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previously working look at normal settings

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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: WriteAll, WriteWithoutComments, WriteDisable
  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: Normal, OldGenerator, TerrainTest, NotGenerate, Default
  16. #    Normal - use all features
  17. #    OldGenerator - generate land like Beta 1.7.3 generator
  18. #    TerrainTest - generate only terrain without any resources
  19. #    NotGenerate - generate empty chunks
  20. #    Default - use default terrain generator
  21. TerrainMode: Normal
  22.  
  23. # Possible biome modes: Normal, OldGenerator, Default
  24. #    Normal - use all features
  25. #    FromImage - get biomes from image file
  26. #    OldGenerator - generate biome like the Beta 1.7.3 generator
  27. #    Default - use default Notch biome generator
  28. BiomeMode: Normal
  29.  
  30.  
  31. #######################################################################
  32. # +-----------------------------------------------------------------+ #
  33. # |                          Custom biomes                          | #
  34. # +-----------------------------------------------------------------+ #
  35. #######################################################################
  36.  
  37. # You need to register your custom biomes here. This setting will make Terrain Control
  38. # generate setting files for them. However, it won't place them in the world automatically.
  39. # See the settings for your BiomeMode below on how to add them to the world.
  40.  
  41. # Syntax: CustomBiomes:BiomeName:id[,AnotherBiomeName:id[,...]]
  42. # Example: CustomBiomes:TestBiome1:30,BiomeTest2:31
  43. # This will add two biomes and generate the BiomeConfigs for them.
  44. # All changes here need a server restart.
  45.  
  46. # Due to the way Mojang's loading code works, all biome ids need to be unique
  47. # on the server. If you don't do this, the client will display the biomes just fine,
  48. # but the server can think it is another biome with the same id. This will cause saplings,
  49. # snowfall and mobs to work as in the other biome.
  50.  
  51. # The available ids range from 0 to 1023 and the ids 0-39 and 129-167 are taken by vanilla.
  52. # The ids 256-1023 cannot be saved to the map files, so use ReplaceToBiomeName in that biome.
  53. 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
  54.  
  55.  
  56. #######################################################################
  57. # +-----------------------------------------------------------------+ #
  58. # |                  Settings for BiomeMode:Normal                  | #
  59. # +-----------------------------------------------------------------+ #
  60. #######################################################################
  61.  
  62. # Also applies if you are using BiomeMode:FromImage and ImageMode:ContinueNormal.
  63. # Important value for generation. Bigger values appear to zoom out. All 'Sizes' must be smaller than this.
  64. # Large %/total area biomes (Continents) must be set small, (limit=0)
  65. # Small %/total area biomes (Oasis,Mountain Peaks) must be larger (limit=GenerationDepth)
  66. # This could also represent "Total number of biome sizes"
  67. # Small values (about 1-2) and Large values (about 20) may affect generator performance.
  68. GenerationDepth: 10
  69.  
  70. # Max biome rarity from 1 to infinity. By default this is 100, but you can raise it for
  71. # fine-grained control, or to create biomes with a chance of occurring smaller than 1/100.
  72. BiomeRarityScale: 100
  73.  
  74. ###############
  75. # Biome lists #
  76. ###############
  77.  
  78. # Don't forget to register your custom biomes first in CustomBiomes!
  79. # Biomes generated normal way. Names are case sensitive.
  80. NormalBiomes:
  81.  
  82. # Biomes generated in "ice areas". Names are case sensitive.
  83. IceBiomes:
  84.  
  85. # Biomes used as isles in other biomes. You must set IsleInBiome in biome config for each biome here. Biome name is case sensitive.
  86. IsleBiomes: Deep Ocean,TemperateMeadow
  87.  
  88. # Biomes used as borders of other biomes. You must set BiomeIsBorder in biome config for each biome here. Biome name is case sensitive.
  89. BorderBiomes: Beach
  90.  
  91. ########################################
  92. # Landmass settings (for NormalBiomes) #
  93. ########################################
  94.  
  95. # Land rarity from 100 to 1. If you set smaller than 90 and LandSize near 0 beware Big oceans.
