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# ----------------------------------------------------------- # # ########################################################### # # ### Vanilla.cave Info ### # # ########################################################### # # This file contains all of the default values used by each # # preset. Any value that gets removed will default to its # # original counterpart here. # # ########################################################### # # ### Preset Format Info ### # # ########################################################### # # The format used by these presets is known as Hjson, a # # less picky and more readable counterpart to normal JSON. It # # accepts various comment styles, allows trailing commas in # # arrays, does not require commas in objects when elements # # are placed on new lines, and has other features that should # # prevent crashes related to syntax errors. You can view # # hjson.org for more info on using it. # # These presets have been extended with ".cave" by default # # so as to more clearly indicate their purpose; however, # # ".json" and ".hjson" are also accepted by the mod. # # ########################################################### # # ### Cat Language Cheat Sheet ### # # ########################################################### # # These are some of the keywords that get reused throughout # # the preset: # # * factor: Multiplies a value. # # * chance: 0.0-100.0% probability. # # * inverseChance: 1 / X chance. # # * frequency: Relative # of tries. # # ########################################################### # # ### Noise Blocks ### # # ########################################################### # # Noise blocks are also common. Here's an overview of what # # each value does: # # # Used anywhere that only produces values relative to # # # each (x, z) coordinate. What this will do is either # # # determine the minimum or maximum height of a block or # # # determine whether a particular horizontal space is # # # acceptable for decoration based on a threshold which # # # is calculated from `scale`. # # noise2D { # # # Limits the range of acceptable values. In a sense, # # # this effectively increases or decreases the width # # # of each peak of values generated. In most cases # # # throughout this mod, changing the scale in a noise # # # block alters the size of each area that gets # # # decorated. # # scale: floating point value # # # Alters the distance between peaks of values. # # frequency: floating point value # # # The maximum possible value produced by this # # # generator. # # minVal: integer # # # The maximum possible value produced by this # # # generator. # # maxVal: integer # # } # # # Used anywhere that produces values relative to each # # # (x, y, z) coordinate. What this will do is produce # # # 3-dimensional clusters of space. Just because one # # # particular y-coordinate is valid does not imply that # # # everything below it is also valid, as would be the # # # case with 2D noise. # # noise3D { # # # See scale above. # # scale: floating point value # # # See frequency above. # # frequency: floating point value # # # Stretches and skews the scale on the vertical axis. # # # Literally means that clusters generated will be # # # either shorter or taller. # # scaleY: floating point value # # # The number of generation passes. This effectively # # # increases the resolution of clusters (makes them # # # *less* smooth) at the cost of performance. # # octaves: integer value # # # The type of noise to be used by this generator. # # # Possible values include: Value, ValueFractal, # # # Perlin, PerlinFractal, Simplex, SimplexFractal, # # # Cellular, WhiteNoise, Cubic, and CubicFractal. # # # Not case sensitive. # # type: NoiseType value; from string # # # Determines how this noise will be fractalized, when # # # applicable. # # # Possible values include: FBM, Billow, and # # # RigidMulti. # # # Not case sensitive. # # fractal: FractalType value; from string # # # To-do: Include additional FastNoise parameters. # # } # # ----------------------------------------------------------- # { # Whether the preset is enabled globally. enabled: true # A list of biomes for tunnels, rooms, ravines, and most # (but not all) decorations to be restricted to. biomes: { # A list of registry names. names: [ ] # A list of biome IDs. IDs: [ ] # A list of Biome types. types: [ ] } useBiomeBlacklist: false # A list of dimension IDs for all features to be # restricted to. dimensions: [ ] useDimensionBlacklist: false # A list of blocks that can be replaced by