467 lines
17 KiB
INI
467 lines
17 KiB
INI
# Configuration file
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bedrock {
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# The block to use for the bottom of the Overworld.
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# [default: minecraft:bedrock]
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S:"Bedrock block ID"=minecraft:bedrock
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# The meta value of the bedrock block.
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# [range: 0 ~ 15, default: 0]
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I:"Bedrock block meta value"=0
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# 0 = Normal bedrock (rough pattern); 1-5 = Number of flat bedrock layers to generate
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# [range: 0 ~ 5, default: 0]
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I:"Number of flat bedrock layers"=0
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}
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biomes {
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# If TRUE, uses the individual biome settings in the biome config files. If FALSE, disables all RTG decorations and uses vanilla decorations instead.
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# [default: true]
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B:"Enable RTG Biome Decorations"=true
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# If TRUE, uses the individual biome settings in the biome config files. If FALSE, disables all RTG surfaces and uses vanilla surfaces instead.
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# [default: true]
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B:"Enable RTG Biome Surfaces"=true
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# If RTG tries to generate an unsupported biome or a biome that has an ID conflict, it will generate this biome instead.
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# If set to -1, RTG will crash instead of generating the patch biome. You might want to do this if you're making a mod pack
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# and want to make sure all biomes are generating correctly.
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# Default = Vanilla Plains
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# [range: -1 ~ 255, default: 1]
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I:"Patch Biome ID"=1
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}
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boulders {
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# 1 = Always generate if possible; 2 = 50% chance; 4 = 25% chance
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# [range: 1 ~ 100, default: 1]
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I:"1/x chance that Cobblestone Boulders will generate if given the opportunity to do so during world gen"=2
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# [default: true]
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B:"Enable Cobblestone Boulders"=true
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# Set this to TRUE to allow UBC to override cobblestone boulders.
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# This setting doesn't have any effect if UBC is not installed.
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# [default: true]
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B:"UBC Boulders"=true
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}
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caves {
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# This setting controls the size of caves.
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# HIGHER values = BIGGER caves & MORE lag. (14 = vanilla cave density)
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# [range: 1 ~ 40, default: 8]
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I:"Cave Density"=10
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# This setting controls the number of caves that generate.
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# LOWER values = MORE caves & MORE lag. (6 = vanilla cave frequency)
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# [range: 1 ~ 40, default: 16]
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I:"Cave Frequency"=16
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# Must be set to TRUE for the other cave settings to have any effect.
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# If FALSE, RTG won't interfere with cave generation at all.
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# [default: true]
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B:"Enable Cave Modifications"=true
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# [default: true]
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B:"Enable Caves"=true
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}
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debugging {
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# Instead of crashing when it experiences 'java.util.ConcurrentModificationException' (or any other exception)
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# during structure generation, RTG will stop trying to generate that structure and continue generating the world.
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# You should only set this to TRUE if you have been instructed to do so by an RTG developer, or if you know what you're doing.
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# [default: false]
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B:"Crash on Structure Exceptions"=false
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# WARNING: This should only be enabled if you know what you're doing.
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# [default: false]
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B:"Enable Debugging"=false
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}
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dunes {
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# This setting controls the height of both sand dunes and snow dunes.
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# Higher values = taller dunes.
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# [range: 1 ~ 12, default: 4]
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I:"Height of Dunes"=5
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}
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dungeons {
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# This setting controls the number of dungeons that generate.
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# HIGHER values = MORE dungeons & MORE lag. (8 = vanilla dungeon frequency)
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# [range: 1 ~ 200, default: 8]
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I:"Dungeon Frequency"=12
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# [default: true]
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B:"Generate Dungeons"=true
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}
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"flowing liquids" {
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# 1/x chance that a lava stream will generate on the side of a hill or mountain.
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# 0 = Never generate; 1 = Always generate if possible; 2 = 50% chance; 4 = 25% chance
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# [range: 0 ~ 2147483647, default: 200]
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I:"Flowing Lava Chance"=200
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# 1/x chance that a water stream will generate on the side of a hill or mountain.
