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- #######################################################################
- # +-----------------------------------------------------------------+ #
- # | The modes | #
- # +-----------------------------------------------------------------+ #
- #######################################################################
- # What Terrain Control does with the config files.
- # Possible modes:
- # WriteAll - default
- # WriteWithoutComments - write config files without help comments
- # WriteDisable - doesn't write to the config files, it only reads. Doesn't auto-update the configs. Use with care!
- SettingsMode: WriteAll
- # Possible terrain modes:
- # Normal - use all features
- # TerrainTest - generate only terrain without any resources
- # NotGenerate - generate empty chunks
- # Default - use default terrain generator
- # OldGenerator - Minecraft Beta 1.7.3-like land generator
- TerrainMode: Normal
- # Possible biome modes:
- # Normal - use all features
- # FromImage - get biomes from image file
- # Default - use default Notch biome generator
- # For old maps two more modes are available:
- # BeforeGroups - Minecraft 1.0 - 1.6.4 biome generator, only supports the biome groups NormalBiomes and IceBiomes
- # OldGenerator - Minecraft Beta 1.7.3 biome generator
- BiomeMode: Normal
- #######################################################################
- # +-----------------------------------------------------------------+ #
- # | Custom biomes | #
- # +-----------------------------------------------------------------+ #
- #######################################################################
- # You need to register your custom biomes here. This setting will make Terrain Control
- # generate setting files for them. However, it won't place them in the world automatically.
- # See the settings for your BiomeMode below on how to add them to the world.
- # Syntax: CustomBiomes:BiomeName:id[,AnotherBiomeName:id[,...]]
- # Example: CustomBiomes:TestBiome1:30,BiomeTest2:31
- # This will add two biomes and generate the BiomeConfigs for them.
- # All changes here need a server restart.
- # Due to the way Mojang's loading code works, all biome ids need to be unique
- # on the server. If you don't do this, the client will display the biomes just fine,
- # but the server can think it is another biome with the same id. This will cause saplings,
- # snowfall and mobs to work as in the other biome.
- # The available ids range from 0 to 1023 and the ids 0-39 and 129-167 are taken by vanilla.
- # The ids 256-1023 cannot be saved to the map files, so use ReplaceToBiomeName in that biome.
- CustomBiomes: Flowerfield:61
- #######################################################################
- # +-----------------------------------------------------------------+ #
- # | Settings for BiomeMode: Normal | #
- # +-----------------------------------------------------------------+ #
- #######################################################################
- # Also applies if you are using BiomeMode: FromImage with ImageMode: ContinueNormal, or
- # if you are using BiomeMode: BeforeGroups
- # Important value for generation. Bigger values appear to zoom out. All 'Sizes' must be smaller than this.
- # Large %/total area biomes (Continents) must be set small, (limit=0)
- # Small %/total area biomes (Oasis,Mountain Peaks) must be larger (limit=GenerationDepth)
- # This could also represent "Total number of biome sizes"
- # Small values (about 1-2) and Large values (about 20) may affect generator performance.
- GenerationDepth: 12
- # Max biome rarity from 1 to infinity. By default this is 100, but you can raise it for
- # fine-grained control, or to create biomes with a chance of occurring smaller than 1/100.
- BiomeRarityScale: 100
- ################
- # Biome Groups #
- ################
- # Minecraft groups similar biomes together, so that they spawn next to each other.
- # Syntax: BiomeGroup(Name, Size, Rarity, BiomeName[, AnotherName[, ...]])
- # Name - just for clarity, choose something descriptive
- # Size - layer to generate on, from 0 to GenerationDepth. All biomes in the group must have a BiomeSize
- # larger than or equal to this value.
- # Rarity - relative spawn chances.
- # BiomeName... - names of the biome that spawn in the group. Case sensitive.
- # Note: if you're using BiomeMode: BeforeGroups, only the biome names of the groups named NormalBiomes
- # and IceBiomes and the size and rarity of the group named IceBiomes will be used. Other groups are
- # ignored. The size and rarity of the NormalBiomes group is ignored as well, use LandSize and
- # LandRarity instead.
