SHARE
TWEET

new mostly working config

a guest Nov 3rd, 2017 3 in 14 days
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
  1.  
  2. #######################################################################
  3. # +-----------------------------------------------------------------+ #
  4. # |                           WorldConfig                           | #
  5. # +-----------------------------------------------------------------+ #
  6. #######################################################################
  7.  
  8. # The author of this world
  9. Author: Unknown
  10.  
  11. # A short description of this world
  12. Description: No description given
  13.  
  14. # What TerrainControl does with the config files.
  15. # Possible modes:
  16. #    WriteAll - default
  17. #    WriteWithoutComments - write config files without help comments
  18. #    WriteDisable - doesn't write to the config files, it only reads. Doesn't auto-update the configs. Use with care!
  19. SettingsMode: WriteAll
  20.  
  21.  
  22. #######################################################################
  23. # +-----------------------------------------------------------------+ #
  24. # |                            The modes                            | #
  25. # +-----------------------------------------------------------------+ #
  26. #######################################################################
  27.  
  28. # Possible terrain modes:
  29. #    Normal - use all features
  30. #    TerrainTest - generate only terrain without any resources
  31. #    NotGenerate - generate empty chunks
  32. #    Default - use default terrain generator
  33. #    OldGenerator - Minecraft Beta 1.7.3-like land generator
  34. TerrainMode: Normal
  35.  
  36. # Possible biome modes:
  37. #    Normal - use all features
  38. #    FromImage - get biomes from image file
  39. #    Default - use default Notch biome generator
  40. # For old maps two more modes are available:
  41. #    BeforeGroups - Minecraft 1.0 - 1.6.4 biome generator, only supports the biome groups NormalBiomes and IceBiomes
  42. #    OldGenerator - Minecraft Beta 1.7.3 biome generator
  43. BiomeMode: BeforeGroups
  44.  
  45.  
  46. #######################################################################
  47. # +-----------------------------------------------------------------+ #
  48. # |                          Custom biomes                          | #
  49. # +-----------------------------------------------------------------+ #
  50. #######################################################################
  51.  
  52. # You need to register your custom biomes here. This setting will make Terrain Control
  53. # generate setting files for them. However, it won't place them in the world automatically.
  54. # See the settings for your BiomeMode below on how to add them to the world.
  55.  
  56. # Syntax: CustomBiomes:BiomeName:id[,AnotherBiomeName:id[,...]]
  57. # Example: CustomBiomes:TestBiome1:30,BiomeTest2:31
  58. # This will add two biomes and generate the BiomeConfigs for them.
  59. # All changes here need a server restart.
  60.  
  61. # Due to the way Mojang's loading code works, all biome ids need to be unique
  62. # on the server. If you don't do this, the client will display the biomes just fine,
  63. # but the server can think it is another biome with the same id. This will cause saplings,
  64. # snowfall and mobs to work as in the other biome.
  65.  
  66. # The available ids range from 0 to 1023 and the ids 0-39 and 129-167 are taken by vanilla.
  67. # The ids 256-1023 cannot be saved to the map files, so use ReplaceToBiomeName in that biome.
  68. CustomBiomes: BorealForestAlpinePeakExtreme:78, BorealForestHills:79, BorealForestAlpinePeak:80, BorealForestAlpine:81, BorealForest:82, BorealRedwoodForestAlpine:83, BorealRedwoodForestHills:84, BorealRedwoodForest:85, SubtropicalDesert:86, SubtropicalDesertGrassland:87, TemperateBirchForestAlpine:88, TemperateBirchForestHills:89, TemperateBirchForest:90, TemperateConiferousForest:91, TemperateForestHills:92, TemperateForest:93, TemperateMarshland:94, TemperateShrubland:95, TemperateSunflowerShrubland:96, TemperateSwampland:97
  69.  
  70.  
  71. #######################################################################
  72. # +-----------------------------------------------------------------+ #
  73. # |                  Settings for BiomeMode: Normal                 | #
  74. # +-----------------------------------------------------------------+ #
  75. #######################################################################
  76.  
  77. # Also used in BiomeMode:FromImage when ImageMode is set to ContinueNormal
  78. # Important value for generation. Bigger values appear to zoom out. All 'Sizes' must be smaller than this.
  79. # Large %/total area biomes (Continents) must be set small, (limit=0)
  80. # Small %/total area biomes (Oasis,Mountain Peaks) must be larger (limit=GenerationDepth)
  81. # This could also represent "Total number of biome sizes"
  82. # Small values (about 1-2) and Large values (about 20) may affect generator performance.
  83. GenerationDepth: 10
  84.  
