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rutgerkok edited this page Oct 18, 2012 · 46 revisions

The WorldConfig.ini is the main settings file used by the TerrainControl plugin. It controls most of the biome placement, cave and canyon distribution, structure spawning and some other settings. Settings that are biome specific can be found in the BiomeConfigs. On the following page the settings of this file will each be explained in detail.

##Jump to

##Configuation settings Back to top

SettingsMode:WriteAll

New in 2.3.0 Normally, each time Terrain Control reads the config files, it also writes to them. With this setting you can change how Terrain Control writes to the config files. Possible modes:

  • WriteAll - Autoupdate settings from old versions, order them, add comments, reset invalid settings and remove custom comments.
  • WriteWithoutComments - Same as WriteAll, but removes all comments, both the ones of Terrain Control and your own.
  • WriteDisable - Don't write to the comment files. Errors are not corrected, old settings are read, but they are also not corrected. Custom comments won't be removed with this mode.

##Generator modes Back to top

ModeTerrain:Normal (2.2 and older) TerrainMode:Normal (2.3 and newer)

These are different generators that can be used to generate your terrain.

  • Normal - This mode uses all the features of the terrain generator. Biomes still look like the ones in vanilla Minecraft.
  • OldGenerator - This generator will generate the terrain in the way the Minecraft Beta 1.7.3 terrain generator created it.
  • TerrainTest - This generator creates terrain normally but adds no resources. Is faster than Normal.
  • NotGenerate - This setting will create empty chunks of terrain.
  • Default - This generator creates default terrain. Except the biomes, all the mod settings are ignored.

ModeBiome:Normal (2.2 and older) BiomeMode:Normal (2.3 and newer)

Here you can define how Biomes are to be generated. The following settings are available:

  • Normal - Uses all features of Terrain Control. Even with the default settings your biomes will be placed diffently than vanilla Minecraft.
  • FromImage - Reads the biomes from an image file. See 'Biome Image Generator Variables' below for more information.
  • OldGenerator - Generates biomes like in Minecraft Beta 1.7.3.
  • Default - Means the default biome generator of vanilla Minecraft will be used.

##Biome Generator Variables Back to top

The values in this section only work when ModeBiome is set to Normal or ModeBiome is FromImage and ImageMode is ContinueNormal

GenerationDepth:10

Main value for generation. Bigger values 'zoom in', so that the biomes get larger:

Comparing...

All sizes (*Size) must be smaller than this.

So if you want big objects (biomes/rivers/etc.) you must set size of that objects near 0.

If you want small objects you must set size of the objects near GenerationDepth.

Also small values (about 1-2) and big values (about 20) may affect generator performance.

A tutorial (by thedeadlytao) about GenerationDepth, LandSize and LandRarity can be found here.

BiomeRarityScale:100

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.

LandRarity:97

Land rarity from 100 to 1. Higher numbers give more land. Values are quite sensitive, look at the image. Set it to 100 to completely disable oceans.

Comparing...

As you can see the oceans are completely gone with LandRarity:100.

LandSize:0

Land size from 0 to GenerationDepth. Making LandSize larger will make the size of the land smaller.

LandFuzzy:6

Generates more lakes (=small ocean biomes) at the edge of the continent. As a side effect, the continent will also get a bit larger. Must be from 0 to GenerationDepth - LandSize. Map of the edge of a continent:

Comparing...

IceRarity:90

Ice areas rarity from 100 to 1. This setting controls the rarity of the IceBiomes. It doesn't control the NormalBiomes that have a low temperature, like Taiga in the default settings. Comparing IceRarity:90 with IceRarity:97 gives this result:

Comparing...

IceSize:3

Ice area size from 0 to GenerationDepth. Making IceSize smaller will make the size of the areas where the IceBiomes spawn larger, but rarer (it generates them on another zoom level). It doesn't control the NormalBiomes that have a low temperature, like Taiga in the default settings. Comparing IceSize:3 with IceSize:1 gives this result:

Comparing...

FrozenRivers:true

Make the rivers flowing trough an IceBiome frozen. By default, Taiga is added as a NormalBiome (not an IceBiome!), so rivers flowing trough taigas are not frozen, even if you set this to true.

FrozenOcean:true

Make the oceans near an IceBiome frozen. By default, Taiga is added as a NormalBiome (not an IceBiome!), so oceans near taigas are not frozen, even if you set this to true.

RiverRarity:4

River rarity. Must be from 0 to GenerationDepth.

RiverSize:0

River size from 0 to GenerationDepth - RiverRarity. Making this larger will make the rivers larger, without affecting how much rivers will spawn.

Comparing...

RiversEnabled:true

Enable or disable rivers. If you just want rivers in some biomes, set this to true and disable the rivers in the BiomeConfigs instead.

NormalBiomes:Desert,Forest,Extreme Hills,Swampland,Plains,Taiga,Jungle

The biomes used in the normal biome algorithm. Biome name is case sensitive and whitespace sensitive. Don't type a space after the comma.

IceBiomes:Ice Plains

The biomes used in the ice biome algorithm. The name is a little misleading: adding biomes to this section won't make them frozen, the BiomeTemperature settings in the BiomeConfigs can do that instead. Biome name is case sensitive.

