.  
  131.     # The chance that a chunk in a city will have a building. Otherwise it will be a street [range: 0.0 ~ 1.0, default: 0.3]
  132.     S:buildingChance=0.3
  133.  
  134.     # The chance that a doorway will be generated at a side of a building (on any level). Only when possible [range: 0.0 ~ 1.0, default: 0.6]
  135.     S:buildingDoorwayChance=0.6
  136.  
  137.     # The chance that a building will have a 'front' part if this is possible (i.e. adjacent street) [range: 0.0 ~ 1.0, default: 0.2]
  138.     S:buildingFrontChance=0.2
  139.  
  140.     # The maximum number of cellars (below ground). 0 means no cellar [range: 0 ~ 7, default: 4]
  141.     I:buildingMaxCellars=4
  142.  
  143.     # A cap for the amount of floors a city can have (above ground) [range: 0 ~ 30, default: 9]
  144.     I:buildingMaxFloors=9
  145.  
  146.     # The amount of floors of a building is equal to: MINFLOORS + random(MINFLOORS_CHANCE + (cityFactor + .1f) * (MAXFLOORS_CHANCE - MINFLOORS_CHANCE)) [range: 1 ~ 30, default: 6]
  147.     I:buildingMaxFloorsChance=6
  148.  
  149.     # The minimum number of cellars (below ground). 0 means no cellar [range: 0 ~ 7, default: 0]
  150.     I:buildingMinCellars=0
  151.  
  152.     # The minimum number of floors (above ground) for a building (0 means the first floor only) [range: 0 ~ 30, default: 0]
  153.     I:buildingMinFloors=0
  154.  
  155.     # The amount of floors of a building is equal to: MINFLOORS + random(MINFLOORS_CHANCE + (cityFactor + .1f) * (MAXFLOORS_CHANCE - MINFLOORS_CHANCE)) [range: 1 ~ 30, default: 4]
  156.     I:buildingMinFloorsChance=4
  157.  
  158.     # The chance that a building will have no loot and no spawners [range: 0.0 ~ 1.0, default: 0.2]
  159.     S:buildingWithoutLootChance=0.2
  160.  
  161.     # The chance that a chest will have no loot [range: 0.0 ~ 1.0, default: 0.2]
  162.     S:chestWithoutLootChance=0.2
  163.  
  164.     # The chance that a chunk can possibly contain a corridor. There actually being a corridor also depends on the presence of adjacent corridors [range: 0.0 ~ 1.0, default: 0.7]
  165.     S:corridorChance=0.7
  166.  
  167.     # The chance that a 2x2 building will be a data center [range: 0.0 ~ 1.0, default: 0.1]
  168.     S:dataCenterChance=0.1
  169.  
  170.     # The description of this profile [default: REAListic CHIsel NODAMage]
  171.     S:description=REAListic CHIsel NODAMage
  172.  
  173.     # The chance that a street section contains a fountain [range: 0.0 ~ 1.0, default: 0.05]
  174.     S:fountainChance=0.05
  175.  
  176.     # If true then there will be minimal lighting in the buildings [default: false]
  177.     B:generateLigthing=false
  178.  
  179.     # If true the chests in the buildings will contain loot [default: true]
  180.     B:generateLoot=true
  181.  
  182.     # If true then the buildings will be full of spawners [default: true]
  183.     B:generateSpawners=true
  184.  
  185.     # Ground level [range: 2 ~ 256, default: 71]
  186.     I:groundLevel=71
  187.  
  188.     # 0 (take height from top-left city), 1 (take minimum height from both cities), 2 (take maximum height from both cities), 3 (take average height) [range: 0 ~ 3, default: 0]
  189.     I:highwayLevelFromCities=0
  190.  
  191.     # For highways on a certain axis, this value is used to scale the perlin noise generator on the main axis. Increasing this value will increase the frequency of highways but make them smaller [range: 1.0 ~ 1000.0, default: 50.0]
  192.     S:highwayMainPerlinScale=50.0
  193.  
  194.     # The highway perlin noise is compared to this value. Setting this to 0 would give 50% chance of a highway being at a spot. Note that highways only generate on chunks a multiple of 8. Setting this very high will prevent highways from generating [range: -100.0 ~ 100.0, default: 2.0]
  195.     S:highwayPerlinFactor=2.0
  196.  
  197.     # If true then a highway will only generate if both sides have a valid city. If false then one city is sufficient [default: true]
  198.     B:highwayRequiresTwoCities=true
  199.  