  85. # Max biome rarity from 1 to infinity. By default this is 100, but you can raise it for
  86. # fine-grained control, or to create biomes with a chance of occurring smaller than 1/100.
  87. BiomeRarityScale: 100
  88.  
  89. ################
  90. # Biome Groups #
  91. ################
  92.  
  93. # Minecraft groups similar biomes together, so that they spawn next to each other.
  94.  
  95. # Syntax: BiomeGroup(Name, Size, Rarity, BiomeName[, AnotherName[, ...]])
  96. # Name - just for clarity, choose something descriptive
  97. # Size - layer to generate on, from 0 to GenerationDepth. All biomes in the group must have a BiomeSize
  98. #        larger than or equal to this value.
  99. # Rarity - relative spawn chances.
  100. # BiomeName... - names of the biome that spawn in the group. Case sensitive.
  101.  
  102. # Note: if you're using BiomeMode: BeforeGroups, only the biome names of the groups named NormalBiomes
  103. # and IceBiomes and the size and rarity of the group named IceBiomes will be used. Other groups are
  104. # ignored. The size and rarity of the NormalBiomes group is ignored as well, use LandSize and
  105. # LandRarity instead.
  106.  
  107. BiomeGroup(NormalBiomes, 0, 98, TemperateForestHills, TemperateSwampland, TemperateForest, TemperateBirchForest, SubtropicalDesert, BorealForest)
  108. BiomeGroup(IceBiomes, 1, 90, BorealRedwoodForest)
  109. ###############
  110. # Biome lists #
  111. ###############
  112.  
  113. # Don't forget to register your custom biomes first in CustomBiomes!
  114.  
  115. # Biomes used as isles in other biomes. You must set IsleInBiome in biome config for each biome here. Biome name is case sensitive.
  116. # Biomes used as borders of other biomes. You must set BiomeIsBorder in biome config for each biome here. Biome name is case sensitive.
  117. IsleBiomes: BorealForest, BorealForestHills, TemperateForestHills, BorealRedwoodForestAlpine, TemperateSunflowerShrubland, TemperateBirchForestHills, TemperateBirchForestAlpine, TemperateBirchForest, BorealForestAlpine, BorealForest, BorealForestAlpinePeak, TemperateSwampland, SubtropicalDesertGrassland, BorealForestAlpinePeakExtreme, TemperateMarshland
  118.  
  119. BorderBiomes: Beach, TemperateShrubland, TemperateForestHills
  120.  
  121. ########################################
  122. # Landmass settings (for NormalBiomes) #
  123. ########################################
  124.  
  125. # Land rarity from 100 to 1. If you set smaller than 90 and LandSize near 0 beware Big oceans.
  126. LandRarity: 98
  127.  
  128. # Land size from 0 to GenerationDepth. Biome groups are placed on this.
  129. LandSize: 0
  130.  
  131. # Make land more fuzzy and make lakes. Must be from 0 to GenerationDepth - LandSize
  132. LandFuzzy: 4
  133.  
  134. #####################
  135. # Ice area settings #
  136. #####################
  137.  
  138. # Set this to false to stop the ocean from freezing near when an "ice area" intersects with an ocean.
  139. FrozenOcean: false
  140.  
  141. # This is the biome temperature when water freezes if "FrozenOcean" is set to true.
  142. # This used to be the case for all biomes in the "IceBiomes" list. Default: 0.15; Min: 0.0; Max: 2.0
  143. # Temperature Reference from Vanilla: <0.15 for snow, 0.15 - 0.95 for rain, or >1.0 for dry
  144. OceanFreezingTemperature: 0.15
  145.  
  146. # If the average of all biome temperatures in a biome group is less than "OceanFreezingTemperature", then:
  147. #  - When this setting is true, all biomes in the group will have frozen oceans
  148. #  - When this setting is false, only biomes with a temperature below "OceanFreezingTemperature" will have frozen oceans
  149. # Default: false
  150. FreezeAllBiomesInColdGroup: false
  151.  
  152. ##########
  153. # Rivers #
  154. ##########
  155.  
  156. # River rarity. Must be from 0 to GenerationDepth.
  157. RiverRarity: 3
  158.  
  159. # River size from 0 to GenerationDepth - RiverRarity
  160. RiverSize: 2
  161.  
  162. # Set this to false to prevent the river generator from doing anything.
  163. RiversEnabled: true
  164.  
  165. # When this is set to false, the standard river generator of Minecraft will be used.
  166. # This means that a technical biome, determined by the RiverBiome setting of the biome
  167. # the river is flowing through, will be used to generate the river.