  96. LandRarity: 98
  97.  
  98. # Land size from 0 to GenerationDepth.
  99. LandSize: 0
  100.  
  101. # Make land more fuzzy and make lakes. Must be from 0 to GenerationDepth - LandSize
  102. LandFuzzy: 4
  103.  
  104. #####################################
  105. # Ice area settings (for IceBiomes) #
  106. #####################################
  107.  
  108. # Rarity of the "ice areas" from 100 to 1. 100 = ice world, 1 = no IceBiomes
  109. IceRarity: 90
  110.  
  111. # Ice area size from 0 to GenerationDepth.
  112. IceSize: 1
  113.  
  114. # Set this to false to stop the ocean from freezing near when an "ice area" intersects with an ocean.
  115. FrozenOcean: false
  116.  
  117. ##########
  118. # Rivers #
  119. ##########
  120.  
  121. # River rarity. Must be from 0 to GenerationDepth.
  122. RiverRarity: 3
  123.  
  124. # River size from 0 to GenerationDepth - RiverRarity
  125. RiverSize: 2
  126.  
  127. # Set this to false to prevent the river generator from doing anything.
  128. RiversEnabled: true
  129.  
  130. # When this is set to false, the standard river generator of Minecraft will be used.
  131. # This means that a technical biome, determined by the RiverBiome setting of the biome
  132. # the river is flowing through, will be used to generate the river.
  133.  
  134. # When enabled, the rivers won't use a technical biome in your world anymore, instead
  135. # you can control them using the river settings in the BiomeConfigs.
  136. ImprovedRivers: false
  137.  
  138. # When set to true the rivers will no longer follow biome border most of the time.
  139. RandomRivers: true
  140.  
  141.  
  142. #######################################################################
  143. # +-----------------------------------------------------------------+ #
  144. # |                 Settings for BiomeMode:FromImage                | #
  145. # +-----------------------------------------------------------------+ #
  146. #######################################################################
  147.  
  148. # Possible modes when generator outside image boundaries: Repeat, ContinueNormal, FillEmpty
  149. #    Repeat - repeat image
  150. #    Mirror - advanced repeat image mode
  151. #    ContinueNormal - continue normal generation
  152. #    FillEmpty - fill by biome in "ImageFillBiome settings"
  153. ImageMode: Repeat
  154.  
  155. # Source png file for FromImage biome mode.
  156. ImageFile: map.png
  157.  
  158. # Where the png's north is oriented? Possible values: North, East, South, West
  159. #    North - the top of your picture if north (no any rotation)
  160. #    West - previous behavior (you should rotate png CCW manually)
  161. #    East - png should be rotated CW manually
  162. #    South - rotate png 180 degrees before generating world
  163. ImageOrientation: West
  164.  
  165. # Biome name for fill outside image boundaries with FillEmpty mode.
  166. ImageFillBiome: Ocean
  167.  
  168. # Shifts map position from x=0 and z=0 coordinates.
  169. ImageXOffset: 0
  170.  
  171. ImageZOffset: 0
  172.  
  173.  
  174. #######################################################################
  175. # +-----------------------------------------------------------------+ #
  176. # |                  Terrain height and volatility                  | #
  177. # +-----------------------------------------------------------------+ #
  178. #######################################################################
  179.  
  180. # Scales the height of the world. Adding 1 to this doubles the
  181. # height of the terrain, substracting 1 to this halves the height
  182. # of the terrain. Values must be between 5 and 8, inclusive.
  183. WorldHeightScaleBits: 7
  184.  
  185. # Height cap of the base terrain. Setting this to 7 makes no terrain
  186. # generate above y = 2 ^ 7 = 128. Doesn't affect resources (trees, objects, etc.).
  187. # Values must be between 5 and 8, inclusive. Values may not be lower
  188. # than WorldHeightScaleBits.
  189. WorldHeightCapBits: 8
  190.  
  191. # Can increase (values greater than 0) or decrease (values less than 0) how much the landscape is fractured horizontally.
  192. FractureHorizontal: -6.0
  193.  