- BiomeGroup(NormalBiomes, 0, 97, Forest, Roofed Forest, Extreme Hills, Plains, Birch Forest, Swampland, Flower Forest, Roofed Forest M, Extreme Hills+, Sunflower Plains, Birch Forest M, Swampland M, Flowerfield)
- BiomeGroup(IceBiomes, 3, 90, Ice Plains, Cold Taiga, Ice Plains Spikes, Cold Taiga M)
- BiomeGroup(HotBiomes, 0, 97, Desert, Savanna, Plains, Desert M, Savanna M, Sunflower Plains)
- BiomeGroup(ColdBiomes, 0, 97, Forest, Extreme Hills, Taiga, Plains, Flower Forest, Extreme Hills+, Taiga M, Sunflower Plains)
- BiomeGroup(MesaBiomes, 1, 40, Mesa)
- BiomeGroup(JungleBiomes, 1, 40, Jungle, Jungle M)
- BiomeGroup(Mega TaigaBiomes, 1, 40, Mega Taiga, Mega Spruce Taiga)
- ###############
- # Biome lists #
- ###############
- # Don't forget to register your custom biomes first in CustomBiomes!
- # Biomes used as isles in other biomes. You must set IsleInBiome in biome config for each biome here. Biome name is case sensitive.
- IsleBiomes: Deep Ocean, MushroomIsland, Ice Mountains, DesertHills, ForestHills, Forest, TaigaHills, JungleHills, Cold Taiga Hills, Birch Forest Hills, Extreme Hills+, Mesa Plateau, Mesa Plateau F, Mesa Plateau M, Mesa Plateau F M, Mesa (Bryce), Mega Taiga Hills, Mega Spruce Taiga Hills
- # Biomes used as borders of other biomes. You must set BiomeIsBorder in biome config for each biome here. Biome name is case sensitive.
- BorderBiomes: MushroomIslandShore, Beach, Extreme Hills Edge, Desert, Taiga
- ########################################
- # Landmass settings (for NormalBiomes) #
- ########################################
- # Land rarity from 100 to 1. If you set smaller than 90 and LandSize near 0 beware Big oceans.
- LandRarity: 97
- # Land size from 0 to GenerationDepth. Biome groups are placed on this.
- LandSize: 0
- # Make land more fuzzy and make lakes. Must be from 0 to GenerationDepth - LandSize
- LandFuzzy: 6
- #####################
- # Ice area settings #
- #####################
- # Set this to false to stop the ocean from freezing near when an "ice area" intersects with an ocean.
- FrozenOcean: true
- # This is the biome temperature when water freezes if "FrozenOcean" is set to true.
- # This used to be the case for all biomes in the "IceBiomes" list. Default: 0.15; Min: 0.0; Max: 2.0
- # Temperature Reference from Vanilla: <0.15 for snow, 0.15 - 0.95 for rain, or >1.0 for dry
- OceanFreezingTemperature: 0.15
- # If the average of all biome temperatures in a biome group is less than "OceanFreezingTemperature", then:
- # - When this setting is true, all biomes in the group will have frozen oceans
- # - When this setting is false, only biomes with a temperature below "OceanFreezingTemperature" will have frozen oceans
- # Default: false
- FreezeAllBiomesInColdGroup: false
- ##########
- # Rivers #
- ##########
- # River rarity. Must be from 0 to GenerationDepth.
- RiverRarity: 4
- # River size from 0 to GenerationDepth - RiverRarity
- RiverSize: 0
- # Set this to false to prevent the river generator from doing anything.
- RiversEnabled: true
- # When this is set to false, the standard river generator of Minecraft will be used.
- # This means that a technical biome, determined by the RiverBiome setting of the biome
- # the river is flowing through, will be used to generate the river.
- # When enabled, the rivers won't use a technical biome in your world anymore, instead
- # you can control them using the river settings in the BiomeConfigs.
- ImprovedRivers: false
- # When set to true the rivers will no longer follow biome border most of the time.
- RandomRivers: false
- #######################################################################
- # +-----------------------------------------------------------------+ #
- # | Settings for BiomeMode:FromImage | #
- # +-----------------------------------------------------------------+ #
- #######################################################################
- # Possible modes when generator outside image boundaries: Repeat, ContinueNormal, FillEmpty
- # Repeat - repeat image
- # Mirror - advanced repeat image mode
- # ContinueNormal - continue normal generation
- # FillEmpty - fill by biome in "ImageFillBiome settings"
- ImageMode: Mirror
- # Source png file for FromImage biome mode.