  168.  
  169. # When enabled, the rivers won't use a technical biome in your world anymore, instead
  170. # you can control them using the river settings in the BiomeConfigs.
  171. ImprovedRivers: false
  172.  
  173. # When set to true the rivers will no longer follow biome border most of the time.
  174. RandomRivers: true
  175.  
  176.  
  177. #######################################################################
  178. # +-----------------------------------------------------------------+ #
  179. # |                 Settings for BiomeMode:FromImage                | #
  180. # +-----------------------------------------------------------------+ #
  181. #######################################################################
  182.  
  183. # Possible modes when generator outside image boundaries: Repeat, ContinueNormal, FillEmpty
  184. #    Repeat - repeat image
  185. #    Mirror - advanced repeat image mode
  186. #    ContinueNormal - continue normal generation
  187. #    FillEmpty - fill by biome in "ImageFillBiome settings"
  188. ImageMode: Repeat
  189.  
  190. # Source png file for FromImage biome mode.
  191. ImageFile: map.png
  192.  
  193. # Where the png's north is oriented? Possible values: North, East, South, West
  194. #    North - the top of your picture if north (no any rotation)
  195. #    West - previous behavior (you should rotate png CCW manually)
  196. #    East - png should be rotated CW manually
  197. #    South - rotate png 180 degrees before generating world
  198. ImageOrientation: West
  199.  
  200. # Biome name for fill outside image boundaries with FillEmpty mode.
  201. ImageFillBiome: Ocean
  202.  
  203. # Shifts map position from x=0 and z=0 coordinates.
  204. ImageXOffset: 0
  205.  
  206. ImageZOffset: 0
  207.  
  208.  
  209. #######################################################################
  210. # +-----------------------------------------------------------------+ #
  211. # |                  Terrain height and volatility                  | #
  212. # +-----------------------------------------------------------------+ #
  213. #######################################################################
  214.  
  215. # Scales the height of the world. Adding 1 to this doubles the
  216. # height of the terrain, substracting 1 to this halves the height
  217. # of the terrain. Values must be between 5 and 8, inclusive.
  218. WorldHeightScaleBits: 7
  219.  
  220. # Height cap of the base terrain. Setting this to 7 makes no terrain
  221. # generate above y = 2 ^ 7 = 128. Doesn't affect resources (trees, objects, etc.).
  222. # Values must be between 5 and 8, inclusive. Values may not be lower
  223. # than WorldHeightScaleBits.
  224. WorldHeightCapBits: 8
  225.  
  226. # Can increase (values greater than 0) or decrease (values less than 0) how much the landscape is fractured horizontally.
  227. FractureHorizontal: -6.0
  228.  
  229. # Can increase (values greater than 0) or decrease (values less than 0) how much the landscape is fractured vertically.
  230. # Positive values will lead to large cliffs/overhangs, floating islands, and/or a cavern world depending on other settings.
  231. FractureVertical: 0.0
  232.  
  233.  
  234. #######################################################################
  235. # +-----------------------------------------------------------------+ #
  236. # |                              Blocks                             | #
  237. # +-----------------------------------------------------------------+ #
  238. #######################################################################
  239.  
  240. # Attempts to replace all surface stone with biome surface block.
  241. RemoveSurfaceStone: true
  242.  
  243. # Disable bottom of map bedrock generation. Doesn't affect bedrock on the ceiling of the map.
  244. DisableBedrock: false
  245.  
  246. # Enable ceiling of map bedrock generation.
  247. CeilingBedrock: false
  248.  
  249. # Make layer of bedrock flat.
  250. FlatBedrock: false
  251.  
  252. # Block used as bedrock.
  253. BedrockobBlock: minecraft:bedrock
  254.  
  255. # Set this to false to disable the bounds check during chunk population.
  256. # While this allows you to spawn larger objects, it also makes terrain generation
  257. # dependant on the direction you explored the world in.
  258. PopulationBoundsCheck: true
  259.  
  260. ################################
  261. # Water / Lava & Frozen States #
  262. ################################
  263.  
  264. # Set water level. Every empty block under this level will be fill water or another block from WaterBlock
  265. WaterLevelMax: 63
  266.  
  267. WaterLevelMin: 0
  268.  
  269. # Block used as water in WaterLevel.
  270. WaterBlock: minecraft:water
  271.  
  272. # Block used as ice.
  273. IceBlock: minecraft:water
  274.  
  275. # Block used as cooled or frozen lava.
  276. # Set this to OBSIDIAN for "frozen" lava lakes in cold biomes
  277. CooledLavaBlock: minecraft:lava
  278.  
