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WorldConfig.ini

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