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- #######################################################################
- # +-----------------------------------------------------------------+ #
- # | Resource queue | #
- # +-----------------------------------------------------------------+ #
- #######################################################################
- # This section control all resources spawning after terrain generation.
- # The resources will be placed in this order.
- # Keep in mind that a high size, frequency or rarity might slow down terrain generation.
- # Possible resources:
- # DoResourceInheritance(true|false)
- # SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude)
- # Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude)
- # UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude)
- # Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
- # UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
- # CustomObject(Object[,AnotherObject[,...]])
- # CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]])
- # SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]
- # Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....])
- # Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
- # Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
- # Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
- # Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
- # Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
- # AboveWaterRes(BlockName,Frequency,Rarity)
- # Vines(Frequency,Rarity,MinAltitude,MaxAltitude)
- # Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
- # Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
- # Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]
- # IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...])
- # BlockName: must be the name of a block. May include block data, like "WOOL:1".
- # BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All".
- # Frequency: number of attempts to place this resource in each chunk.
- # Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass.
- # MinAltitude and MaxAltitude: height limits.
- # BlockSource: mean where or whereupon resource will be placed
- # TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree -
- # HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom -
- # Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 -
- # JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree)
- # DarkOak (from the roofed forest biome) - Acacia
- # You can also use your own custom objects, as long as they have set Tree to true in their settings.
- # TreeTypeChance: similar to Rarity. Example:
- # Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance),
- # if that fails, it attempts to place Taiga2 (100% chance).
- # PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip
- # or simply a BlockName
- # IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike
- # Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can
- # also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn
- # one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have
- # this biome in their spawnInBiome setting.
- # Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot.
- # Liquid resource: a one-block water or lava source
- # SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks
- # Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1).
- # CustomStructure resource: starts a BO3 structure in the chunk.
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