- ImageFile: map.png
- # Where the png's north is oriented? Possible values: North, East, South, West
- # North - the top of your picture if north (no any rotation)
- # West - previous behavior (you should rotate png CCW manually)
- # East - png should be rotated CW manually
- # South - rotate png 180 degrees before generating world
- ImageOrientation: West
- # Biome name for fill outside image boundaries with FillEmpty mode.
- ImageFillBiome: Ocean
- # Shifts map position from x=0 and z=0 coordinates.
- ImageXOffset: 0
- ImageZOffset: 0
- #######################################################################
- # +-----------------------------------------------------------------+ #
- # | Terrain height and volatility | #
- # +-----------------------------------------------------------------+ #
- #######################################################################
- # Scales the height of the world. Adding 1 to this doubles the
- # height of the terrain, substracting 1 to this halves the height
- # of the terrain. Values must be between 5 and 8, inclusive.
- WorldHeightScaleBits: 7
- # Height cap of the base terrain. Setting this to 7 makes no terrain
- # generate above y = 2 ^ 7 = 128. Doesn't affect resources (trees, objects, etc.).
- # Values must be between 5 and 8, inclusive. Values may not be lower
- # than WorldHeightScaleBits.
- WorldHeightCapBits: 8
- # Can increase (values greater than 0) or decrease (values less than 0) how much the landscape is fractured horizontally.
- FractureHorizontal: 0.0
- # Can increase (values greater than 0) or decrease (values less than 0) how much the landscape is fractured vertically.
- # Positive values will lead to large cliffs/overhangs, floating islands, and/or a cavern world depending on other settings.
- FractureVertical: 0.0
- #######################################################################
- # +-----------------------------------------------------------------+ #
- # | Blocks | #
- # +-----------------------------------------------------------------+ #
- #######################################################################
- # Attempts to replace all surface stone with biome surface block.
- RemoveSurfaceStone: false
- # Disable bottom of map bedrock generation. Doesn't affect bedrock on the ceiling of the map.
- DisableBedrock: false
- # Enable ceiling of map bedrock generation.
- CeilingBedrock: false
- # Make layer of bedrock flat.
- FlatBedrock: false
- # Block used as bedrock.
- BedrockobBlock: BEDROCK
- # Set this to false to disable the bounds check during chunk population.
- # While this allows you to spawn larger objects, it also makes terrain generation
- # dependant on the direction you explored the world in.
- PopulationBoundsCheck: true
- #################
- # Water and ice #
- #################
- # Set water level. Every empty block under this level will be fill water or another block from WaterBlock
- WaterLevelMax: 63
- WaterLevelMin: 0
- # Block used as water in WaterLevel.
- WaterBlock: STATIONARY_WATER
- # Block used as ice.
- IceBlock: ICE
- # Seed used for the resource generation. Can only be numeric. Set to 0 to use the world seed.
- ResourcesSeed: 0
- #######################################################################
- # +-----------------------------------------------------------------+ #
- # | Structures | #
- # +-----------------------------------------------------------------+ #
- #######################################################################
- # Generate-structures in the server.properties file is ignored by Terrain Control. Use these settings instead.
- ###############
- # Strongholds #
- ###############
- # Set this to false to prevent the stronghold generator from doing anything.
- StrongholdsEnabled: true
- # The number of strongholds in the world.
- StrongholdCount: 3
- # How far strongholds are from the spawn and other strongholds (minimum is 1.0, default is 32.0).
- StrongholdDistance: 32.0
- # How concentrated strongholds are around the spawn (minimum is 1, default is 3). Lower number, lower concentration.
- StrongholdSpread: 3
- ############
- # Villages #
- ############
- # Whether the villages are enabled or not.
- VillagesEnabled: true
- # The size of the village. Larger is bigger. Normal worlds have 0 as default, superflat worlds 1.
- VillageSize: 0
- # The minimum distance between the village centers in chunks. Minimum value is 9.
- VillageDistance: 32
- ##################
- # Rare buildings #
- ##################
- # Rare buildings are either desert pyramids, jungle temples or swamp huts.
- # Whether rare buildings are enabled.
- RareBuildingsEnabled: true
- # The minimum distance between rare buildings in chunks.
- MinimumDistanceBetweenRareBuildings: 9
- # The maximum distance between rare buildings in chunks.
- MaximumDistanceBetweenRareBuildings: 32
- ###################
- # Ocean monuments #
- ###################
- # Whether ocean monuments are enabled.
