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BiomeConfigs
Here the biome config file is explained. Each biome has it's own config file. You can find the biome config files in /plugins/TerrainControl/worlds/worldname/BiomeConfigs.
- Biome placement
- Biome height and volatility
- Blocks
- Water and ice
- Visuals and weather
- Resources queue
- Sapling settings
- Custom objects
- Structures
- Mob spawning
##Biome placement Back to top
BiomeSize:4
Size of the biome. Read More
BiomeRarity:100
Probability of the biome. Read More
BiomeColor:0x999900
This is the internal (hexadecimal) color for this biome to be used in FromImage mode and on the biome map. Read More
RiverBiome:River
Biome used as river in this biome. Leave this empty to disable rivers flowing through this biome. Read More
ReplaceToBiomeName:
Replace this biome to specified after the terrain has generated. Read More
IsleInBiome:
Determines in which biome this biome will spawn as island. Read More
BiomeIsBorder:
Determines to which biome this biome will be border. Read More
NotBorderNear:
This setting determines next to which biome a border biome should not spawn. Read More
##Biome height and volatility Back to top
BiomeHeight:0.1
The height of the biome. 0.0 is half of map height. Doesn't work when
ModeTerrain
in the WorldConfig is set to OldGenerator. Read More
BiomeVolatility:0.3
How hilly the biome is. Doesn't work when
ModeTerrain
in the WorldConfig is set to OldGenerator.
ExtraBiomeHeight:0.0
Creates additional terrain 8 x ExtraBiomeHeight blocks higher than BiomeHeight. Terrain generation is ususally a combination of cliffs ontop of the normal (ExtraBiomeHeight=0.0) biome landscape.
ExtraHeightConstrictWaist:0.0
The basic contour of the terrain generated with ExtraBiomeHeight. Positive values constrict the 4 x ExtraBiomeHeight (high values ~>2.0 can create floating terrain). Typical values range from -0.3 to 1.0
MaxAverageHeight:0.0
If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation.
If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative.
MaxAverageDepth:0.0
If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the bottom of the ocean) will fall before leveling off when it begins to decrease in elevation.
If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative.
Volatility1:0.0
Volatility2:0.0
Another type of noise. This noise is independent from the place in the biome. Read More
VolatilityWeight1:0.5
VolatilityWeight2:0.45
Adjusts the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain.
DisableBiomeHeight:false
Disables all noises except Volatility1 and Volatility2. Disables default block chance from height: normally lower areas are filled with stone and higher areas are air. If you set this to true, you will get a Nether/Skylands-like world (depending on the values used in CustomHeightControl).
CustomHeightControl:0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0
List of custom height factors represented by floating point numbers, each entry controls about 7 blocks height. Used to force or surpress blocks a certain altitudes. The left most 0.0 affects biome floor, the right most 0.0 affects biome ceiling. Read More
##Blocks Back to top
SurfaceBlock:2
Surface block id of the biome. Most biomes use grass (id=2) as surface block. Cannot be higher than 255. Cannot use block data. See the Minecraft Wiki for the possible block ids.
GroundBlock:3
Ground block of the biome. Most biomes use dirt (id=3) as ground block. Cannot be higher than 255. Cannot use block data.
ReplacedBlocks:None
With this setting, you can replace some blocks. The syntax is
(blockFrom,blockTo),(anotherBlockFrom,anotherBlockTo),(etc.)
. You can also use the advanced syntax:(blockIdFrom,blockIdTo:blockDataTo,minHeight,maxHeight),(etc.)
.
Some examples:
(1,57)
Replace all stone to diamond blocks.
(1,57),(2,110,112,127)
Replace all stone (id=1) to diamonds blocks (id=57) and all grass (id=2) from layers 112 to 127 to mycelium (id=110).
##Water and ice Back to top
UseWorldWaterLevel:true
Set this to false to use the WaterLevelMax, WaterLevelMin, WaterBlock and IceBlock of this biome (see below). Set this to true to use the WaterLevelMax, WaterLevelMin, WaterBlock and IceBlock inside the WorldConfig.
WaterLevelMax:64
WaterLevelMin:0
Set water level. Every empty block between these levels will be filled with the block from WaterBlock. Only works if UseWorldWaterLevel is set to false.
WaterBlock:9
BlockId used as water in WaterLevel. Only works if UseWorldWaterLevel is set to false.
IceBlock:79
BlockId used as ice. Only works if UseWorldWaterLevel is set to false.
##Visuals and weather Back to top
Warning: most of these settings will only work for clients with the single player version of Terrain Control installed!
BiomeTemperature:0.8
Biome temperature from 0.0 to 1.0. Set it to (a value near) 0 to enable snow and ice. Players without the TC client mod will see snow on the ground but rain in the air.
BiomeWetness:0.4
Biome wetness from 0.0 to 1.0. Set it to 0 to disable rain.
The following colors are hexadecimal colors. The first two digits are the red component (from 00 to ff), the third and fourth digit are the green component and the last two digits are the blue component. Here you could find a lot of possible values, but remember that you have to replace the # with 0x (so #7ba5ff is 0x7ba5ff). Most of these values are multipliers, so that the color you choose gets multiplied with the default color.
SkyColor:0x7ba5ff
Color for the sky.
WaterColor:0xffffff
Color multiplier for the water.
GrassColor:0xffffff
Color for the grass (block and tall grass). Use
GrassColorIsMultiplier
to set whether this is the actual grass color, or just a multiplier.
GrassColorIsMultiplier:true
Whether the grass color is a multiplier. If you set it to true, the color will be based on this value, the
BiomeTemperature
and theBiomeWetness
. This was the default behaviour before 2.3.2. If you set it to false, the grass color will be just this color.
FoliageColor:0xffffff
FoliageColorIsMultiplier:true
Color for the oak leaves. Works just like
GrassColor
andGrassColorIsMultiplier
. Doesn't affect birch, jungle and pine leaves.
##Resources queue Back to top
In the resources queue you can add, modify and remove the things that populate your world (trees, ores, etc.). On this page each resource is explained.
Here is a small cheatsheet:
SmallLake(Block[.BlockData],Frequency,Rarity,MinAltitude,MaxAltitude)
UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude)
Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude)
Ore(Block[.BlockData],Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
UnderWaterOre(Block,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
CustomObject(CustomObjectName[,AnotherCustomObjectType.....])
Tree(Frequency,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....])
Plant(Block[.BlockData],Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
Grass(Block,BlockData,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
Reed(Block,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
Cactus(Block,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
Liquid(Block,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
AboveWaterRes(Block,Frequency,Rarity)
Vines(Frequency,Rarity,MinAltitude,MaxAltitude)
As of 2.4.5-dev, Vein has been added:
Vein(Block[.Data],MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
##Sapling settings Back to top
This is the place of the Sapling resource. Because it isn't a resource that affects the initial generation, it has been placed apart from other resources in the Resources queue (see above). However, the syntax of the Sapling resource is almost identical to the syntax of the Tree resource. Only the first argument is different: instead of being the frequency it is the SaplingType. The SaplingType can be
All
,Oak
,Redwood
,Birch
,SmallJungle
,BigJungle
(grows when 2x2 jungle saplings are placed),RedMushroom
andBrownMushroom
.
Sapling(SaplingType,Tree,TreeChance[,AnotherTree,AnotherTreeChance[,...]])
Example:
Sapling(2,Forest,50,MyCustomBirch,100)
Only affects birch saplings. 50% chance to spawn a normal birch tree, 50% chance to spawn the BO2 MyCustomBirch.
##Custom objects Back to top
BiomeObjects:
New in 2.3.4-dev A list of custom object names, seperated by a comma(
,
). If you use the keywordUseBiome
as a custom object name (for example in the Tree, CustomObject or the Sapling resource), it will spawn one of these objects.
##Structures Back to top
All structure settings are new in 2.4.4-dev
Here you can find some settings for the structures. Keep in mind that if you disable the structure in the WorldConfig, the structure won't spawn, regardless of these settings.
StronholdsEnabled:true
If you set this to false, Minecraft will try to find a good stronghold position in a nearby biome where strongholds can spawn. If that fails, it will place the stronghold anyway in this biome.
NetherFortessesEnabled:true
Whether Nether fortresses can start in this biome. Because the structure is so large, large parts of it can spawn in a neighbor biome.
VillageType:disabled
The type of the village. Set it to
disabled
to disable villages, set it towood
to spawn a wooden village and set it tosandstone
to spawn a sandstone village. Values are case-sensitive.
MineshaftRarity:1
The Mineshaft rarity. 0 is no mineshafts, 1 is vanilla, 2 is like Minecraft Beta 1.8pre1 and 100 makes your biome a wooden chaos.
RareBuildingType:disabled
The type of the rare building in this biome. Can be
desertPyramid
,jungleTemple
,swampHut
ordisabled
. Values are case-sensitive.
##Mob spawning Back to top
Terrain Control has some basic mob spawning support built in.
However, these settings only work for custom biomes. That's why as of 2.2.4 these settings don't appear for non-custom biomes.
There are three different mob types: monsters, passive creatures and water creatures. Mobs always spawn in groups. You can then add a mob group to the correct list.
The syntax of a group is like this:
{"mob": "Ocelot", "weight": 10, "min": 2, "max": 6}
As you can see, a mob group consists of several key:value pairs, seperated by a comma. All text is surrounded with double quotes. Two curly brackets mark the beginning and the end of the group. The syntax used here is called JSON.
All groups are placed together in a list syntax, which looks like this:
[{group},{anothergroup},{etc.}]
A few examples:
[{"mob": "Sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "Pig", "weight": 10, "min": 4, "max": 4}]
Spawn sheeps and pigs. Sheeps have a higher weight than pigs. Both always spawn in groups of 4.
[{"mob": "Sheep", "weight": 12, "min": 3, "max": 12}
Spawn just sheep in groups from 3 to 12.
spawnMonstersAddDefaults:true
Set this to true to spawn the normal monsters for this biome and the monsters listed at spawnMonsters.
Set this to false to spawn only the monsters listed at spawnMonsters.
spawnMonsters:[]
List of (additional) monsters to spawn. Vanilla values:
[{"mob": "Spider", "weight": 10, "min": 4, "max": 4}, {"mob": "Zombie", "weight": 10, "min": 4, "max": 4}, {"mob": "Skeleton", "weight": 10, "min": 4, "max": 4}, {"mob": "Creeper", "weight": 10, "min": 4, "max": 4}, {"mob": "Slime", "weight": 10, "min": 4, "max": 4}, {"mob": "Enderman", "weight": 1, "min": 1, "max": 4}]
spawnCreaturesAddDefaults:true
Set this to true to spawn the normal creatures (pigs, sheeps, cows, etc.) and the creatures listed at spawnCreatures.
Set this to false to spawn only the creatures listed at spawnCreatures.
spawnCreatures:[]
List of (additional) normal creatures to spawn. Vanilla values:
[{"mob": "Sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "Pig", "weight": 10, "min": 4, "max": 4}, {"mob": "Chicken", "weight": 10, "min": 4, "max": 4}, {"mob": "Cow", "weight": 8, "min": 4, "max": 4}]
spawnWaterCreaturesAddDefaults:true
Set this to true to spawn the water creatures (by default just the squid) and the water creatures listed at spawnWaterCreatures. Set this to false to spawn only the water creatures listed at spawnWaterCreatures.
spawnWaterCreatures:[]
List of (additional) water creatures to spawn. Vanilla values:
[{"mob": "Squid", "weight": 10, "min": 4, "max": 4}]