IsleBiomes:MushroomIsland,Ice Mountains,DesertHills,ForestHills,TaigaHills,River,JungleHills

Biomes which used as isles. Biome name is case sensitive. Inside the biome config of the biome you can decide in which biome this isle should spawn. Please note that the Hills-biomes are actually 'islands' inside a biome. Jeb_ has done this in Minecraft 1.1 to make the terrain generator more interesting: players were complaining that the biomes were too flat.

BorderBiomes:MushroomIslandShore,Beach,Extreme Hills Edge

Biomes that are used as borders. Biome name is case sensitive. In the biome config of the biome you can specify next to which biome this border should spawn. You can also set there next to which biome this border should not spawn.

CustomBiomes:

List of all custom biomes. This will make Terrain Control generate/use the BiomeConfig file for the biomes here. Biomes listed here must now be listed in NormalBiomes, IceBiomes, IsleBiomes or BorderBiomes to let them generate.

Example:

CustomBiomes:TestBiome1:80,TestBiome2:81

This will add two biomes and generate biome config files. TestBiome1 will be saved with biome id 80, TestBiome2 with biome id 81. You can now add TestBiome1 and TestBiome2 to one of the biome lists (NormalBiomes, IsleBiomes, etc.) to let them actually spawn.

##Biome Image Generator Variables Back to top

The values in this section only work when ModeBiome is set to FromImage.

ImageMode:Repeat

Possible modes when terrain is generated outside the boundaries of the image: Repeat, ContinueNormal, FillEmpty

Repeat - repeat image

ContinueNormal - continue normal generation

FillEmpty - fill by biome in "ImageFillBiome settings"

ImageFile:map.png

Source png file for FromImage biome mode.

ImageFillBiome:Ocean

Biome name for fill outside image boundaries with FillEmpty mode.

ImageXOffset:0

ImageZOffset:0

Shifts map position from x=0 and z=0 coordinates.

##Terrain Generator Variables Back to top

WorldHeightBits:7

The height of the world. WorldHeightBits:7 = 2^7 blocks high = 128 blocks high. WorldHeightBits:8 = 2^8 blocks high = 256 blocks high.

WaterLevelMax:64

WaterLevelMin:0

Select water level. Every empty block between this levels will be flooded with the WaterBlock (see below). Caves are exempt.

In the biome configs you can override all water values using UseWorldWaterLevel:false in there.

WaterBlock:9

Block id used as water in WaterLevel. 9 is water, 11 is lava. Other block ids can be found on the Minecraft Wiki.

IceBlock:79

Block id used as ice. See the Minecraft Wiki for other possible values.

FractureHorizontal:0.0

Can increase (values greater than 0) or decrease (values less than 0) how much the landscape is fractured horizontally.

FractureVertical: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.

A comparisation of different FractureHorizontal and FractureVertical values:

Comparing

RemoveSurfaceStone:false

Set this to true to place the biome surface block on top of all exposed stone:

Comparing

DisableBedrock:false

Disable bottom of map bedrock generation.

CeilingBedrock:false

Enable ceiling of map bedrock generation.

FlatBedrock:false

Make bottom layer of bedrock flat.

BedrockobBlock:7

Block id used as bedrock. See the Minecraft Wiki for possible values.

##Map Objects Back to top

Generate-structures in the server.properties file is ignored by Terrain Control. Use these settings instead.

StrongholdsEnabled:true

VillagesEnabled:true

MineshaftsEnabled:true

PyramidsEnabled:true

NetherFortressEnabled:false

Can generate even in the overworld if you set this to true.

##World visual settings Back to top

Warning: values in this section will work only for clients with singleplayer version of TerrainControl

You can change the sky, grass and foliage colors inside the biome configs.

WorldFog:0xc0d8ff

World fog color

WorldNightFog:0x0b0d17

World night fog color

##BO2 Objects Variables Back to top

CustomObjects:true

Enable/disable custom objects

objectSpawnRatio:2

Number of attempts for place rep chunk

DenyObjectsUnderFill:false

Deny the setting underFill from the BO2 objects, even if it's it enabled in objects

CustomTreeMinTime:60

CustomTreeMaxTime:600

Minimum and maximum time in seconds for growing custom trees from saplings.

##Cave Variables Back to top

This information has been copied from Bucyruss' BiomeTerrainMod.

caveRarity:7

This controls the odds that a given chunk will host a single cave and/or the start of a cave system.

caveFrequency:40

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 the "even cave distribution" setting (below) to true.

caveMinAltitude:8

caveMaxAltitude:128

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.

individualCaveRarity:25

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).

caveSystemFrequency:1

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.

caveSystemPocketChance:0

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.

caveSystemPocketMinSize:0

caveSystemPocketMaxSize:4

The minimum and maximum size that a cave system pocket can be. This modifies/overrides the cave system frequency setting (above) when triggered.

evenCaveDistribution:false

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.

##Canyon Variables Back to top

Use this variables to control the spawning of the canyons/ravines.

canyonRarity:2

canyonMinAltitude:20

canyonMaxAltitude:68

canyonMinLength:84

canyonMaxLength:112

canyonDepth:3.0

##Old Biome Generator Variables Back to top

These settings only work when ModeBiome is set to OldGenerator.

oldBiomeSize:1.5

minMoisture:0.0

maxMoisture:1.0

minTemperature:0.0

maxTemperature:1.0

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