- OceanMonumentsEnabled: true
- # Ocean monuments are placed on the corners of a grid, with a random offset added to each corner.
- # The first variable is the size of the grid in chunks.
- # Setting this to 8 will give a grid with cells of 8x8 chunks.
- OceanMonumentGridSize: 32
- # Random offset from each corner in chunks, on both the x and z axis.
- # May not be smaller than 0, and may not be larger than OceanMonumentGridSize.
- OceanMonumentRandomOffset: 26
- ####################
- # Custom structues #
- ####################
- # Maximum radius of custom structures in chunks. Custom structures are spawned by
- # the CustomStructure resource in the biome configuration files.
- MaximumCustomStructureRadius: 5
- ####################
- # Other structures #
- ####################
- MineshaftsEnabled: true
- NetherFortressesEnabled: false
- #######################################################################
- # +-----------------------------------------------------------------+ #
- # | Visual settings | #
- # +-----------------------------------------------------------------+ #
- #######################################################################
- # Warning this section will work only for players with the single version of Terrain Control installed.
- # World fog color
- WorldFog: #C0D8FF
- # World night fog color
- WorldNightFog: #0B0D17
- #######################################################################
- # +-----------------------------------------------------------------+ #
- # | Cave settings | #
- # +-----------------------------------------------------------------+ #
- #######################################################################
- # This controls the odds that a given chunk will host a single cave and/or the start of a cave system.
- CaveRarity: 7
- # The number of times the cave generation algorithm will attempt to create single caves and cave
- # systems in the given chunk. This value is larger because the likelihood for the cave generation
- # algorithm to bailout is fairly high and it is used in a randomizer that trends towards lower
- # random numbers. With an input of 40 (default) the randomizer will result in an average random
- # result of 5 to 6. This can be turned off by setting evenCaveDistribution (below) to true.
- CaveFrequency: 40
- # Sets the minimum and maximum altitudes at which caves will be generated. These values are
- # used in a randomizer that trends towards lower numbers so that caves become more frequent
- # the closer you get to the bottom of the map. Setting even cave distribution (above) to true
- # will turn off this randomizer and use a flat random number generator that will create an even
- # density of caves at all altitudes.
- CaveMinAltitude: 8
- CaveMaxAltitude: 128
- # The odds that the cave generation algorithm will generate a single cavern without an accompanying
- # cave system. Note that whenever the algorithm generates an individual cave it will also attempt to
- # generate a pocket of cave systems in the vicinity (no guarantee of connection or that the cave system
- # will actually be created).
- IndividualCaveRarity: 25
- # The number of times the algorithm will attempt to start a cave system in a given chunk per cycle of
- # the cave generation algorithm (see cave frequency setting above). Note that setting this value too
- # high with an accompanying high cave frequency value can cause extremely long world generation time.
- CaveSystemFrequency: 1
- # This can be set to create an additional chance that a cave system pocket (a higher than normal
- # density of cave systems) being started in a given chunk. Normally, a cave pocket will only be
- # attempted if an individual cave is generated, but this will allow more cave pockets to be generated
- # in addition to the individual cave trigger.
- CaveSystemPocketChance: 0
- # The minimum and maximum size that a cave system pocket can be. This modifies/overrides the
- # cave system frequency setting (above) when triggered.
- CaveSystemPocketMinSize: 0
- CaveSystemPocketMaxSize: 4
- # Setting this to true will turn off the randomizer for cave frequency (above). Do note that
- # if you turn this on you will probably want to adjust the cave frequency down to avoid long
- # load times at world creation.
- EvenCaveDistrubution: false
- #######################################################################
- # +-----------------------------------------------------------------+ #
- # | Canyon settings | #
- # +-----------------------------------------------------------------+ #
- #######################################################################
- CanyonRarity: 2
- CanyonMinAltitude: 20
- CanyonMaxAltitude: 68
- CanyonMinLength: 84
- CanyonMaxLength: 112
- CanyonDepth: 3.0
- #######################################################################
- # +-----------------------------------------------------------------+ #
- # | Settings for BiomeMode:OldGenerator | #
- # +-----------------------------------------------------------------+ #
- #######################################################################
- # This generator works only with old terrain generator!
- OldBiomeSize: 1.5
- MinMoisture: 0.0
- MaxMoisture: 0.0
- MinTemperature: 0.0
- MaxTemperature: 0.0
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