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