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# 0 = Never generate; 1 = Always generate if possible; 2 = 50% chance; 4 = 25% chance
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# [range: 0 ~ 2147483647, default: 200]
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I:"Flowing Water Chance"=200
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}
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gui {
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# [default: true]
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B:"Enable World Type Notification Screen"=true
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}
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"lakes (surface)" {
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# 1 = Always generate if possible; 2 = 50% chance; 4 = 25% chance
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# [range: 1 ~ 100, default: 10]
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I:"1/x chance that Lava Surface Lakes will generate if given the opportunity to do so during world gen"=10
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# 1 = Always generate if possible; 2 = 50% chance; 4 = 25% chance
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# [range: 1 ~ 100, default: 10]
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I:"1/x chance that Water Surface Lakes will generate if given the opportunity to do so during world gen"=10
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# [default: true]
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B:"Enable Lava Surface Lakes"=true
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# [default: true]
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B:"Enable Water Surface Lakes"=true
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}
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"lakes (underground)" {
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# 1 = Always generate if possible; 2 = 50% chance; 4 = 25% chance
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# [range: 1 ~ 100, default: 10]
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I:"1/x chance that Lava Underground Lakes will generate if given the opportunity to do so during world gen"=10
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# 1 = Always generate if possible; 2 = 50% chance; 4 = 25% chance
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# [range: 1 ~ 100, default: 10]
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I:"1/x chance that Water Underground Lakes will generate if given the opportunity to do so during world gen"=10
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# [default: true]
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B:"Enable Lava Underground Lakes"=true
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# [default: true]
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B:"Enable Water Underground Lakes"=true
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}
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mineshafts {
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# [default: true]
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B:"Generate Mineshafts"=true
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}
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"ore gen" {
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# [default: true]
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B:"Generate Coal Ore"=false
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# [default: true]
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B:"Generate Diamond Ore"=false
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# [default: true]
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B:"Generate Emerald Ore"=false
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# [default: true]
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B:"Generate Gold Ore"=false
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# [default: true]
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B:"Generate Iron Ore"=false
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# [default: true]
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B:"Generate Lapis Lazuli Ore"=false
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# [default: true]
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B:"Generate Redstone Ore"=false
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}
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plateaus {
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# Comma-separated list of meta values for the plateau gradient blocks used in the Mesa Bryce biome.
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# -1 = Plateau block; 0-15 = Plateau gradient block
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# 0 = White; 1 = Orange; 2 = Magenta; 3 = Light Blue; 4 = Yellow; 5 = Lime; 6 = Pink; 7 = Gray
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# 8 = Light Gray; 9 = Cyan; 10 = Purple; 11 = Blue; 12 = Brown; 13 = Green; 14 = Red; 15 = Black
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# [default: -1,-1,0,1,0,0,0,14,0,8,0,1,8,0,-1,0,14,0,0,14,0,0,8]
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S:"Mesa Bryce Plateau Block Metas"=-1,-1,0,1,0,0,0,14,0,8,0,1,8,0,-1,0,14,0,0,14,0,0,8
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# Comma-separated list of meta values for the plateau gradient blocks used in the Mesa biome variants (doesn't include Mesa Bryce).
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# -1 = Plateau block; 0-15 = Plateau gradient block
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# 0 = White; 1 = Orange; 2 = Magenta; 3 = Light Blue; 4 = Yellow; 5 = Lime; 6 = Pink; 7 = Gray
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# 8 = Light Gray; 9 = Cyan; 10 = Purple; 11 = Blue; 12 = Brown; 13 = Green; 14 = Red; 15 = Black
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# [default: -1,-1,-1,1,1,1,0,-1,-1,6,1,1,8,0,-1,-1,14,-1,-1,6,1,1,4]
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S:"Mesa Plateau Block Metas"=-1,-1,-1,1,1,1,0,-1,-1,6,1,1,8,0,-1,-1,14,-1,-1,6,1,1,4
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# An extra block to use for Mesa & Savanna plateau gradients. Defaults to hardened clay.
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# When configuring the various 'meta' options in this section, use a value of '-1' to reference this block.
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# [default: minecraft:hardened_clay]
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S:"Plateau Block ID"=minecraft:hardened_clay
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# The meta value of the plateau block.
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# [range: 0 ~ 15, default: 0]
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I:"Plateau Block Meta Value"=0
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# The block to use for Mesa & Savanna plateau gradients. Defaults to stained hardened clay.
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# This can be any block, but it works best with blocks that have multiple colours, such as stained hardened clay.
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# The various 'meta' options in this section will use this block to configure the plateau gradients.
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# [default: minecraft:stained_hardened_clay]
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S:"Plateau Gradient Block ID"=minecraft:stained_hardened_clay
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# Comma-separated list of meta values for the plateau gradient blocks used in the Savanna biome variants.
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# -1 = Plateau block; 0-15 = Plateau gradient block
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# 0 = White; 1 = Orange; 2 = Magenta; 3 = Light Blue; 4 = Yellow; 5 = Lime; 6 = Pink; 7 = Gray
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# 8 = Light Gray; 9 = Cyan; 10 = Purple; 11 = Blue; 12 = Brown; 13 = Green; 14 = Red; 15 = Black
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# [default: 0,0,0,0,8,8,12,12,8,0,8,12,12,8,12,8,0,0,8,12,12]
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S:"Savanna Plateau Block Metas"=0,0,0,0,8,8,12,12,8,0,8,12,12,8,12,8,0,0,8,12,12
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# If set to TRUE, Savanna biome variants will mostly use stone/cobblestone instead of gradient blocks for cliffs and plateaus.