this generator. # Bear in mind that very little world decoration has # occurred by the time this generator will run. This means # that almost nothing more than stone, dirt, and water # exist in the world at this point. Use this if you have # any other mods that might be adding blocks early on, or # if any other preset is placing blocks that this generator # should also be able to dig through. replaceableBlocks: [ "stone", "dirt" ] # Setting this field to true will automatically add all # WallDecorators, StoneClusters, etc. to the replaceableBlocks # list. These blocks usually should be added because # multiple tunnel sections can overlap after decorators have # been placed, resulting in unwanted, floating decorators. replaceDecorators: true # A collection of blocks that will be used instead of air # at various height levels. Supports random and even # noise-based placement. caveBlocks: [ # Imitates the normal lava placement behavior. { # There are more parameters. See # underground_forest.cave for more info. states: [ "lava" ] # Maximum height bounds. maxHeight: 10 } /* Defaults values; these do not spawn by default. { A comma might be missing, if this were here. states: [] chance: 100.0 minHeight: 0 maxHeight: 50 # This is a standard noise3D object. While it is more to # write, the fact that these are everywhere helps you # know that they're all the same. noise3D: { # 0.0 - 1.0 scale. scale: 0.1 frequency: 50.00 scaleY: 1.0 # Number of generation passes. Increases # resolution at the cost of performance. ocaves: 1 } } */ ] # Used for decorating walls with various blocks. Supports # random and noise-based placement. Needs more documentation. wallDecorators: [ /* { states: [ "stone:5", "gravel" ] chance: 5.0 minHeight: 0 maxHeight: 64 directions: [ "side", "down" ] matchers: [ "stone" ] preference: replace_match } */ ] # Single, crcular spaces found near the center of cave # systems. rooms: { # The radius in blocks. scale: 6 # Vertical height multiple of scale. scaleY: 0.5 } tunnels: { # The average number of tunnel systems to try and # spawn per chunk. frequency: 15 # Mininum starting height. minHeight: 8 # Maximum starting height. maxHeight: 128 # The length in blocks of this tunnel. A value of 0 # produces between 132-176. distance: 0 # The 1 / X chance chance that multiple tunnels will # be spawned at each origin, instead of just one. spawnInSystemInverseChance: 4 # The 1 / X chance that any origin will be skipped. # This has an effect of spawning each system in # isolated groups vs. everywhere. spawnIsolatedInverseChance: 7 # Whether the preset is enabled globally. noiseYReduction: true # Whether the preset is enabled globally. resizeBranches: true # These values alter how much the horizontal angle # of each tunnel can change between segments. twistXZ: { # angle = angle^x exponent: 1 # angle = angle * x factor: 0.75 # angle = angle + (randomValue * x) randFactor: 4 # angle first gets changed by x. startVal: 0 } # These values alter how much the vertical angle # of each tunnel can change between segments. twistY: { exponent: 1 factor: 0.9 randFactor: 2 startVal: 0 } # These values alter the radius in blocks of each # tunnel. scale: { exponent: 1 factor: 1 randFactor: 0 startVal: 0 # startingValue = startingValue + (randomValue * x). startValRandFactor: 1 } # scaleY is a multiple of scale on the vertical axis. # If scale == 6 and scaleY == 0.5, the height becomes 3. # These values alter scaleY between tunnel segments. scaleY: { exponent: 1 factor: 1 randFactor: 0 startVal: 1 } # The horizontal angle in radians. angleXZ: { startVal: 0 startValRandFactor: 1 } # The vertical angle in radians. angleY: { startVal: 0 startValRandFactor: 0.25 } } # Ravines are like tunnels, but with random variations in # horizontal scale. You could theoretically use this as # your main tunnels, if you're using multiple presets. ravines: { # The 1 / X chance for this ravine to start in any # given chunk. inverseChance: 50 minHeight: 20 maxHeight: 40 distance: 0 twistXZ: { exponent: 1 factor: 0.5 randFactor: 4 startVal: 0 } twistY: { exponent: 1 factor: 0.8 randFactor: 2 startVal: 0 } scale: { exponent: 1 factor: 1 randFactor: 0 startVal: 0 startValRandFactor: 2 } scaleY: { exponent: 1 factor: 1 randFactor: 0 # This is essentially the second most important # variable accounting for the look of ravines. startVal: 3 } angleXZ: { startVal: 0 startValRandFactor: 1 } angleY: { startVal: 0 startValRandFactor: 0.25 } # Similar to noiseYReduction, but not as random. noiseYFactor: 0.7 # Contains an optional noise2D block used to change # the look of ravine