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WorldConfig
The WorldConfig.ini is one of the settings file used by the TerrainControl plugin. It controls the overall world generation. On the following page the settings of this file will each be explained in detail.
##Jump to
- Generator modes
 - Biome generator variables
 - Biome image generator variables
 - Terrain generator variables
 - Map objects
 - World visual settings
 - BO2 objects variables
 - Cave variables
 - Canyon variables
 - Old biome generator variables
 
##Generator modes Back to top
ModeTerrain:Normal
These are different generators that can be used to generate your terrain.
- Normal - This mode uses all the futures of the terrain generator, like the one 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 no resources.
 - 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
Here you can define how Biomes are to be generated. The following settings are available:
- Normal - Uses all TerrainControl features.
 - FromImage - get biomes from 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
ModeBiomeis set to Normal orModeBiomeis FromImage andImageModeis ContinueNormal
GenerationDepth:10
Main value for generation. Bigger values 'zoom in', so that the biomes get larger:
All sizes (
*Size) must be smaller than this.
So if you want big objects (biomes/rivers/etc.) you must set size of it near 0.
If you want small objects you must set size of object near
GenerationDepth.
Also small values (about 1-2) and big values (about 20) may affect generator performance.
A tutorial (by thedeadlytao) about
GenerationDepth,LandSizeandLandRaritycan 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. Set it to 100 to completely disable oceans.
As you can see the oceans are completely gone with
LandRarity:100.
LandSize:0
Land size from 0 to
GenerationDepth. MakingLandSizelarger 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:
IceRarity:90
Ice areas rarity from 100 to 1. This setting controls the rarity of the
IceBiomes. It doesn't control theNormalBiomesthat have a low temperature, like Taiga in the default settings. ComparingIceRarity:90withIceRarity:97gives this result:
IceSize:3
Ice area size from 0 to
GenerationDepth. MakingIceSizesmaller will make the size of the areas where theIceBiomesspawn larger, but rarer. It doesn't control theNormalBiomesthat have a low temperature, like Taiga in the default settings. ComparingIceSize:3withIceSize:1gives this result:
FrozenRivers:true
Make the rivers flowing trough an
IceBiomefrozen. By default, Taiga is added as aNormalBiome(not anIceBiome!), so rivers flowing trough taigas are not frozen, even if you set this to true.
FrozenOcean:true
Make the oceans near an
IceBiomefrozen. By default, Taiga is added as aNormalBiome(not anIceBiome!), 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.
RiversEnabled:true
Enable or disable rivers. If you just want rivers in some biomes, set this to true and disable the rivers in the biome config instead.
NormalBiomes:Desert,Forest,Extreme Hills,Swampland,Plains,Taiga,Jungle
Biomes which used in normal biome algorithm. Biome name is case sensitive.
IceBiomes:Ice Plains
Biomes which used in ice biome algorithm. 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,IsleBiomesorBorderBiomesto 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
ModeBiomeis set to FromImage.
ImageMode:Repeat
Possible modes when generator outside image boundaries: 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:falsein 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 FractureHorizontal and FractureVertical:
RemoveSurfaceStone:false
Attempts to replace all surface stone with biome surface block.
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 single player 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 custom objects underFill even it enabled in objects
CustomTreeMinTime:60
CustomTreeMaxTime:600
Minimum and maximum time in seconds for growing custom tree from sapling.
##Cave Variables Back to top
caveRarity:7
TerrainControl attempts once per chunk to create a cave or cave system. This is chance of success on that attempt.
caveFrequency:40
If successful, it tries to add this many caves in that chunk. The actual number of caves is much lower. Input of 40 tends to result in 5-6 caves or cave systems starting per chunk.
caveMinAltitude:8
caveMaxAltitude:128
Altitude of the caves.
individualCaveRarity:25
Chance that any cave made during
caveFrequencywill generate without a connecting cave or system. Will also attempt to create a pocket - a higher than normal density of cave systems nearby, however no guarantee of connecting to it.
caveSystemFrequency:1
Number of attempts during " caveFreqency" to start a system instead of continuing a single cave. Warning: high values cause extremely slow world generation and lag.
caveSystemPocketChance:0
Adds additional attempts for cave pocket after "individualCaveRarity" attempts.
caveSystemPocketMinSize:0
caveSystemPocketMaxSize:4
When triggered using
caveSystemPocketChance, overridescaveFrequency
evenCaveDistribution:false
Turns off the whole cave randomizer = CAVES EVERYWHERE!
##Canyon Variables Back to top
canyonRarity:2
canyonMinAltitude:20
canyonMaxAltitude:68
canyonMinLength:84
canyonMaxLength:112
canyonDepth:3.0
##Old Biome Generator Variables Back to top
This generator works only with the old terrain generator!
oldBiomeSize:1.5
minMoisture:0.0
maxMoisture:1.0
minTemperature:0.0
maxTemperature:1.0