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# Savanna Plateau M will always use gradient blocks.
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# [default: true]
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B:"Use stone for most Savanna biome variants"=true
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}
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ravines {
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# Must be set to TRUE for the other ravine settings to have any effect.
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# If FALSE, RTG won't interfere with ravine generation at all.
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# [default: true]
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B:"Enable Ravine Modifications"=true
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# [default: false]
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B:"Enable Ravines"=true
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# This setting controls the number of ravines that generate.
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# LOWER values = MORE ravines & MORE lag. (50 = vanilla ravine frequency)
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# [range: 1 ~ 100, default: 50]
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I:"Ravine Frequency"=75
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}
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rivers {
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# Set this to FALSE to prevent RTG from generating lush river bank decorations in hot biomes, like Desert and Mesa.
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# Lush decorations consist of tallgrass, trees, shrubs, and other flora.
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# [default: true]
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B:"Enable Lush River Bank Decorations in Hot Biomes"=true
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# Set this to FALSE to prevent RTG from generating lush river bank surfaces in hot biomes, like Desert and Mesa.
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# Lush surfaces consist (almost exclusively) of grass blocks.
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# [default: true]
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B:"Enable Lush River Bank Surfaces in Hot Biomes"=true
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}
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"rivers and scenic lakes" {
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# Higher numbers make the large-scale cut-off noise have a greater effect. Defaults to 0.5
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# [range: 0.0 ~ 2.0, default: 0.5]
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S:"Amplitude of Large-Scale River Cut Off"=0.5
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# Biome ID for scenic lakes when frozen (default 11 = Frozen River)
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# [range: 0 ~ 254, default: 11]
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I:"Biome for frozen scenic lakes"=11
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# Biome ID for scenic lakes when not frozen (default 7 = River)
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# [range: 0 ~ 254, default: 7]
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I:"Biome for scenic lakes"=7
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# Defaults to 1 (standard frequency)
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# [range: 0.0 ~ 10.0, default: 1.0]
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S:"Lake Frequency Multiplier"=1.5
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# Makes scenic lake shores bend and curve more. Defaults to 1
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# [range: 0.0 ~ 2.0, default: 1.0]
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S:"Lake Shore Irregularity"=1.5
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# Defaults to 1 (standard size)
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# [range: 0.0 ~ 10.0, default: 1.0]
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S:"Lake Size Multiplier"=1.0
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# Higher numbers make rivers bend more. Defaults to 1
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# [range: 0.0 ~ 2.0, default: 1.0]
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S:"Multiplier to River Bending"=2.0
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# Multiplier to river frequencies. Defaults to 1
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# [range: 0.0 ~ 10.0, default: 1.0]
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S:"River Frequency Multiplier"=1.5
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# Defaults to 1 (standard width)
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# [range: 0.0 ~ 10.0, default: 1.0]
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S:"River Width Multiplier"=1.5
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# Higher numbers make grassy areas near rivers bigger, but also more rare. Defaults to 350
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# [range: 50.0 ~ 5000.0, default: 350.0]
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S:"Scale of Large-Scale River Cut Off"=350.0
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}
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saplings {
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# Set this to TRUE to allow RTG's custom trees to grow from vanilla saplings.
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# RTG's custom trees can be grown only from the saplings that their leaves would drop naturally, and only in the biomes where they naturally generate.
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# For example, you can only grow a Swamp Willow in a Swamp biome, and only with an Oak sapling (because Swamp Willows have Oak leaves).
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# [default: true]
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B:"Enable RTG Saplings"=true
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# 1/x chance that a vanilla sapling will grow one of RTG's custom trees.
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# 1 = Always generate if possible; 2 = 50% chance; 4 = 25% chance
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# [range: 1 ~ 2147483647, default: 2]
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I:"RTG Tree from Vanilla Sapling Chance"=2
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}
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"scattered features" {
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# Must be set to TRUE for the other scattered feature settings to have any effect.
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# If FALSE, RTG won't interfere with scattered feature generation at all.
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# [default: true]
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B:"Enable Scattered Feature Modifications"=true
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# [default: true]
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B:"Generate Scattered Features"=true
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# Scattered features = desert temples, jungle temples, and witch huts; 32 = Vanilla
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# [range: 1 ~ 2147483647, default: 48]
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I:"Maximum distance between scattered features"=48
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# Scattered features = desert temples, jungle temples, and witch huts; 8 = Vanilla
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# [range: 1 ~ 2147483647, default: 12]
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I:"Minimum distance between scattered features"=12
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}
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snow {
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# This applies to newly-generated chunks only. Snow layers will still appear in cold/snowy biomes after it snows.