  194. # Can increase (values greater than 0) or decrease (values less than 0) how much the landscape is fractured vertically.
  195. # Positive values will lead to large cliffs/overhangs, floating islands, and/or a cavern world depending on other settings.
  196. FractureVertical: 0.0
  197.  
  198.  
  199. #######################################################################
  200. # +-----------------------------------------------------------------+ #
  201. # |                              Blocks                             | #
  202. # +-----------------------------------------------------------------+ #
  203. #######################################################################
  204.  
  205. # Attempts to replace all surface stone with biome surface block
  206. RemoveSurfaceStone: true
  207.  
  208. # Disable bottom of map bedrock generation
  209. DisableBedrock: false
  210.  
  211. # Enable ceiling of map bedrock generation
  212. CeilingBedrock: false
  213.  
  214. # Make bottom layer of bedrock flat
  215. FlatBedrock: false
  216.  
  217. # Block used as bedrock. No block data allowed.
  218. BedrockobBlock: BEDROCK
  219.  
  220. # Set this to false to disable the bounds check during chunk population.
  221. # While this allows you to spawn larger objects, it also makes terrain generation
  222. # dependant on the direction you explored the world in.
  223. PopulationBoundsCheck: true
  224.  
  225. #################
  226. # Water and ice #
  227. #################
  228.  
  229. # Set water level. Every empty block under this level will be fill water or another block from WaterBlock
  230. WaterLevelMax: 63
  231.  
  232. WaterLevelMin: 0
  233.  
  234. # Block used as water in WaterLevel. No block data allowed.
  235. WaterBlock: STATIONARY_WATER
  236.  
  237. # BlockId used as ice. No block data allowed.
  238. IceBlock: ICE
  239.  
  240. # Seed used for the resource generation. Can only be numeric. Leave blank to use the world seed.
  241. ResourcesSeed:
  242.  
  243.  
  244. #######################################################################
  245. # +-----------------------------------------------------------------+ #
  246. # |                            Structures                           | #
  247. # +-----------------------------------------------------------------+ #
  248. #######################################################################
  249.  
  250. # Generate-structures in the server.properties file is ignored by Terrain Control. Use these settings instead.
  251.  
  252. ###############
  253. # Strongholds #
  254. ###############
  255.  
  256. # Set this to false to prevent the stronghold generator from doing anything.
  257. StrongholdsEnabled: true
  258.  
  259. # The number of strongholds in the world.
  260. StrongholdCount: 64
  261.  
  262. # How far strongholds are from the spawn and other strongholds (minimum is 1.0, default is 32.0).
  263. StrongholdDistance: 64.0
  264.  
  265. # How concentrated strongholds are around the spawn (minimum is 1, default is 3). Lower number, lower concentration.
  266. StrongholdSpread: 3
  267.  
  268. ############
  269. # Villages #
  270. ############
  271.  
  272. # Whether the villages are enabled or not.
  273. VillagesEnabled: false
  274.  
  275. # The size of the village. Larger is bigger. Normal worlds have 0 as default, superflat worlds 1.
  276. VillageSize: 10
  277.  
  278. # The minimum distance between the village centers in chunks. Minimum value is 9.
  279. VillageDistance: 16
  280.  
  281. ##################
  282. # Rare buildings #
  283. ##################
  284.  
  285. # Rare buildings are either desert pyramids, jungle temples or swamp huts.
  286. # Whether rare buildings are enabled.
  287. RareBuildingsEnabled: false
  288.  
  289. # The minimum distance between rare buildings in chunks.
  290. MinimumDistanceBetweenRareBuildings: 9
  291.  
  292. # The maximum distance between rare buildings in chunks.
  293. MaximumDistanceBetweenRareBuildings: 32
  294.  
  295. ####################
  296. # Other structures #
  297. ####################
  298.  
  299. MineshaftsEnabled: true
  300.  
  301. NetherFortressesEnabled: false
  302.  
  303.  
  304. #######################################################################
  305. # +-----------------------------------------------------------------+ #
  306. # |                         Visual settings                         | #
  307. # +-----------------------------------------------------------------+ #
  308. #######################################################################
  309.  