  279. ##############
  280. # World only #
  281. ##############
  282.  
  283. # By Default in cold biomes, lakes freeze but only water exposed to sky is frozen.
  284. # Setting this to true causes any lake in a cold biome with at least one block exposed to sky to completely freeze
  285. FullyFreezeLakes: false
  286.  
  287. # By Default, all snow is 1 layer high. When this setting is set to true, snow height is
  288. # determined by biome temperature and therefore height.
  289. # For now: A block temp > -.5 yields a single snow layer. A block temp < -.75 yields max snow layers.
  290. # All values in the range -.75 < temp < -.5 are evenly distributed.
  291. UseTemperatureForSnowHeight: false
  292.  
  293. # By Default, snow falls on the highest block only.
  294. # Setting this to true will cause snow to fall through leaves but leave a little snow on the way
  295. BetterSnowFall: false
  296.  
  297.  
  298. #######################################################################
  299. # +-----------------------------------------------------------------+ #
  300. # |                            Resources                            | #
  301. # +-----------------------------------------------------------------+ #
  302. #######################################################################
  303.  
  304. # Seed used for the resource generation. Can only be numeric. Set to 0 to use the world seed.
  305. ResourcesSeed: 0
  306.  
  307.  
  308. #######################################################################
  309. # +-----------------------------------------------------------------+ #
  310. # |                            Structures                           | #
  311. # +-----------------------------------------------------------------+ #
  312. #######################################################################
  313.  
  314. # Generate-structures in the server.properties file is ignored by Terrain Control. Use these settings instead.
  315.  
  316. ###############
  317. # Strongholds #
  318. ###############
  319.  
  320. # Set this to false to prevent the stronghold generator from doing anything.
  321. StrongholdsEnabled: true
  322.  
  323. # The number of strongholds in the world.
  324. StrongholdCount: 64
  325.  
  326. # How far strongholds are from the spawn and other strongholds (minimum is 1.0, default is 32.0).
  327. StrongholdDistance: 64.0
  328.  
  329. # How concentrated strongholds are around the spawn (minimum is 1, default is 3). Lower number, lower concentration.
  330. StrongholdSpread: 3
  331.  
  332. ############
  333. # Villages #
  334. ############
  335.  
  336. # Whether the villages are enabled or not.
  337. VillagesEnabled: false
  338.  
  339. # The size of the village. Larger is bigger. Normal worlds have 0 as default, superflat worlds 1.
  340. VillageSize: 10
  341.  
  342. # The minimum distance between the village centers in chunks. Minimum value is 9.
  343. VillageDistance: 64
  344.  
  345. ##################
  346. # Rare buildings #
  347. ##################
  348.  
  349. # Rare buildings are either desert pyramids, jungle temples or swamp huts.
  350. # Whether rare buildings are enabled.
  351. RareBuildingsEnabled: false
  352.  
  353. # The minimum distance between rare buildings in chunks.
  354. MinimumDistanceBetweenRareBuildings: 9
  355.  
  356. # The maximum distance between rare buildings in chunks.
  357. MaximumDistanceBetweenRareBuildings: 32
  358.  
  359. ############
  360. # Mansions #
  361. ############
  362.  
  363. # Woodland mansions are big houses inhabited by illagers that normally spawn in the roofed forest biome.
  364. # Whether mansions are enabled.
  365. MansionsEnabled: true
  366.  
  367. # The minimum distance between the origin of mansions in chunks. Note that mansions
  368. # may spawn a few chunks from their origin, so this value is not entirely accurate.
  369. MinimumDistanceBetweenMansions: 20
  370.  
  371. # The maximum distance between the origin of mansions in chunks.
  372. MaximumDistanceBetweenMansions: 80
  373.  
  374. ###################
  375. # Ocean monuments #
  376. ###################
  377.  
  378. # Whether ocean monuments are enabled.
  379. OceanMonumentsEnabled: true
  380.  
  381. # Ocean monuments are placed on the corners of a grid, with a random offset added to each corner.
  382. # The first variable is the size of the grid in chunks.
  383. # Setting this to 8 will give a grid with cells of 8x8 chunks.
  384. OceanMonumentGridSize: 32
  385.  
  386. # Random offset from each corner in chunks, on both the x and z axis.
  387. # May not be smaller than 0, and may not be larger than OceanMonumentGridSize.
  388. OceanMonumentRandomOffset: 26
  389.  
  390. ####################
  391. # Custom structues #
  392. ####################
  393.  
  394. # Maximum radius of custom structures in chunks. Custom structures are spawned by
  395. # the CustomStructure resource in the biome configuration files.