walls. Placing / uncommenting # this block will completely override the vanilla # ravine wall generation features, producing # smoother, more organic surfaces. wallNoise: { /* noise2D { # Scale is ignored in this context. scale: 0.5 frequency: 0.1 minVal: 0 maxVal: 4 } */ } } # See caverns.json for another example of caverns. These # are the default values. caverns: { enabled: true minHeight: 10 maxHeight: 50 # Optional 3D noise block for the main cavern shapes. noise3D: { # This does refer to noise frequency, but its use in # the case of caverns has the opposite effect. Higher # values mean less frequent pockets of air. frequency: 0.0143 # scale for noise-based objects is from 0-1. scale: 0.2 scaleY: 0.5 # The number of passes. Increases resolution at the # cost of performance. octaves: 1 type: SimplexFractal fractal: FBM } # Optional 2D noise block for the cavern ceiling. # The value produced by ceilNoise is added to the terrain # height at any given coordinate. In order to stop caverns # from punching holes through the surface, use negative # values only. ceiling: { noise2D: { # No effect in this context. scale: 0.5 frequency: 0.02 minVal: -17 maxVal: -3 } } # Optional 2d noise block for the cavern floor. floor: { noise2D: { # No effect in this context. scale: 0.5 frequency: 0.02 minVal: 0 maxVal: 8 } } } # See stone_layers.cave for an example of stoneLayers. These are # just the default values, so you only need to specify the state # and maxHeight. stoneLayers: [ /* { Default values; these don't spawn by default. state: null # This is necessary because multiple layers ideally # should not spawn at the exact same height. maxHeight: 0 # Optional 2D noise block. noise2D: { scale: 0.5 # The distance between this layer's peaks. frequency: 0.015 # How many blocks down this layer can vary. minVal: -7 # How many blocks up this layer can vary. maxVal: 7 } } */ ] # See stone_clusters.cave for an example of stoneClusters. stoneClusters: [ /* { Default values; these don't spawn by default. # A list of blocks to spawn under these conditions. states: [] # The 0 - 1 spawn frequency. frequency: 0.15 # The radius of this cluster on the x-axis. radiusX: 16 radiusY: 12 radiusZ: 16 radiusVariance: 6 startingHeight: 32 heightVariance: 16 } */ ] # See stalagmites_large.cave for an example of largeStalactites # and largeStalagmites. These are just the default values, so # you only need to specify the states. largeStalactites: [ /* { Default values; these don't spawn by default. state: null # The maximum number of blocks this structure can be. maxLength: 3 chance: 16.7 minHeight: 11 maxHeight: 55 matchers: [] # Optional noise block. Will perform better without. noise2D: { scale: 0.425 frequency: 40.0 # Not used at all in this context. Can be omitted. # -1 is effectively the default. minVal: -1 # Not used at all in this context. Can be omitted. # -1 is effectively the default. maxVal: 1 } } */ ] # Same as largeStalactites. Spawns from the floor instead of # the ceiling. largeStalagmites: [ ] # See underground_forest.cave for an example of giantPillars. # These are the defaults. You just need to specify a state. giantPillars: [ /* { Default values; these don't spawn by default. # This block makes up the body of the pillar. state: null # This may not be null if it does exist, but it can be # left out. If the field is not present, no stairs will # spawn. stairBlock: null # Number of spawn tries per chunk. frequency: 15 minHeight: 10 maxHeight: 50 minLength: 4 maxLength: 12 } */ ] # Structures are ideal for small decorations. Larger decorations # (16x16)+ will cause cascading generation lag and should be # handled by another mod, such as recurrent complex or OTG. # Structures will be centered around X and Z, but not Y. Most of # this information can be left out. See underground_forest.cave # for a better example. These are just the default values. structures: [ /* { Default values; no structures spawn by default. # name refers to a resource location or file name. # It may not be null. name: null # The 0-1 ratio of blocks to be retained when spawning. integrity: 1.0 # X, Y, Z spawn offset. offset: [0, 0, 0] # Number of tries per chunk. Should be low. frequency: 1 # The percent chance any try will succeed. chance: 0.05 minHeight: 10 maxHeight: 50 # Any relative coordinates that must be non-solid. # Example: # airMatchers: [ # [0, 1, 0], # [0, 3, 0] # ] airMatchers: [] solidMatchers: [] # Whether to log the coordinates every time this structure # spawns. debugSpawns: false rotateRandomly: false } */ ] }
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