  310. # Warning this section will work only for players with the single version of Terrain Control installed.
  311. # World fog color
  312. WorldFog: 0xc0d8ff
  313.  
  314. # World night fog color
  315. WorldNightFog: 0x0b0d17
  316.  
  317.  
  318. #######################################################################
  319. # +-----------------------------------------------------------------+ #
  320. # |                          Cave settings                          | #
  321. # +-----------------------------------------------------------------+ #
  322. #######################################################################
  323.  
  324. # This controls the odds that a given chunk will host a single cave and/or the start of a cave system.
  325. caveRarity: 5
  326.  
  327. # The number of times the cave generation algorithm will attempt to create single caves and cave
  328. # systems in the given chunk. This value is larger because the likelihood for the cave generation
  329. # algorithm to bailout is fairly high and it is used in a randomizer that trends towards lower
  330. # random numbers. With an input of 40 (default) the randomizer will result in an average random
  331. # result of 5 to 6. This can be turned off by setting evenCaveDistribution (below) to true.
  332. caveFrequency: 40
  333.  
  334. # Sets the minimum and maximum altitudes at which caves will be generated. These values are
  335. # used in a randomizer that trends towards lower numbers so that caves become more frequent
  336. # the closer you get to the bottom of the map. Setting even cave distribution (above) to true
  337. # will turn off this randomizer and use a flat random number generator that will create an even
  338. # density of caves at all altitudes.
  339. caveMinAltitude: 8
  340.  
  341. caveMaxAltitude: 68
  342.  
  343. # The odds that the cave generation algorithm will generate a single cavern without an accompanying
  344. # cave system. Note that whenever the algorithm generates an individual cave it will also attempt to
  345. # generate a pocket of cave systems in the vicinity (no guarantee of connection or that the cave system
  346. # will actually be created).
  347. individualCaveRarity: 25
  348.  
  349. # The number of times the algorithm will attempt to start a cave system in a given chunk per cycle of
  350. # the cave generation algorithm (see cave frequency setting above). Note that setting this value too
  351. # high with an accompanying high cave frequency value can cause extremely long world generation time.
  352. caveSystemFrequency: 1
  353.  
  354. # This can be set to create an additional chance that a cave system pocket (a higher than normal
  355. # density of cave systems) being started in a given chunk. Normally, a cave pocket will only be
  356. # attempted if an individual cave is generated, but this will allow more cave pockets to be generated
  357. # in addition to the individual cave trigger.
  358. caveSystemPocketChance: 0
  359.  
  360. # The minimum and maximum size that a cave system pocket can be. This modifies/overrides the
  361. # cave system frequency setting (above) when triggered.
  362. caveSystemPocketMinSize: 0
  363.  
  364. caveSystemPocketMaxSize: 4
  365.  
  366. # Setting this to true will turn off the randomizer for cave frequency (above). Do note that
  367. # if you turn this on you will probably want to adjust the cave frequency down to avoid long
  368. # load times at world creation.
  369. evenCaveDistribution: false
  370.  
  371.  
  372. #######################################################################
  373. # +-----------------------------------------------------------------+ #
  374. # |                         Canyon settings                         | #
  375. # +-----------------------------------------------------------------+ #
  376. #######################################################################
  377.  
  378. canyonRarity: 0
  379.  
  380. canyonMinAltitude: 14
  381.  
  382. canyonMaxAltitude: 54
  383.  
  384. canyonMinLength: 84
  385.  
  386. canyonMaxLength: 112
  387.  
  388. canyonDepth: 3.0
  389.  
  390.  
  391. #######################################################################
  392. # +-----------------------------------------------------------------+ #
  393. # |               Settings for BiomeMode:OldGenerator               | #
  394. # +-----------------------------------------------------------------+ #
  395. #######################################################################
  396.  
  397. # This generator works only with old terrain generator!
  398. oldBiomeSize: 1.5
  399.  
  400. minMoisture: 0.0
  401.  
  402. maxMoisture: 1.0
  403.  
  404. minTemperature: 0.0
  405.  
  406. maxTemperature: 1.0
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