  200.     # For highways on a certain axis, this value is used to scale the perlin noise generator on the secondary axis. Increasing this value will increase the variation of nearby highways [range: 1.0 ~ 1000.0, default: 10.0]
  201.     S:highwaySecondaryPerlinScale=10.0
  202.  
  203.     # The chance that a 2x2 building will be a library [range: 0.0 ~ 1.0, default: 0.1]
  204.     S:libraryChance=0.1
  205.  
  206.     # The chance that a chunk next to a railway will have a railway dungeon [range: 0.0 ~ 1.0, default: 0.01]
  207.     S:railwayDungeonChance=0.01
  208.  
  209.     # If true the a place where a station would have been if there was a city above will have an 'ending' rail part if one side of the 'station' has no connections. Useful in case cities are rare [default: false]
  210.     B:railwaysCanEnd=false
  211.  
  212.     # Chance that leafblocks will be generated at the border of a building and a street [range: 0.0 ~ 1.0, default: 0.1]
  213.     S:randomLeafBlockChance=0.1
  214.  
  215.     # Frequency of leafblocks as seen from the sides of buildings [range: 1 ~ 8, default: 2]
  216.     I:randomLeafBlockThickness=2
  217.  
  218.     # The scale of the dirt layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 3.0]
  219.     S:rubbleDirtScale=3.0
  220.  
  221.     # If this is true an alternative way to generate dirt/stone/sand + leave blocks is used that makes the city appear more overgrown [default: true]
  222.     B:rubbleLayer=false
  223.  
  224.     # The scale of the leave layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 6.0]
  225.     S:rubbleLeaveScale=6.0
  226.  
  227.     # If ruines are enabled this gives the chance that a building is ruined [range: 0.0 ~ 1.0, default: 0.05]
  228.     S:ruinChance=0.05
  229.  
  230.     # If a building is ruined this indicates the maximum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 1.0]
  231.     S:ruinMaxlevelPercent=1.0
  232.  
  233.     # If a building is ruined this indicates the minimum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 0.8]
  234.     S:ruinMinlevelPercent=0.8
  235.  
  236.     # If true there is a chance a building is ruined from the top (not caused by explosion damage) [default: true]
  237.     B:ruins=false
  238.  
  239.     # The chance that a block on the outside of a building will be covered with a vine [range: 0.0 ~ 1.0, default: 0.009]
  240.     S:vineChance=0.009
  241.  
  242.     # How much lower the water level is compared to the ground level (63) [range: -100 ~ 100, default: 8]
  243.     I:waterLevelOffset=8
  244.  
  245.     # The worldstyle used by this profile (defined in the assets) [default: standard]
  246.     S:worldStyle=chisel
  247. }
  248.  
  249.  
  250. maxcaveheight {
  251.     # Maximum height at which vanilla caves can generate. Default is 128. Lower this if you don't want the caves to damage buildings [range: 20 ~ 240, default: 128]
  252.     I:structures_realchinodam=64
  253. }
  254.  
  255.  
  256. ##########################################################################################################
  257. # structures_realchinodam
  258. #--------------------------------------------------------------------------------------------------------#
  259. # Settings related to structure generation for the REAListic CHIsel NODAMage profile
  260. ##########################################################################################################
  261.  
  262. structures_realchinodam {
  263.     # Generate caves
  264.     B:generateCaves=true
  265.  
  266.     # Generate dungeons
  267.     B:generateDungeons=true
  268.  
  269.     # Generate lakes (lava/water)
  270.     B:generateLakes=true
  271.  
  272.     # Generate mansions
  273.     B:generateMansions=true
  274.  
  275.     # Generate mineshafts
  276.     B:generateMineshafts=true
  277.  
  278.     # Generate ocean monuments
  279.     B:generateOceanMonuments=true
  280.  
  281.     # Generate ravines
  282.     B:generateRavines=true
  283.  
  284.     # Generate scattered features (swamphunts, desert temples, ...)
  285.     B:generateScattered=true
  286.  
  287.     # Generate strongholds
  288.     B:generateStrongholds=true
  289.  
  290.     # Generate villages
  291.     B:generateVillages=true
  292.  
  293.     # If true then no lakes and ravines will be generated in cities
  294.     B:preventLakesRavinesInCities=true
  295.  
  296.     # If true then an attempt will be made to prevent villages in cities. Note that enabling this option will likely require a low city density in order to actually get a reasonable chance for villages.
  297.     B:preventVillagesInCities=true
  298. }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement