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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 and climate
- Terrain generator variables
- Biome visual settings
- Sapling settings
- Resources queue
- Mob spawning
##Biome placement and climate 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
BiomeRivers:true
Set this to false to disable rivers flowing through this biome. 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
BiomeTemperature:0.8
Biome temperature from 0.0 to 1.0.
BiomeWetness:0.4
Biome wetness from 0.0 to 1.0.
ReplaceToBiomeName:
Replace this biome to specified after the terrain has generated. Read More
##Terrain Generator Variables 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.
-2.0 is currently (last checked in 2.1.8) bugged: only the water and the bedrock generates.
Here you can see that the desert doesn't generate when it's BiomeHeight is set to -2.
BiomeVolatility:0.3
How hilly the biome is. Doesn't work when
ModeTerrain
in the WorldConfig is set to OldGenerator.
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. That means that even if you set this to someting high (like 1.0), there will still be some flat areas. The larger the values the more chaotic/volatile landscape generation becomes.
Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler.
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 factor, 17 double entries, each entire control of about 7 blocks height from down. Positive entry - better chance of spawn blocks, negative - smaller. You can for example make underground caves or floating islands with this.
Values which affect your configuration can only be found by experimenting. Values may be very high or very low, like ~3000.0 depends from height
Example:
CustomHeightControl:0.0,-2500.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0
Makes empty layer above bedrock layer. Looks like an underground cave. You can also create skylands with this if you set first 8 values to something near -2500.0.
SurfaceBlock:2
Surface block id of the biome. Most biomes use grass (id=2) as surface block. 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.
UseWorldWaterLevel:true
New in 2.2.1 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
New in 2.2.1 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
New in 2.2.1 BlockId used as water in WaterLevel. Only works if UseWorldWaterLevel is set to false.
IceBlock:79
New in 2.2.1 BlockId used as ice. Only works if UseWorldWaterLevel is set to false.
ReplacedBlocks:None
With this setting, you can replace some blocks. 1=57 will replace all stone (id=1) with diamond blocks (id=57). 1=57(80-100) will replace all stone with diamond blocks, but only between layer 80 and 100. Are layers 80 and 100 included? You can combine multiple rules using a "," . For example, if I want to replace all grass (id=2) with mycelium (id=110) between layers 100 and 256 and replace all stone with diamond blocks, I would write 2=110(110-256),1=57
disableNotchPonds:false
Removed as of 2.2.3. Use the SmallLake resource in the resource queue. Previously: set this to true to disable this kind of lakes.
##Biome visual settings Back to top
Warning: these settings will only work for clients with the single player version of Terrain Control installed!
These 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 multiplier for the grass blocks. Note that the initial color (without the multiplier) is dependant on the BiomeTemperature and BiomeWetness values.
FoliageColor:0xffffff
Color multiplier for the leaves and the tall grass. Note that the initial color (without the multiplier) is dependant on the BiomeTemperature and BiomeWetness values.
##Sapling settings
SaplingSettings:
New in 2.3.0-dev. A list of things that can grow from saplings. Leave this blank to use the vanilla settings. Set it to
None
to disable sapling growing. Make a comma-seperated list of BO2 objects and/or tree names (see the Tree resource in the resources queue) to spawn that. Examples:
SaplingSettings:Forest,MyCustomBirch
,SaplingSettings:BigTree,CustomBigTree,AnotherCustomBigTree
.
##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()
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.....])
Liquid(Block,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
AboveWaterRes(Block,Frequency,Rarity)
Vines(Frequency,Rarity,MinAltitude,MaxAltitude)
##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}]