  396. MaximumCustomStructureRadius: 5
  397.  
  398. ####################
  399. # Other structures #
  400. ####################
  401.  
  402. MineshaftsEnabled: true
  403.  
  404. NetherFortressesEnabled: false
  405.  
  406.  
  407. #######################################################################
  408. # +-----------------------------------------------------------------+ #
  409. # |                         Visual settings                         | #
  410. # +-----------------------------------------------------------------+ #
  411. #######################################################################
  412.  
  413. # Warning: this section will work only for players with the single version of Terrain Control installed.
  414. # World fog color
  415. WorldFog: #C0D8FF
  416.  
  417. # World night fog color
  418. WorldNightFog: #0B0D17
  419.  
  420.  
  421. #######################################################################
  422. # +-----------------------------------------------------------------+ #
  423. # |                          Cave settings                          | #
  424. # +-----------------------------------------------------------------+ #
  425. #######################################################################
  426.  
  427. # This controls the odds that a given chunk will host a single cave and/or the start of a cave system.
  428. CaveRarity: 2
  429.  
  430. # The number of times the cave generation algorithm will attempt to create single caves and cave
  431. # systems in the given chunk. This value is larger because the likelihood for the cave generation
  432. # algorithm to bailout is fairly high and it is used in a randomizer that trends towards lower
  433. # random numbers. With an input of 40 (default) the randomizer will result in an average random
  434. # result of 5 to 6. This can be turned off by setting evenCaveDistribution (below) to true.
  435. CaveFrequency: 40
  436.  
  437. # Sets the minimum and maximum altitudes at which caves will be generated. These values are
  438. # used in a randomizer that trends towards lower numbers so that caves become more frequent
  439. # the closer you get to the bottom of the map. Setting even cave distribution (above) to true
  440. # will turn off this randomizer and use a flat random number generator that will create an even
  441. # density of caves at all altitudes.
  442. CaveMinAltitude: 8
  443.  
  444. CaveMaxAltitude: 67
  445.  
  446. # The odds that the cave generation algorithm will generate a single cavern without an accompanying
  447. # cave system. Note that whenever the algorithm generates an individual cave it will also attempt to
  448. # generate a pocket of cave systems in the vicinity (no guarantee of connection or that the cave system
  449. # will actually be created).
  450. IndividualCaveRarity: 25
  451.  
  452. # The number of times the algorithm will attempt to start a cave system in a given chunk per cycle of
  453. # the cave generation algorithm (see cave frequency setting above). Note that setting this value too
  454. # high with an accompanying high cave frequency value can cause extremely long world generation time.
  455. CaveSystemFrequency: 1
  456.  
  457. # This can be set to create an additional chance that a cave system pocket (a higher than normal
  458. # density of cave systems) being started in a given chunk. Normally, a cave pocket will only be
  459. # attempted if an individual cave is generated, but this will allow more cave pockets to be generated
  460. # in addition to the individual cave trigger.
  461. CaveSystemPocketChance: 0
  462.  
  463. # The minimum and maximum size that a cave system pocket can be. This modifies/overrides the
  464. # cave system frequency setting (above) when triggered.
  465. CaveSystemPocketMinSize: 0
  466.  
  467. CaveSystemPocketMaxSize: 3
  468.  
  469. # Setting this to true will turn off the randomizer for cave frequency (above). Do note that
  470. # if you turn this on you will probably want to adjust the cave frequency down to avoid long
  471. # load times at world creation.
  472. EvenCaveDistrubution: false
  473.  
  474.  
  475. #######################################################################
  476. # +-----------------------------------------------------------------+ #
  477. # |                         Ravine settings                         | #
  478. # +-----------------------------------------------------------------+ #
  479. #######################################################################
  480.  
  481. RavineRarity: 0
  482.  
  483. RavineMinAltitude: 14
  484.  
  485. RavineMaxAltitude: 53
  486.  
  487. RavineMinLength: 84
  488.  
  489. RavineMaxLength: 111
  490.  
  491. RavineDepth: 3.0
  492.  
  493.  
  494. #######################################################################
  495. # +-----------------------------------------------------------------+ #
  496. # |               Settings for BiomeMode:OldGenerator               | #
  497. # +-----------------------------------------------------------------+ #
  498. #######################################################################
  499.  
  500. # This generator works only with old terrain generator!
  501. OldBiomeSize: 1.5
  502.  
  503. MinMoisture: 0.0
  504.  
  505. MaxMoisture: 1.0
  506.  
  507. MinTemperature: 0.0
  508.  
  509. MaxTemperature: 1.0
RAW Paste Data
Top