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# [default: true]
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B:"Enable Snow Layers"=true
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}
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strongholds {
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# [default: true]
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B:"Generate Strongholds"=true
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}
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"terrain shadowing" {
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# The block to use for desert terrain shadowing, typically seen on the cliffs of desert mountains. Defaults to stained hardened clay.
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# [default: minecraft:stained_hardened_clay]
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S:"Desert shadow block ID"=minecraft:stained_hardened_clay
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# The meta value of the shadow block for desert cliffs. Defaults to 0 (white).
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# [range: 0 ~ 15, default: 0]
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I:"Desert shadow block meta value"=0
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# The block to use for stone terrain shadowing, typically seen on the cliffs of stone mountains. Defaults to stained hardened clay.
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# [default: minecraft:stained_hardened_clay]
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S:"Stone shadow block ID"=minecraft:stained_hardened_clay
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# The meta value of the shadow block for stone cliffs. Defaults to 9 (cyan).
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# [range: 0 ~ 15, default: 9]
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I:"Stone shadow block meta value"=9
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# Set this to TRUE to allow UBC to override desert shadowing.
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# This setting doesn't have any effect if UBC is not installed.
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# [default: true]
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B:"UBC Mode (Desert)"=true
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# Set this to TRUE to allow UBC to override stone shadowing.
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# This setting doesn't have any effect if UBC is not installed.
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# [default: true]
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B:"UBC Mode (Stone)"=true
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}
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trees {
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# Set this to FALSE to prevent shrub trunks from generating below the surface.
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# [default: true]
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B:"Allow Shrubs to Generate Below Surface"=true
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# Set this to FALSE to prevent trees from generating on sand.
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# This setting only affects trees generated by RTG. Trees generated by a biome's decorator
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# will adhere to their own generation rules. (RTG's Palm Trees ignore this setting.)
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# [default: false]
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B:"Allow Trees to Generate on Sand"=false
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# Set this to FALSE to prevent the trunks of RTG trees from using the 'all-bark' texture model.
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# For more information, visit https://minecraft.wiki/w/Java_Edition_data_values/Pre-flattening#Wood
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# [default: true]
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B:"Allow bark-covered logs"=true
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}
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villages {
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# Set this to FALSE to resolve issues with mods that also modify villages.
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# If set to FALSE, the 'Minimum distance between villages', 'Maximum distance between villages' & 'Size of villages' settings will have no effect.
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# [default: true]
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B:"Enable village modifications"=true
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# [default: true]
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B:"Generate Villages"=true
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# Lower values = villages closer together; 32 = Vanilla
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# [range: 1 ~ 2147483647, default: 48]
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I:"Maximum distance between villages"=48
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# Higher values = villages further apart; 8 = Vanilla
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# [range: 1 ~ 2147483647, default: 12]
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I:"Minimum distance between villages"=20
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# Higher values = bigger villages; 0 = Vanilla
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# [range: 0 ~ 10, default: 0]
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I:"Size of villages"=2
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}
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volcanoes {
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# Set this to FALSE to prevent lava from flowing down the sides of volcanoes.
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# [default: true]
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B:"Enable volcano eruptions"=true
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# Set this to FALSE to prevent volcanoes from generating.
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# [default: true]
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B:"Enable volcanoes"=true
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# 1/x chance that a volcano will generate in a biome that has volcanoes enabled.
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# 1 = Always generate if possible; 2 = 50% chance; 4 = 25% chance
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# [range: 1 ~ 2147483647, default: 36]
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I:"Volcano Chance"=30
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# The main block to use for the surface of the volcano.
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# [default: minecraft:obsidian]
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S:"Volcano block ID"=minecraft:obsidian
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# The meta value of the volcano block.
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# [range: 0 ~ 15, default: 0]
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I:"Volcano block meta value"=0
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# The block ID of the 1st volcano mix block.
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# [default: BiomesOPlenty:ashStone]
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S:"Volcano mix 1 block ID"=BiomesOPlenty:ashStone
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# The meta value of the 1st volcano mix block.
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# [range: 0 ~ 15, default: 0]
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I:"Volcano mix 1 block meta value"=0
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# The block ID of the 2nd volcano mix block.
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# [default: BiomesOPlenty:ash]
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S:"Volcano mix 2 block ID"=BiomesOPlenty:ash
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# The meta value of the 2nd volcano mix block.
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# [range: 0 ~ 15, default: 0]
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I:"Volcano mix 2 block meta value"=0
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# The block ID of the 3rd volcano mix block.
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# [default: minecraft:coal_block]
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S:"Volcano mix 3 block ID"=minecraft:coal_block
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# The meta value of the 3rd volcano mix block.
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# [range: 0 ~ 15, default: 0]
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I:"Volcano mix 3 block meta value"=0
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}
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